Difference between revisions of "Summer Vacation! Scramble/Gameplay/Interactions"
(Edited "Mood change" description a bit for "Praise" talk condition) |
(Added descriptions) |
||
Line 68: | Line 68: | ||
===Consult about=== | ===Consult about=== | ||
+ | Consult actions work the same as "Advice", with the character this time asking for an opinion on specific matters instead of being encouraged by someone else to do something. | ||
+ | |||
+ | It's unknown if these interactions have any effects on PC and it's also impossible to fail them, as the NPC will simply agree/disagree on what you consulted with them depending on their mood, virtue, traits, map mood and favourability towards you. | ||
+ | |||
+ | Note that disagreeing with a topic will NOT make the NPCS less likely to perform the action you discouraged them in not putting more effort into. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Interaction !! Description !! Effect | ! Interaction !! Description !! Effect | ||
|- | |- | ||
− | | [[File:Consult.png|64px]]Diet|| || | + | | [[File:Consult.png|64px]]Diet||Asks if the character should eat more often at the Beach for the whole day. ||None |
|- | |- | ||
− | | [[File:Consult.png|64px]]Studies|| || | + | | [[File:Consult.png|64px]]Studies||Asks if the character should study more often at the School for the whole day. ||None |
|- | |- | ||
− | | [[File:Consult.png|64px]]Exercise|| || | + | | [[File:Consult.png|64px]]Exercise||Asks if the character should exercise more often at the Shrine for the whole day. ||None |
|- | |- | ||
− | | [[File:Consult.png|64px]]Part-time job|| || | + | | [[File:Consult.png|64px]]Part-time job||Asks if the character should work more often at their Job for the whole day. ||None |
|- | |- | ||
− | | [[File:Consult.png|64px]]Relationships|| || | + | | [[File:Consult.png|64px]]Relationships||Asks if the character should be more aggresive in showing affection. Agreeing on this topic can heavily increase the chances an NPC will show affection for the whole day, so choose your answer wisely. ||None |
|- | |- | ||
− | | [[File:Consult.png|64px]]Love|| || | + | | [[File:Consult.png|64px]]Love||Asks if the character should be more aggresive in making relationships. Agreeing with this topic can heavily increase the chances an NPC will try to form multiple relationships for the whole day, so choose your answer wisely. ||None |
|- | |- | ||
− | | [[File:Consult.png|64px]]Sex|| | + | | [[File:Consult.png|64px]]Sex||Asks if the character should be more aggresive in having H. Agreeing on this topic can heavily increase the chances an NPC will ask for H for the whole day, so choose your answer wisely. || |
|- | |- | ||
|} | |} |
Revision as of 09:13, 5 November 2024
- Recent changes
- All pages
- Wiki tutorial
- Purge (this page)
all characters are at least 18
Summer Vacation! Scramble [edit]
- Map
- Interactions
- Favorability Rating
- H Guide
Contents
How do they work
The % value shown when interacting with somebody represents the chance of the character to accept the action. As long as that value is higher than 0% there is a chance for success. As long as the value is below 100% there is a chance to fail. It is possible to succeed with as low as 1% but the odds are just that low.
Most interactions can be used on the same character only three times per time period. After three uses on the same character the success rate will become 0% and that character will tell you to stop, making them angry.
The success rate is influenced by traits, virtue, mood, character stats, favorability rating and map mood.
Note that a failed interaction will not necessarily decrease the NPC's opinion. A NPC can either directly refuse, decreasing their opinion on you, or can say "another time", leaving their opinion unchanged.
Types of Interactions
There are 39 interactions that the Player can choose from, these are grouped in 11 categories.
Let's Talk
Successful interactions have 3 different outcomes (small, good and great) that are influenced by the character's mood, traits, sociability and map mood.
Listen to me
Give Advice
All advices reduce the character's horniness to some extent. Success rate depends on the character's seriousness(virtue, related traits and mood) and is heavily influenced by his/her current horniness and the current map's mood.
Consult about
Consult actions work the same as "Advice", with the character this time asking for an opinion on specific matters instead of being encouraged by someone else to do something.
It's unknown if these interactions have any effects on PC and it's also impossible to fail them, as the NPC will simply agree/disagree on what you consulted with them depending on their mood, virtue, traits, map mood and favourability towards you.
Note that disagreeing with a topic will NOT make the NPCS less likely to perform the action you discouraged them in not putting more effort into.
Gossips
Interaction | Description | Effect |
---|---|---|
There's a good rumor | ||
There's a bad rumor | ||
Get along with | ||
I want to get along... | ||
What do you think about? |
Activities
Interaction | Description | Effect |
---|---|---|
Let's go eat | ||
Let's study | ||
Let's exercise | ||
Let's work | ||
Come to my room |
Feelings
Interaction | Description | Effect |
---|---|---|
Show affection | ||
Ask on a date | ||
Let's be lovers | ||
Let's Break up |
Contact
Interaction | Description | Effect |
---|---|---|
Headpat | ||
Hug | ||
Kiss | ||
Grope | ||
Sex |
Travel
Blackmail
When the player witnesses any of the these action: Public Masturbatio or a characterr doing certain actions with a non-lover while having a lover like: Hug, Kissing, Groping and Public H, the blackmail option will now be available when talking to an NPC. The game consider this as a Weakness toward the NPC, You will then have the option to blackmail them.
Other
Interaction | Description | Effect |
---|---|---|
Nothing | Cancel the interaction, if the interacted character hate you, they get mad for wasting their time | Give small unfavorable points toward the character? |
NPC Interactions
NPCs have access to more interactions than the player.