Artificial Academy 2: Character Creation
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all characters are at least 18
- Character Creation
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Character creation must be done outside the game. As with Artificial Academy 1, the character creator AA2Edit (aka. Maker) is an extra piece of software.
Contents
- 1 FAQ
- 2 AA2Edit keyboard shortcuts
- 3 Character cards
- 4 Character pose
- 5 Basic Stats (Work in Progress)
- 6 Female Personality Types(Work in Progress, Names subject to change)
- 7 Male Personality Types(Work in Progress, Names subject to change)
- 8 In Game Trait effects (Work In Progress)
- 9 Items
FAQ
- Q: How do I get a rainbow card?
A: The generation of a rainbow card is random (1/100 chance). You simply must keep saving a character over and over again until you get the rainbow card to appear. Also if you save over a character who already has a rainbow card, you run the risk of losing it. You can also use the unlocked AA2Edit by Phil26.
- Q: What do the rainbow card mean?
A: In-game tips refer them as to giving the character the "Main character effect". This increases movement speed and advancement rates of stats and relationships.
- Q: What are the character items for?
A: These are the items your character will have on them when you put them in the game. When a character has reached a certain level in the relationship (friendship, lovers, or sexual) the other character will come and offer to trade one of their items for yours in that respective category. The items a character has can be viewed at the status screen found by clicking on the statue behind the martial arts room. Other than increasing the relationship status, the trade offer has no further effect. This has been confirmed by in-game info.
- Q: How do I make a teacher character?
A: Any character can become the teacher by transferring into the top center desk. This is can be done only within the game, at bedtime. The teacher won't automatically be given the teacher's clothing, that has to be done in the same seating arrangement menu.
AA2Edit keyboard shortcuts
Action | Key | Key Description |
---|---|---|
Drag Rotate | Mouse 1 | Left Mouse Button |
Pan Up/Down + Zoom | Mouse 2 | Right Mouse Button |
Pan Left | ← | Left Arrow Key |
Pan Right | → | Right Arrow Key |
Pan "Foward" | ↑ | Up Arrow Key |
Pan "Back" | ↓ | Down Arrow Key |
Zoom In | ; | Semi-Colon |
Zoom Out | ] | Left Square-Bracket |
Rotate Clockwise | . | Period |
Rotate Counter-Clockwise | \ | Back-Slash |
Reset Rotation | / | Forward-Slash |
Screenshot | F11 | F11 |
Character cards
- Red Cards are given to pure Heterosexual characters. These characters will never be with the same sex under any circumstances (short of perhaps rape).
- Orange Cards are given to characters who lean towards Heterosexuality. These characters prefer the opposite sex, but for someone of the same sex who they click with, it's not impossible for them to become lovers.
- Purple Cards are given to Bisexual characters. These characters do not care about the sex of their lover.
- Green Cards are given to characters who lean towards Homosexuality. These characters prefer the same sex, but for someone of the opposite sex who they click with, it's not impossible for them to become lovers.
- Blue Cards are pure Homosexual characters. These characters will never be with the opposite sex under any circumstances (short of perhaps rape).
- Rainbow Cards are normally only given 1% of the time anytime you save a character (but can be given to anyone with an unlocked maker). The game considers these characters "main characters," and will give them a 100% increase in movement speed, along with a boost to relationship building (love/friendship) due to much higher Respect (a hidden stat) values. There may be further effects yet to be confirmed.
Character pose
The pose changes at certain times when you have chosen a personality and then click on something else that customizes the girl. Please note this only applies when you begin to adjust stuff on the character; they then enter what I call the "Adjustment Pose" which is as follows:
- Lively: Feet a bit wider than shoulder-width apart. Arms at sides, fists balled up.
- Delicate: Hands at sides, relatively normal-looking.
- Cheerful: Similar to Delicate, but the wrists are bent and the hands are slightly turned out. Feet a bit wider apart and slightly turned inward.
- Stoic: Identical to Delicate.
- Assertive: Similar to Delicate, but feet are a bit wider apart.
- Pleasant: Identical to Lively.
- Kind: Identical to Cheerful.
- Joyful: Identical to Cheerful.
- Moody: Identical to Assertive.
- Irritated: Arms/Hands bent behind back, feet shoulder-width apart.
- Uptight: Identical to Assertive.
- Sweet: Identical to Delicate.
- Creepy: Identical to Cheerful.
- Timid: Identical to Assertive.
- Dignified: Identical to Delicate.
- Independent: Identical to Irritated.
- Smart: Identical to Delicate.
- Sincere: Identical to Assertive.
- Shrewd: Identical to Assertive.
- Lazy: Identical to Assertive.
- Manly: Identical to Irritated.
Males seem to be identical in the adjustment pose regardless of personality; it's most like the Assertive type.
Basic Stats (Work in Progress)
- Intelligence
- This is comparable to the academics stat from AA1. This affects how smart the character is, and how well they will do on tests and exams. Smarter characters may potentially be more liked by teachers and characters with the "Class Prez" trait, as well.
- Strength
- This is comparable to the athletics stat from AA1. This affects how strong the character is during sports, club activities, and sport competitions. Combined with fighting style, it also affects how good the character can fight. It also seems to have an impact on movement speed, but not as huge as it did in AA1.
- Sociability
- This sets the difficulty rating for general social interactions. Characters with low sociability are harder to build friendships with and tend to be less popular, while high sociability characters can be befriended quickly and tend to be more popular.
- Fighting Style
- There are three fighting styles to choose from: "No Restraint", "One Blow" and "Irregular". Some of these styles perform better against others (details needed). Each fighting style has their own fighting animations.
- Virtue
- This sets the difficulty rating for romantic/sexual interactions (hugging, kissing, sex, and so on). Characters with high virtue are harder to approach with sexual matters, while low virtue characters are way more casual about those things. High virtue does not prevent a character from turning into pervert (lusting for intercourse with their partner) but they will be more secretive about it (less likely to initiate sex out in the open.)
- Virtue is crucial to sex acceptance(hidden meter). It grows only after becoming a lover for Normal/High/Highest virtue while Low/Lowest virtue are open to sex-friend relationship from the beginning. Technically, Normal virtue begins to accept sex at least two days passed from being a lover. This may differ by traits.
- Orientation
- Defines whether or not a character will have sex and date boys, girls or both. Sexual preferences are ignored when using the "force" options. Unlike in AA1, there are now five sexual orientations to choose from:
- Hetero: The character only shows sexual interest in the other gender. Sexual advances from same-sex classmates will always be rejected.
- Leaning Hetero: While the character still has more interest in the opposite sex, advances from same-sex classmates will not be completely ignored (they will have a harder time winning them over however).
- Bisexual: The character doesn't make a distinction between sexes.
- Leaning Homo: While the character still has more interest in the same sex, advances from opposite-sex classmates will not be completely ignored (they will have a harder time winning them over however).
- Homo: The character only shows sexual interest in the same gender. Sexual advances from opposite-sex classmates will always be rejected.
- Defines whether or not a character will have sex and date boys, girls or both. Sexual preferences are ignored when using the "force" options. Unlike in AA1, there are now five sexual orientations to choose from:
- Sexual Experience
There are now two virginities, one for vaginal and one for anal intercourse. Vaginal virgins will have a visual blood-effect during their first time. Unlike in AA1, a vaginal virgin can now climax on their first time.
- Profile
The text typed here can be seen in-game at the Jizou Statue behind the dojo when you view a character's specific statistics. It can either be an actual biography for the character, or you can simply write the character's traits and/or preferences if you wish.
Female Personality Types(Work in Progress, Names subject to change)
First Row
Lively (活)
Very spontaneous and energetic, very easy to engage her in anything that seems fun, like sports, the arcade, and karaoke. Talking about hobbies, things she does for fun, is a good way to get her to open up. She's unlikely to study or develop her club skills without someone she enjoys being with, but with them she puts in the effort enthusiastically.
Delicate (薄)
Cheerful (朗)
Stoic/Quiet* (淡)
Assertive/Playful* (然)
She often tells you she's like a cat in heat. Even without Lewd trait she wants sex all the time, anywhere, and when she asks you to follow, you never know if it's to a quiet room to talk or the girl's room stall. She likes taking the lead, but she also likes someone who can grab the lead themselves.
Assertive plays very differently between Low Virtue and Normal to Above.
- At lower than Normal, she's open to any suggestion of sex when her love or ecchi is high enough, and may get horny just from being asked to follow. Or from any interaction, for that matter.
- At Normal to higher Virtue she still becomes aroused to a lesser extent, but she will put an abrupt halt to any advances into sex.
- One way around this is to keep cranking her up and leaving her hanging until she can't take it anymore and either demands sex on the spot or drags you into a private room.
- Another way is to crank her up and demand sex on the spot through Force; though she's most resistant the first time, despite what she says it actually makes her hornier. Every time after that will become easier if not immediate. The drawback to this is that it can only be done in open rooms, so it doesn't ensure privacy, and it takes time, opening more opportunity for that privacy to be shattered before you're done.
Second Row
Pleasant/Frisky* (晴)
Kind (寧)
Joyful (笑)
Most noticable about this personality is, that they have their eyes closed in most social situations(even if their Face-type is not the one with the closed eyes).
Moody/Ordinary* (月)
Irritated (激)
Third Row
Harsh/Uptight* (尖)
Harsh(former Uptight) has an apathetic, rejective, abusive attitude. She remains indifferent manner to any other than herself. This gets even more severe after developed relationship which makes her insult and mock on those, concealing her sentiment.
- "Like a good dog, wait me over there."
- "Don't mind me, I just came here to look at your stupid face."
- "It is not something I should even bother to ask... But you do love me, right?"
Sweet (楚)
Pleasant, easy-going, and a master of politeness judo, able to get what she wants harmoniously, making others happy, even grateful, to give it to her. However, she can turn cold if losing control of a situation, and delivers her polite demands firmly and sharply.
- "Wedding Dress or white kimono... It's hard to give up either one, isn't it?"
- "Being side by side with the person you love really is wonderful."
Creepy (肝)
Extremely shy and awkward meme-spouting fujoshi.
Timid/Reserved* (慎)
Timid is passive, reserved. She stutters, pauses on a word frequently, holds back an action even if she prompted it first. Her positive reactions may rather look scared, or impassive sometimes as closing eyes like as nothing more to say.
- "N-no, wait, I was joking, so, nnh!"
- "I'm s-still... n-not used to this yet..."
Dignified (凜)
Very polite, possibly a noble or rich (talking about a summer residence).
Fourth Row
Independent/Aloof* (独)
Classic kuudere, cool, distant and unapproachable on the surface. Denies affection, but becomes expressively passionate toward her lover.
Smart (聡)
A romantic who knows everything there is to know about romance from books. She's eager to have the real experience, and to feel what she feels when reading the passages derived from someone else's experience. Very literate and quick to pick up new knowledge, especially knowledge that supplements her understanding of the erotic. Becomes more self-deprecating the deeper in love she falls, as if she feels unworthy of the love she wants.
Though she has more initial attraction to brawn rather than brains, discussions about love and romance are more deeply personal for her and can win her heart.
Sincere/Genuine* (賢)
Shrewd/Mature* (理)
Lazy (怠)
She's...very economical with her energy. Her sudden and inexplicable spikes of motivation indicate she's holding back most of the time.
Fifth Row
Manly (漢)
A chronic overachiever. If you can keep pace with her on at least one leaderboard, you'll have her respect. Hard massages would be appreciated; one of those would always improve her mood.
Cadet (曹)
Sharply regimental, always alert to duty and seeks validation for her performance, even on things she knows she's good at. She'll consistently improve her abilities without positive reinforcement, but a little praise goes a long way. Very loyal friend and lover.
Male Personality Types(Work in Progress, Names subject to change)
Gentle (優)
Positive (陽)
Cheery and loud, hyperactive in activity and conversation, expresses emotions frankly and transparently, sometimes plagued with self-doubt.
Otaku (宅)
Savage (蛮)
Man of action, doesn't much like words. You won't make as much progress with him through conversation, but getting him to join you in any activity will improve his opinion of you. Very turbulent moods, and cooling him down or cheering him up when he needs it helps your relationship a lot. Reading his moods is difficult until you know him; even when he looks like a coiled spring, he may be in a good mood.
In Game Trait effects (Work In Progress)
- Easygoing: easier to raise love points.
- Affable/Loyal Friend: easier to raise friend points.
- Bad with Guys: negative modifier to action success rate and point increase when successfully dealt with guys.
- Bad with Girls: negative modifier to action success rate and point increase when successfully dealt with girls.
- Charming: positive modifier to relationship point. [for NPC, easily attract other and has a lot of lovers.]
- Tsundere: decreases the chances of successful "let's __ (e.g. study)" action. [might increase chance of getting slapped.][may temporarily swing from high to low on mood and % chance.]
- Chivalrous: increases the chances of successful "let's __ (e.g. study)" action.
- Groupie/Trandy: increases the chances of successful conversation.
- Obedient: rarely refuses the 'encouragement', 'group', and 'follow' options.
- Positive: resistant to feeling down/sad.
- Shy: harder to accept physical contact and H action in the presence of other people. [decreases the chances of successful conversation].
- Jealous: increases the frequency of interrupting conservation.
- Melancholy/Hypersensitive: prone to feeling down/sad.
- Perverted/Lewd: increases the frequency and the success rate of lewd actions and topics.
- Serious/Genuine: goes to school earlier. Very low chance of skipping class. Uses condom on first sex.
- Serious characters visit clubs regularly at least once in every session (same as diligent characters visit library). Their rate of improving grades are remarkable which makes challenging/impossible sometimes for the player achieving better grades.
- Calm: lesser emotional variation, more stable mood.
- Impulsive: greater emotional variation and its effects.
- Absentminded/Naive: reduced movement speed. Late to arrive at school and early to leave.
- Violent: increases the frequency of quarrel-type action.
- Passive: unlikely to initiate H conversation or actions.
- Meddlesome: [likely to cheer up/calm down/massage other characters?][increases the frequency of of interrupting conversation/sex?- apparently not]
- Class Prez: unlikely to take part in Teacher-student sex. May get teachers fired if (s)he catches them having sex. [increases the frequency of "everyone, let's ___" action?][teacher might like you more.][might be able to break up H in the open without negative impact on relationship.]
- Chatty: increases frequency of triggering conversation.
- (Always) Hungry: can eat multiple times during one period. Talking about food has increased success rate. Hungry NPCs tend to loiter in cafeteria.
- Romantic/Passionate: the success rate for discussing "Love" is doubled. [may increases the frequency of hug/kiss/sex/date actions.]
- Singleminded: stays faithful.
- Indecisive: ambiguous, unlikely to choose either of two competitors for the character's attention.
- Competitive: more likely to challenge enemies, more likely to compete when interrupting.
- Scheming/Deceptive: increases the chances of spreading/successful bad rumors. Increases the chance of forcing exploitable characters as of v2 update.
- Diligent: increases the frequency of going to library. Increases the success rate of accepting "Let's study". Increases the chance of bonus from study/sport/club activities.
- Wild: increases the frequency of skipping school/requesting hang-out and the successful chances of accepting it.
- Masochist: abusive actions increase relationship points. No limit to abuse actions during period.
- Sweaty: body becomes shiny. Increased chances of visiting Shower Room.
- Evil: a chance to murder a classmate.
- Deaf: has an extra option "Nandatte?"; same effect as "No" but with lower decrease on relationship points.
- Exploitable: prone to forced sex. Deceptive NPCs harass exploitable characters more often as of v2 update.
- Asexual: decreased success rate of ero topic conversation.
- Lucky: increased chances of "ecchi" contact during massage. Increased chances of getting away with murder and surviving murder attempts.
Items
Using the maker, each created character gets assigned 3 trading-items(one for lovers, one for friends and one for sexual relationships).These items can not be traded directly. However, at some point, any NPC may ask you to trade. Depending on your relationship, they may trade their friend item or their lover's item with you. All item have no use besides trading (as confirmed ingame). If a student, or teacher, transfers out of the class the traded items stay with the person still in class. Likewise the items the transferee has vanish from the classroom. By transferring students after trading you can technically have multiples of the same items in the classroom.