Interactions affect and are affected by the other character's mood. These moods affect both the interactions' success rate and their results and can be identified when initiating dialogue. The only exception is the blush mood. A character that is in that mood will only reveal this to characters who he/she loves.
The BGM is determined by the mood of most of the NPCs in your area.
Mood |
BGM |
Condition |
Effects |
Associated trait
|
Normal |
Normal |
start of the time period |
none |
none
|
Happiness |
Friendship |
successful friendly interactions |
increased success rate and maximum Like gain from other interactions |
Optimistic / Positive
|
Blush |
Happiness/Love |
successful conversation about love, receiving a hug or a kiss or accepting the NPC's confession |
increased success rate and maximum Love gain from other interactions and increased chances of initiating "Hug" and "Kiss" interactions
|
Passionate / Romantic
|
Calm |
Tranquil |
taking a break or receiving a massage |
decreased success rate for interactions and increased maximum Like gain from other interactions
- won't fight
- reduced movement speed
|
Daydreamer / Absentminded
|
Horny |
Erotic |
being touched or successful conversation about sex or after witnessing H or contact |
decreased success rate for interactions and double chances of initiating and accepting interactions
- Low/Lowest virtue characters may go somewhere and masturbate
- will have H when successfully invited to study together at home
|
Lewd / Perverted
|
Anger |
Suspicious |
bully interactions or failed interactions |
decreased success rate and increased maximum Hate gain from other interactions |
Violent
|
Sadness |
Sadness |
refused confession or H or failed interactions |
decreased interaction success rate and is less likely to interact at all
- won't fight
- reduced movement speed
|
Pessimistic / Melancholy
|
Tension |
Tension |
successful interactions |
increased success rate for "Study together/Sports/Club activity" and interactions |
none
|
Jealousy |
Suspicious |
Cheater! status |
increased chances of interrupting and competing as well as showing spontaneous physical affection and (for lower virtues) even proposition public sex |
none
|
Hurt |
Suspicious |
losing a fight or getting slapped |
the character crouches in pain, unable to move or act for a few seconds |
none
|
Unforgivable! |
Suspicious |
Unforgivable! status |
all interactions fail with 0% until apologizing |
none
|
Aside from the aforementioned conditions, a character's mood can also change randomly to the one associated with his/her traits.
The frequency of the mood changes is reduced by the "Calm" trait and increased by the "Impulsive" trait.
For the exact success rate modifiers see this section