Koikatu/Gameplay
- Gameplay
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, mood, character stats and favorability rating.
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.
Influence
Chat
Successful interactions have 4 different outcomes (bad, small, lively and deep) that are influenced by the character's mood, traits and sociability.
The first three conversations will always increase Like even if they fail.
Invite
Success rate largely depends on the NPC's sociability.
A successful massage interaction will have one of four results. It will either fail, clear any gained or lost favorability, increase the Like points or make the character horny. All of these are indicated by a text message during the massage.
Interaction | Description | Mood Change Tendancy |
---|---|---|
Study together | Invites a character to improve Wisdom score with you in the library. The character with the lower score will improve much more, the one with higher score will improve less. If a teacher is involved it will always fail if the student's stat is higher. | none |
Do sport | Invites a character to improve Strength score with you. The character with the lower score will improve much more, the one with higher score will improve less. If a teacher is involved it will always fail if the student's stat is higher. | none |
Go eat lunch (During noon) | Ask the character to eat lunch with you on the rooftop but will only do so once | Happiness(success) |
Walk home together (During evening) | Ask the character to walk home with you at after school. This improves love relationship and ends the day. Similar to going to class together, this can spread rumors of a relationship between the characters. Both characters must be dressed in their uniform (the one which has them carry their bag) for them to accept. | none |
Interaction | Description | Mood Change Tendancy |
---|---|---|
Ask to join club | Invite the character to join your club. If already part of the same club the character will confirm it with 0%. If successful, their club will be changed instantly. | Sadness(if both of you are in the same club, otherwise no change in mood) |
Ask on a date | Invite the character on a date next Sunday (see the Dating Section for details). Selecting this option again will result in that character confirming the date with 999%. If someone else asked them on a date they will mention it when refusing. | none |
Confess | Tells a character that you love him/her. Depending your relationship to the character, they will state that they like you, that they love you, or that they don't have feelings for you. | none |
Let's break up (if in a relationship) | Ask to officially break up your relationship but if Love is high that character won't believe you actually mean it | Sadness(success) |
Lunch Break- Invite for lunch available
Quick Break- After School
Normal
Sleeping - NPC bubbles will appear "zzz"
Angry - Apologize option available
Love Rating: From acquaintance to Friends
H Rating: Willingness to have H
Certain NPC will have a big H boost just by look/touch them without Love Rating not being so high.
Laying down
Table
Chair
Wall
Bed Couch
Options available when NPC isn't accepting PC insertion without wearing condom, or anal penetration
TBC