Monosomething

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May 24, 2019
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Monosomething Without some form of circumventing the "default" behavior - , you are simply unable to gain Love points.
Wait... just one more mechanical question:
What i shifted into the dyke and seduced the main character im using? I know it would probably be easier to play as that model or as another female character, but i have no interest in having it go down this path. Would that work in the long term, or would she break up (or straight up seize up over what "she has done" lol) after i switched back to my main character?
 

JustAl

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Jan 28, 2022
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Wait... just one more mechanical question:
What i shifted into the dyke and seduced the main character im using? I know it would probably be easier to play as that model or as another female character, but i have no interest in having it go down this path. Would that work in the long term, or would she break up (or straight up seize up over what "she has done" lol) after i switched back to my main character?
What Tsugumi meant is absolute zero way to gain love points. Without love points a 0% will appear for any attempt at sex. Because they are hard-locked homosexual they simply won't budge.

It won't hurt to open the creator and simply change their alignment to be leaning instead of pure homosexual. If you want to keep the portrait and force a Rainbow card status you can find an unlocked maker for this. You may then use modules and traits to increase the leaning of the character so it will almost feel pure homo but it won't be.

Or if you want to create an evil lesbian-breaker rapist you can use modules and traits to elevate the forcefulness of the character. Part of the drama is seeing characters do awful things you wouldn't do. It helps make sure a story organically forms without you orchestrating it all.

Although I barely remember, but I did read at least one module description that mentioned changing "alignment" at random, which could be a way to open them up to seduction by proxy if it's that same base-game sexuality alignments. A pure homosexual-aligned character can't be wooed by the opposite gender, but a module can dynamically change their alignment so they suddenly can be wooed. But then they could suddenly change back and they'll break up.

You can unpack the module that changes alignment and edit the trigger scripts yourself to make it only change their alignment away from homosexual without ever going back.
 

Tsugumi

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Oct 16, 2018
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Wait... just one more mechanical question:
What i shifted into the dyke and seduced the main character im using? I know it would probably be easier to play as that model or as another female character, but i have no interest in having it go down this path. Would that work in the long term, or would she break up (or straight up seize up over what "she has done" lol) after i switched back to my main character?
To be honest, I do not know how that would play out, but my assumption is:

In a nutshell, what you are doing as PC character is improving relationship stats of other characters towards you, so if you switch to the lesbian - you are now building up relationship stats of the now-NPC guy towards the now-PC lesbian girl. This serves no purpose as you can take control of the boy and ignore the low-chance* interactions completely - that is kind of the whole point of PC control. The moment you switch PC control back to the boy, you are once again pitted against the stats of the lesbian...which you never built up. In other words, unless you keep playing as the girl, there is kind of no point in switching to her, to begin with.

*"low-chance" means "non-0%", because, as per the wiki: if success chance is 0% - the issue lies elsewhere. For example, the character hates you, or you do not match their gender preference - things like that. So, if you see 0%, then the problem is far from "chance is low enough to hit 0" - it means you are literally being blocked off by another game mechanic.

hey, is there any custom cards that come with pre installed modules?
Overwhelming majority of BepisDB (link in OP) cards make use of modules. The modules functionality itself comes from AAU, not the card. Or am I misunderstanding your question?
 
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Dave 237

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May 29, 2018
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To be honest, I do not know how that would play out, but my assumption is:

In a nutshell, what you are doing as PC character is improving relationship stats of other characters towards you, so if you switch to the lesbian - you are now building up relationship stats of the now-NPC guy towards the now-PC lesbian girl. This serves no purpose as you can take control of the boy and ignore the low-chance* interactions completely - that is kind of the whole point of PC control. The moment you switch PC control back to the boy, you are once again pitted against the stats of the lesbian...which you never built up. In other words, unless you keep playing as the girl, there is kind of no point in switching to her, to begin with.

*"low-chance" means "non-0%", because, as per the wiki: if success chance is 0% - the issue lies elsewhere. For example, the character hates you, or you do not match their gender preference - things like that. So, if you see 0%, then the problem is far from "chance is low enough to hit 0" - it means you are literally being blocked off by another game mechanic.



Overwhelming majority of BepisDB (link in OP) cards make use of modules. The modules functionality itself comes from AAU, not the card. Or am I misunderstanding your question?
the answer you gave is sufficient
 

Monosomething

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May 24, 2019
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To be honest, I do not know how that would play out, but my assumption is:

In a nutshell, what you are doing as PC character is improving relationship stats of other characters towards you, so if you switch to the lesbian - you are now building up relationship stats of the now-NPC guy towards the now-PC lesbian girl. This serves no purpose as you can take control of the boy and ignore the low-chance* interactions completely - that is kind of the whole point of PC control. The moment you switch PC control back to the boy, you are once again pitted against the stats of the lesbian...which you never built up. In other words, unless you keep playing as the girl, there is kind of no point in switching to her, to begin with.

*"low-chance" means "non-0%", because, as per the wiki: if success chance is 0% - the issue lies elsewhere. For example, the character hates you, or you do not match their gender preference - things like that. So, if you see 0%, then the problem is far from "chance is low enough to hit 0" - it means you are literally being blocked off by another game mechanic.
Yeah, i kind of gave up on that idea. I dicked around with the "forced acceptance cheat", but if it aint legit - it aint worth doing.
 

JustAl

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Jan 28, 2022
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hey, is there any custom cards that come with pre installed modules?
[...]
Overwhelming majority of BepisDB (link in OP) cards make use of modules. The modules functionality itself comes from AAU, not the card. Or am I misunderstanding your question?
I do have a little bit more to add. Normally modules added to a character card appear in their modules list as normally expected, and their logic flow and global variables appear in the triggers tab of the AUU maker with the name of the module appended on the left. However, when a card author wants to make their card's mechanics different than what available modules offer, they opt to unpack a module. This makes the modules disappear from the module list for the character card, and the triggers no longer state that they came from a module but will otherwise keep their name, sans the name of the original module.

It was what made the Hadahako custom card so interesting. Originally I was curious as to why it was so different despite what I knew about the modules in the card's list, but I recognized the gameplay mechanics being similar to unlisted modules. Sure enough, many modules were unpacked and edited directly into the character card, along with other functions that are new and original to the card itself outside of what comes in modules.

[...]
Is there a way to modify the pre-made characters? Ive tried looking into the editor, but i dont think i can do much there, especially not change their sexual orientation of characters (think i can screw around with their body proportions but, again, no interest in that). That, and theres quite a bit of info in there, that isnt visible on the outside (like, yep, sexual orientation). While i know its impossible to convert the heathen IRL, the game should be a wee bit less restrictive in this regard... like making it really difficult and time consuming, but not impossible. Meh.
You can totally modify pre-made characters, otherwise you're implying they exist without a card to access. For the version of the game I found and installed within a month's time from today, I boot up the program, choose to create a female character, and load a pre-existing card I want to edit from any directory on my computer. Along with the main window that deals with character aesthetics, sexual orientation, personality, traits, etc there's the AAU window with modules, triggers, fine body scale control, outfit equip slots, and more.

It's totally fine to fork a character and make your spin on them. Save the original somewhere else for reference, and make your edits. Maybe rename them to be distinctly different. Keep going until it's so different it's not the same character anymore. There's plenty of cool spice to add once you get into custom triggers. Modules are a shortcut into these triggers--without knowing anything about making them yourself you can load the module, visit the triggers tab, then study what logic and global variables are there. It's a step closer to learning how to make fun characters that deviate significantly from what AA2 characters could do back when the game was released 9 or so years ago.

I recommend getting inspired to make your own then gradually figure out fun stuff to add as you study other characters people share.
 
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Monosomething

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May 24, 2019
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You can totally modify pre-made characters, otherwise you're implying they exist without a card to access. For the version of the game I found and installed within a month's time from today, I boot up the program, choose to create a female character, and load a pre-existing card I want to edit from any directory on my computer. Along with the main window that deals with character aesthetics, sexual orientation, personality, traits, etc there's the AAU window with modules, triggers, fine body scale control, outfit equip slots, and more.

It's totally fine to fork a character and make your spin on them. Save the original somewhere else for reference, and make your edits. Maybe rename them to be distinctly different. Keep going until it's so different it's not the same character anymore. There's plenty of cool spice to add once you get into custom triggers. Modules are a shortcut into these triggers--without knowing anything about making them yourself you can load the module, visit the triggers tab, then study what logic and global variables are there. It's a step closer to learning how to make fun characters that deviate significantly from what AA2 characters could do back when the game was released 9 or so years ago.

I recommend getting inspired to make your own then gradually figure out fun stuff to add as you study other characters people share.
Yeah, okay... that sounds too complicated for me. Im old, alright?! lol
 

JustAl

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Jan 28, 2022
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Yeah, okay... that sounds too complicated for me. Im old, alright?! lol
I'll accept that. I'm getting up there too but nosing around in software is something I try to keep doing. I don't have enough time to get very talented working with AAU's content but I know some people make money commissioning custom modules. I've yet to make an amazing character but I whipped up a trait-and-module sandwich with minor trigger editing that's a nifty work-in-progress for myself to test.
 

tiikerihai

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Oct 22, 2022
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Changing sexual orientation of characters is the easiest thing you can do in the editor... A couple of clicks is all it takes.

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Though that changes the card itself, not your save file. Which means if you already have the character in your class you'd need to transfer them out and then back in for the change to take effect or use some other tool (AA2QTEdit) to change orientation in place if you for some reason don't want to transfer the character out of your class.
 
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JustAl

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Changing sexual orientation of characters is the easiest thing you can do in the editor... A couple of clicks is all it takes.
[...]
Though that changes the card itself, not your save file. [...] you'd need to transfer [the character] out and then back in for the change to take effect or use some other tool (AA2QTEdit) to change orientation in place if you for some reason don't want to transfer the character out of your class.
Yup. I also recommend making a save backup folder and saving your finalized (at the time) class roster before you do any actual gameplay from that point. You may notice something off about a character and removing characters to replace them comes with some caveats like personal items going missing / being orphaned when a character is removed, and a character relationship environment that doesn't look fun to you after a bunch of relationships already form and the incoming character is left out. So if you keep a first-eve backup you can redeploy the same roster with little effort after making your minor changes, resaving the roster, and backing it up again.

As for class name just randomly look up Japanese last names and make every new class the "historically famous school in Japan(?) of {last name here}".
 

Monosomething

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May 24, 2019
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So... another batch of questions (since im apparently clueless):

Influence: i know what these do, however is there any gain or loss of LLDH from those? Or are they just "mood swingers"?
The entire lecture and gossip tabs... same question - do these do anything?

Chat is fairly well explained on the wiki... but Invite isnt - if i fail at any of these, do the other characters gain hate/dislike?

Same question for Contact interactions. Do these give out any points on success/failure? Wiki is completely silent about these, apart from mentioning mood swings. Groping some titties or stealing a kiss from a NPC is fun, until you hear "Hands off!" and someone calls the police (lmao). Ive read theres a "some other time" response that supposedly doesnt incur penalties, but the penalties arent mentioned...


Finally... i took a look what the games folder contains. Found the character editor and some stats, but thats not what i want to ask.
Its about Qtedit - how do i tell which "seats" are assigned to whom?

Thanks in advance for your patience.
 

Tsugumi

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Oct 16, 2018
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Monosomething

I can only chime in on two things:

1. About seats: if you mean the "Play Data" tab - seats are numbered 0 to 24, and if you look at QtEdit class roster (after loading a save) you will see everyone numbered 1 to 25. In a nutshell, the order is the same: "seat 0" is "student 1" in that list, "seat 16" would be "student 17" and so on. If there are empty seats in-between - that is accounted for, as well: for example, if the student spot underneath the teacher is empty (that is spot 10**, by the way) - there will be no student 11 in the QtEdit list.

2. Gossip AKA rumours is a way to manipulate opinions of NPCs on other NPCs. Spreading good rumours about somebody makes that person be more liked, and vice versa. Naturally, NPCs sometimes gossip about PC between themselves, too - no immunity for you there. ;) You probably have seen NPCs talk to you about someone and say something like "I hear <character> is a dangerous person" - say hello to a bad rumour. Then again, this is, in fact, in the wiki. And since "mood change tendency" for gossip interactions is a blank "none", that means succeeding or failing said interactions has no effect on the mood of whoever you gossip with.


**The numbering order itself adheres to the Japanese writing system: top to bottom, right to left. That translates to top right corner student seat being 0, bottom right corner - 4, the spot to the left of seat 0 is seat 5, bottom spot in the same column 9, etc. And spot 10 is second in its column because the teacher spot "pushes it down", and the teacher spot holds the last number - 24. So, spot below the teacher spot is student seat 10, the bottom spot in that column is 13, and so on. Confusing to describe, but once you visualize it.
 
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JustAl

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Jan 28, 2022
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Thanks Tsugumi, I wanted to know more about seat number ordering and you conveniently described it -- I didn't know why the Teacher was in seat 10.
 

Tsugumi

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Oct 16, 2018
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Ironically, my curious mind keeps wondering from time to time why the teacher is in 24, to begin with. Or, rather, why does the count start with 0, in the first place - was it a "why not" decision, a programming aspect, etc. -, and on top of that why was the teacher, being "in charge of the class", so to speak (top + center spot signifying a leader position), not attached to 0, instead.
 

JustAl

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Jan 28, 2022
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Ironically, my curious mind keeps wondering from time to time why the teacher is in 24, to begin with. Or, rather, why does the count start with 0, in the first place - was it a "why not" decision, a programming aspect, etc. -, and on top of that why was the teacher, being "in charge of the class", so to speak (top + center spot signifying a leader position), not attached to 0, instead.
Basic game dev situation -- every incrementable in most environments start at index zero. Then they figured rather than trying to organize UI to put the teacher at the top of the roster at index 0 and format the screen to show student desks below, they just organize a simple grid and throw the teacher in the top-middle where his desk is reasonably closest. I'm curious as to how their program is organized internally though, since Japanese devs are so accustomed to working with English-speaking engines like Unity that I didn't expect their student grid would be aligned the Japanese literature way instead of the English spreadsheet way. The AAU modders would know more.
 
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tiikerihai

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Oct 22, 2022
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AA2 uses an inhouse Illusion engine from the mid 2000s that received some updates to make gfx look better. It's 100% Japanese moon software in every which way.
 
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Bawunga

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Dec 19, 2019
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Just theorycraftng, but would there be any way to have a mod (like a personality module I guess) that reacts to seat number in the same way as teacher so that one could have other faculty positions like principle, janitor, nurse etc?

Man I wish there would be an AA3.
 

sptkc

Member
Feb 10, 2018
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Just theorycraftng, but would there be any way to have a mod (like a personality module I guess) that reacts to seat number in the same way as teacher so that one could have other faculty positions like principle, janitor, nurse etc?

Man I wish there would be an AA3.
Should be possible since there is a way to check seat number in modules. Though considering modules are still character specific, you still need to give it to the corresponding character(s).
 

JustAl

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Jan 28, 2022
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Should be possible since there is a way to check seat number in modules. Though considering modules are still character specific, you still need to give it to the corresponding character(s).
The short story of it is it's not feasible. The long story is more complex.

I have seen someone make general modules that affect the entire class roster, but they tend to work on card Init or period change. In short, for characters to have continued socialization difference to a seat in live time you'd either change every card you use to adopt those triggers through a module or you'd load one character card who will then persistently check all interactions across the entire roster then all the time then change their actions and responses.

You'll never be able to make the game recognize them as the genuine Teacher, you'll just be manually checking a seat index all the time then changing results to make them feel like a Teacher. There are more viable options. You just need to ask yourself "Why do I want to have a 2nd character like a Teacher?"

The Class Prez role exists which could reasonably wear a suit instead of a uniform and even judges the Teacher enough to kick them out of the school. The Club Leader, Tutor, and Trainer modules have effects on getting a student to boost skills almost like a Teacher. The Banchou, Cultist, and Adaptable modules have some form of affiliation aspect. Mix-and-match. Figure out what you want so you can aim towards something easier than pinging the game a bunch of complicated actions in an attempt to bypass hardcoding.

I wish the game was more modern but it's really good for its era. Runs efficiently, student population is large enough for a small enough map that it always feels busy, the minimal voiced chatter in the game barely but competently covers all actions you can choose to interact with characters. I think you can find something fun to try.
 
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