- May 24, 2019
- 1,604
- 2,644
Alright... thanks to Grim 's assistance, the flytrap (should be...) ready and functional for anyone that needs it.
What the point of the Flytrap, anyway?
Simple - in this game, NPCs gain love count not via interactions like players do (they do... but the topic of their talks seems to be randomized), but by something ive coined as "MM" or "Mystery Mechanic". That means, that any card struck with MM will instantly generate a ridiculously high love count towards another card, without interacting with them much. You can, literally, be ambushed by this mechanic, and not realize it until its too late. Once ive learned about this, ive started working on some way of... not *defeating* it, specifically, but more like messing with it, to make my life easier, so that MM will first target the flytrap, rather than my own girl.
How do you make your very own flytrap? Welp... its a DIY, really. Grab a card you choose to designate as the flytrap (any pure hetero card will do, as long as its "blank" in terms of modules). Then you give it the following traits:
-Easygoing (because we want the flytrap to be willing to get into multiple relationships)
-Bad with girls/Bad with guys (if the flytrap is hetero female - bad with girls; if hetero male - bad with guys)
-Charming (main trait that makes MM guide cards towards the card that has it; in our case - its the flytrap)
-Trendy (this one some might find confusing, but when combined with Absentminded, it keeps the bad LLDH gain low, while only increasing their love count gain)
-Positive (we want the flytrap to be cheerful and active, not grumpy and passive)
-Chatty (more interactions = better target for MM)
-Perverted (not needed directly, but as a synergy to possibly make sex talks pass their checks easier)
-Absentminded (we dont want the flytrap to issue warnings about cheating to anyone, or break up with them)
-Indecisive (so the flytrap wont ruin their relationships by choosing either of the competing sides... and theres going to be a LOT of competitions happening with the flytrap)
Virtue should be set to normal, while sociability to highest. The latter should be self explanatory, while the former is a moderated approach to how and where the flytrap will choose to have sex - ive played around with higher virtue, but high virtue stopped at 3 partners maximum, while normal went up to 6. Setting the flytrap to low or lower virtue will make it too loose, causing a cascade of competitions happening, which might potentially fill up their LLDH pool with too many dislikes to be sustainable.
Now... modules. Those are about as, if not more, important than traits; some of those modules might not be present in your stash, so you should search through this thread to find them if you dont see them on the list:
-Affectionate (we want the flytrap to do whatever it can to maintain their relationships, and do so frequently)
-Casanova (so that the flytraps "cheater" status disappears after the break period ends) No longer necessary due to recent changes to one of the modules
-Polyamorous (same as above, except its the flytrap that will ignore their partners cheating)
-Fighter Lover (this might surprise some... but there will be a lot of fights happening between people competing over the flytrap, and each fight will both raise the flytraps love count towards the winner of a fight, while also slightly increasing the love count of the winner of a fight towards the flytrap - sort of a love count perpetuum mobile revolving around hate)
-Free Pass (without this one, the whole contraption falls apart; grab it!)
And thats it. Enjoy!
PS: sorry about not including a variant for homo folks, but the concept of the flytrap will not work with homo interactions. "Bad with X" trait, in a homosexual setting, will nullify the flytraps ability to actually draw people to itself, as it will have to be set with "Bad with (its own sex)". Chivalrous trait is the equivalent of Charming trait for homo cards, but "Bad with (its own sex)" would kill it. Nothing can be done about it, unfortunately.
EDIT: changed some spelling and form that poked my eyes.
EDIT2: a small improvement to the flytrap added...
EDIT3: another small change.
What the point of the Flytrap, anyway?
Simple - in this game, NPCs gain love count not via interactions like players do (they do... but the topic of their talks seems to be randomized), but by something ive coined as "MM" or "Mystery Mechanic". That means, that any card struck with MM will instantly generate a ridiculously high love count towards another card, without interacting with them much. You can, literally, be ambushed by this mechanic, and not realize it until its too late. Once ive learned about this, ive started working on some way of... not *defeating* it, specifically, but more like messing with it, to make my life easier, so that MM will first target the flytrap, rather than my own girl.
How do you make your very own flytrap? Welp... its a DIY, really. Grab a card you choose to designate as the flytrap (any pure hetero card will do, as long as its "blank" in terms of modules). Then you give it the following traits:
-Easygoing (because we want the flytrap to be willing to get into multiple relationships)
-Bad with girls/Bad with guys (if the flytrap is hetero female - bad with girls; if hetero male - bad with guys)
-Charming (main trait that makes MM guide cards towards the card that has it; in our case - its the flytrap)
-Trendy (this one some might find confusing, but when combined with Absentminded, it keeps the bad LLDH gain low, while only increasing their love count gain)
-Positive (we want the flytrap to be cheerful and active, not grumpy and passive)
-Chatty (more interactions = better target for MM)
-Perverted (not needed directly, but as a synergy to possibly make sex talks pass their checks easier)
-Absentminded (we dont want the flytrap to issue warnings about cheating to anyone, or break up with them)
-Indecisive (so the flytrap wont ruin their relationships by choosing either of the competing sides... and theres going to be a LOT of competitions happening with the flytrap)
Virtue should be set to normal, while sociability to highest. The latter should be self explanatory, while the former is a moderated approach to how and where the flytrap will choose to have sex - ive played around with higher virtue, but high virtue stopped at 3 partners maximum, while normal went up to 6. Setting the flytrap to low or lower virtue will make it too loose, causing a cascade of competitions happening, which might potentially fill up their LLDH pool with too many dislikes to be sustainable.
Now... modules. Those are about as, if not more, important than traits; some of those modules might not be present in your stash, so you should search through this thread to find them if you dont see them on the list:
-Affectionate (we want the flytrap to do whatever it can to maintain their relationships, and do so frequently)
-
-Polyamorous (same as above, except its the flytrap that will ignore their partners cheating)
-Fighter Lover (this might surprise some... but there will be a lot of fights happening between people competing over the flytrap, and each fight will both raise the flytraps love count towards the winner of a fight, while also slightly increasing the love count of the winner of a fight towards the flytrap - sort of a love count perpetuum mobile revolving around hate)
-Free Pass (without this one, the whole contraption falls apart; grab it!)
And thats it. Enjoy!
PS: sorry about not including a variant for homo folks, but the concept of the flytrap will not work with homo interactions. "Bad with X" trait, in a homosexual setting, will nullify the flytraps ability to actually draw people to itself, as it will have to be set with "Bad with (its own sex)". Chivalrous trait is the equivalent of Charming trait for homo cards, but "Bad with (its own sex)" would kill it. Nothing can be done about it, unfortunately.
EDIT: changed some spelling and form that poked my eyes.
EDIT2: a small improvement to the flytrap added...
EDIT3: another small change.
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