Monosomething

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May 24, 2019
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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.
 
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Monosomething

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I always thought it was short for "Matchmaking" since it's matching up 2 NPCs together
Ive called it that, because i cant determine what triggers it. We only see its effects in game. MM is drawn to cards with the Charming and Chivalrous traits (limited by Bad with x trait), but i know NOTHING more beyond that, as all cards eventually get hit by it.
 

Grim

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Ive called it that, because i cant determine what triggers it. We only see its effects in game. MM is drawn to cards with the Charming and Chivalrous traits (limited by Bad with x trait), but i know NOTHING more beyond that, as all cards eventually get hit by it.
I've never really paid attention, but by your observation is it something that runs only when a card is added to the class, or does it happen repeatedly over time for cards that are already in the class? From what I an tell the game tries to match up characters at the start of the game, and then beyond that it's hands off and what happens after is up to the PC/NPC interactions, unless a new card is added to the class at some point.

If it's something that's just triggered during the first period/day of gameplay, then you could possibly have a module that sanitizes all of the relationships after it's done running. You'd possibly have a throwaway period or even a full day, and then after that it would be normal gameplay without the added influence.
 

Monosomething

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I've never really paid attention, but by your observation is it something that runs only when a card is added to the class, or does it happen repeatedly over time for cards that are already in the class? From what I an tell the game tries to match up characters at the start of the game, and then beyond that it's hands off and what happens after is up to the PC/NPC interactions, unless a new card is added to the class at some point.
Heres what i DO know about it: just like youve said - every card in class is implanted with MM upon introduction. The matter of manifestation of MM differs: ive seen some cards gaining too much like points to be a threat to my girl, others gain a lot of love count, which i squash when they manifest... but then ive seen situations, where MM raises love count of one side, while raising hate count in the other or like count in both sides, though the latter, i think, is tied to the affable trait working alongside MM and failing at both. MM doesnt last forever - i would say it adds a total of 30 count (not necessarily love count) points and then stops. The only way it can manifest itself again is if you put a new card in the batch. Then the ridiculousness happens when a nobody jumps up to the 5th spot of the popularity list, due to MM, and other cards respond to it (so, i guess, it does re-emerge, in a way).

You may be right that there is some trigger, but i can only check what i can see - QtEdit. And there isnt any hidden interaction there (hidden, as in, a batch of numbers, rather than an actual description, like "warn about cheating" or such) that would warrant such a rapid boost of love count (or any other point type). It happens, seemingly, out of nowhere... which is why ive called it "Mystery Mechanic".
 
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Grim

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And there isnt any hidden interaction there (hidden, as in, a batch of numbers, rather than an actual description, like "warn about cheating" or such)
This confused me a bit because I noticed during testing that that interaction didn't appear in the INTERACTIONS_IN and INTERACTIONS_OUT arrays. Upon further testing it seems that only interactions that require some sort of response to determine success or failure get added to those arrays. Interactions that just happen with no response from the target don't get added. I tested with the Slap interaction as well and that one also didn't show up.
 
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Monosomething

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This confused me a bit because I noticed during testing that that interaction didn't appear in the INTERACTIONS_IN and INTERACTIONS_OUT arrays. Upon further testing it seems that only interactions that require some sort of response to determine success or failure get added to those arrays. Interactions that just happen with no response from the target don't get added. I tested with the Slap interaction as well and that one also didn't show up.
From what i can tell about this specific bit - MM is hidden from us, and manifests only when an interaction occurs. It doesnt matter what the interaction is.. it might be encouragement to study or a praise or even an insult, but it has to be *something* . If no interaction takes place - MM sleeps. This caught me off guard on a few occasions, where i would get in the pants of a low/lowest sociability chick, and would see no MM for the longest time (up to the end of second week, almost), to then suddenly see her and some random guy shoot up with love count out of nowhere (probably as a result of a call out to study or something). The longer it takes for MM to manifest, the stronger it hits. Its like its charging up throughout its "sleep" to them explode when an interaction takes place later on.
 
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Grim

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From what i can tell about this specific bit - MM is hidden from us, and manifests only when an interaction occurs. It doesnt matter what the interaction is.. it might be encouragement to study or a praise or even an insult, but it has to be *something* . If no interaction takes place - MM sleeps. This caught me off guard on a few occasions, where i would get in the pants of a low/lowest sociability chick, and would see no MM for the longest time (up to the end of second week, almost), to then suddenly see her and some random guy shoot up with love count out of nowhere (probably as a result of a call out to study or something). The longer it takes for MM to manifest, the stronger it hits. Its like its charging up throughout its "sleep" to them explode when an interaction takes place later on.
Doesn't sound like it can be easily cleaned up with a module then if it's happening at random. I do know that the true relationship status doesn't manifest itself until 2 characters actually interact. For example, if you use the Crush module to make one character instantly fall in love with another character, even though the Crush module has added 30 love count, if the 2 characters haven't spoken yet it'll still just show the status as "Haven't spoken to". So if the game were to try and match up 2 characters by dumping a bunch of love points on them initially, but then they don't actually speak to each other for a week or 2, then it wouldn't be obvious at all what actually happened.
 
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Stubber

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Monosomething
Don't you think that what you named as a MM is summarized effect of asking help for boosting relation, when NPC asks help of other NPCs related to target (good rumors spreading - almost all mechanics in it game based on rumors system - it can broke down your stabile relation in fact in one break when your enemies boost dislike/hate rumors about you to your lover)? And if you are playing in AA2U against of original AA2 then there is a big chance that cupidon or hater (I forgot module name - change dis points to hate points incoming from bad rumors) come in process; plus that persona can have double-effecting love/hate points (module) put into targets by rumors.
(Good spreading from cupidon with love doubler boosting love of target to someone very effective and fast - it is checked.)
That situation almost unbeatable, but there we don't have any Mystery Mechanic...

One thing what player can do (without stupid cheating) - is create and support (level of) dislike/hating of your lover(s) to some specific personas (by rumors), because of that they will rejecting rumors spreading by that personas.
It make playing hard and tiring (if your persona don't have hater + hating doubler, but this is worked only for AA2U as you know).

And that personas can try and using a mentioned above mechanic for restoring they relation with your lover(s) (with using of help of they common friends) - and in a result we come to that our lover needed to hate them all if we really want to protect our relationship.

That as I see it question.


If you sooo interested - then you can try and set off rumors spreading in game at all and then see what be going.
 
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Monosomething

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Doesn't sound like it can be easily cleaned up with a module then if it's happening at random.
Yeah, but we dont really want to kill MM (even if it was possible). MM is the only thing that makes things move in this game. Otherwise you would end up with an entire class sitting with "Dont know" status for a while, until it would deteriorate due to AIs insulting, fighting and spreading bad rumors about eachother. Kinda like me and the rest of the guys in class - i just dont fuck with them, because im not gay or even bi, so i have no reason to speak to them, but i do drop a single friendly talk (or use a shortcut - the "go eat" call out) to clear the "Havent spoken to" status. Even so, one or more of them will always approach me and hurl an insult my way, for no apparent reason. I tend not to take it to heart, so i smash their face in as a response, and thats where i get my fun from... heh.

The problem is the implementation of this mechanic. The AI cant pick its chat options and seems to have them randomized every time it wants to talk. Yeah... it can cheer you up or encourage you or it can try to grope, kiss or want to have sex with you, but those are the only interactions the AI has *control* over. Without MM, though, its got nothing.

In the end it all comes down to inept AI coding. Its all held with duct tape and chewing gum. It works... because someone on Illusions team came up with MM, but they havent thought about the consequences of dropping a large amount of love count on NPCs that havent spoken before, and how that affects the player, who has spent a fair bit of time getting in the pants of a chick, to suddenly having a serious competitor out of thin air.

I do know that the true relationship status doesn't manifest itself until 2 characters actually interact. For example, if you use the Crush module to make one character instantly fall in love with another character, even though the Crush module has added 30 love count, if the 2 characters haven't spoken yet it'll still just show the status as "Haven't spoken to". So if the game were to try and match up 2 characters by dumping a bunch of love points on them initially, but then they don't actually speak to each other for a week or 2, then it wouldn't be obvious at all what actually happened.
Yeah, ive been testing dropping a number of love count on two cards before with QtEdit, and i know there wont be any change until the two cards interact, but thats not how MM works. Its completely hidden from us in QtEdit, and - if the cards interact with eachother, you can perceive the change, as its gradual (4 love count increments after 1 interaction, 4-5 after the next, and so on). But if they never interacted before - its an explosion of 10-20 love count in a single "burst".

Monosomething
Don't you think that what you named as a MM is summarized effect of asking help for boosting relation, when NPC asks help of other NPCs related to target (good rumors spreading - almost all mechanics in it game based on rumors system - it can broke down your stabile relation in fact in one break when your enemies boost dislike/hate rumors about you to your lover)? And if you are playing in AA2U against of original AA2 then there is a big chance that cupidon or hater (I forgot module name - change dis points to hate points incoming from bad rumors) come in process; plus that persona can have double-effecting love/hate points (module) put into targets by rumors.
(Good spreading from cupidon with love doubler boosting love of target to someone very effective and fast - it is checked.)
That situation almost unbeatable, but there we don't have any Mystery Mechanic...

One thing what player can do (without stupid cheating) - is create and support (level of) dislike/hating of your lover(s) to some specific personas (by rumors), because of that they will rejecting rumors spreading by that personas.
It make playing hard and tiring (if your persona don't have hater + hating doubler, but this is worked only for AA2U as you know).

And that personas can try and using a mentioned above mechanic for restoring they relation with your lover(s) (with using of help of they common friends) - and in a result we come to that our lover needed to hate them all if we really want to protect our relationship.

That as I see it question.


If you sooo interested - then you can try and set off rumors spreading in game at all and then see what be going.
I dont play with modules AT ALL. I strip all the cards of modules upon download. What youre mentioning are the very basics of the game, game that ive written a number of guides about. MM is what ive mentioned it is, and if youre that bothered, you might want to search this thread for either "MM" or "Mystery Mechanic" and you will find my "research posts" from millions of years ago. The AI isnt competent enough to do anything in this game, and it wouldnt get anywhere without MM. Thats just a fact of life in AA2. Gotta learn to deal with it.
 
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Stubber

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Monosomething
Ok, I don't wanna disputing with you, will drop MM-shit theme.
( I am in position that we don't have any MM but the results you are talking about is a result of rumors in-game base system + calculation with summarizing of 'hidden' events in a stages of game - per break, per end of day, per end of week and so on (hidden event - it is when player can't see interaction with NPCs in game regardless of the reasons but they can did take place with some probability (by opinion of game's AI-resolver) and were taken into account by game's AI-summarizer - and that giving us a result in form of changes in LLDH lists of points of all in-game personas). If speak even more easy - this what happen when you pressing button to end of break in the start of break.)

Great that you don't using modules. I playing in AA2U, last version from Patreon, and using modules from time to time.

What interested me is you mentioned above about how to fuck girl with highest virtue without rel.
Hmm... Will get a bi-girl, chivalros, bad with guys + HGSTV. (Almost never can get her to love me, only like-level.)
Can you explain here how to 'do' her without ruining relations with any other personas in class?
Of course we can using enemies if already have them... But that is really needed, we don't have other options?
Periodically randomizer creating such a difficult case and I really interesting in that.
(Don't propose please to do searching somewhere in a shit - 'meh' to do that.)

Oh, and thanks.
 
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Monosomething

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What interested me is you mentioned above about how to fuck girl with highest virtue without rel.
Simplest thing you can do in the game.

1. Find a highest virtue chick and raise her love count to above 21. Refuse her requests of a relationship or going on dates.

2. Find a slut and fuck her somewhere in the open.

3. The highest virtue chick will compete over you if she spots you.

4. Choose the highest virtue chick during competition.

5. (...)

6. Profit.


EDIT: if shes bad with guys - skip her. The grind to get her to any reasonable amount of love count is too tedious to bother with.
EDIT2:
Stubber

AA2-1.png AA2-2.png
 
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Grim

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Grim wants to fight me over the latter
I can only tell you what I've seen during controlled testing. I have no explanation for why our results are different, and I've never bothered checking QtEdit during an actual game to see if the results hold up 100% of the time.
 
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Monosomething

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EDIT: Nevermind - found the culprit. Its the bi Nao chick that had some global triggers on her that allowed her to turn people exploitable. Stripped her of those and she wont have superpowers anymore.

Looks like with those newest cards i will have to both look for modules AND the global triggers to strip... noted for future reference.
 
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Grim

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View attachment 4215013

EDIT: Nevermind - found the culprit. Its the bi Nao chick that had some global triggers on her that allowed her to turn people exploitable. Stripped her of those and she wont have superpowers anymore.

Looks like with those newest cards i will have to both look for modules AND the global triggers to strip... noted for future reference.
They're known as loose triggers, rather than global triggers. Loose in the sense that they're not packed into a module. A global trigger/module to me would be something that affects the entire class. Occasionally card makers will write custom triggers for a single card, so they won't bother packing them, or sometimes they'll unpack an existing module to make modifications to it.
 
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