![]() ![]() The "Catmaid" painting in the dinner area Hours: 10:00 - 22:00ĭinner takes place at Django's restaurant, The Round Table. Several clothing items also increase the number of action points available when equipped. If the builder is reduced to three action points and then does an activity costing three action points, this bonus point can be skipped. The total amount of actions points can be increased by the Big Player social skill, which adds up to five more action points. If 50 or more mood points were gained, then when two action points remain an additional action point will be added. The broken heart status can be removed only by gifting an Apology Bear.Īction points are consumed based on the type of interaction used. Both characters will be upset, display broken hearts in their social status, and will refuse to talk, interact, or date with the player. The character who caught them gets -30 relationship points. If the player is in romantic relationship with several characters at once and is seen by one of these characters while on a date with another character, the date immediately ends and the date partner gets -50 relationship points. Dates are the same as play dates except there are more activities, such as stargazing and more interactions while sitting on the bench. ![]() The player can also end play time early by speaking with the play date and selecting End Play Time option.Īfter a successful confession, the Play social interaction changes to the Date social interaction. In addition, the player's partner will leave and end the date by themselves if it is too late most characters will end the date at 23:59, though Oaks can stay until 01:00, and Emily or Ginger can stay until 01:59. ![]() The date or play date ends after the player spends all their action points. The relationship gain at the end of the date or play date is calculated by dividing the final mood point value by 3 and rounding down. Higher mood meters yield more relationship points at the end of the play session. Impressing the partner increases the mood meter. The play date has a mood meter that indicates how the playing is progressing a low mood meter may result in the play time ending early. While on a playdate, a number of blue icons appear on the map, signifying locations for play activities simply approaching a play spot triggers a prompt for an action.Īction points are used during play time to perform most activities. However, if a playdate or date was scheduled to be during a festival, then there will be no penalty and an alert will pop up at the scheduled time to say that the playdate/date has been cancelled. If the player fails to start the date or play date within the scheduled time window, they will lose the option to start it and will get -20 relationship points penalty with the character they are meeting up with. The option to start the date will appear regardless of the character's location. If that character has not arrived at the designated meeting place in time for the play date/date to start (due to their schedule, the date being scheduled on a festival day, or, in case of Ginger, slow movement speed), the player can still find them elsewhere on the map and interact with them. To start a date or play date, the player needs to approach the character they are scheduled to spend time with and choose the corresponding option. The partner character can be identified by a specific icon on the map: a play icon for a playdate, or a heart icon for a date. The play date or date is scheduled to begin the following day within an hour of the chosen start time.Īt the scheduled time, the playdate/date partner arrives at the designated meet-up spot. ![]() The interaction allows the player to choose a location – Workshop, Central Plaza, Peach Plaza, or the bridge on Amber Island – and a time frame to meet up and spend some one-on-one time with a character. After reaching the necessary relationship status, the Play or Date interaction becomes available. ![]()
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