Difference between revisions of "Guide:Lovely Phone"

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(Created page with "The Lovely Phone first appeared in Doubutsu no Mori+ and has appeared in every AC title afterwards, including Happy Home Designer. It is possibly not included in AC:Amiibo Fes...")
 
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The Lovely Phone first appeared in Doubutsu no Mori+ and has appeared in every AC title afterwards, including Happy Home Designer. It is possibly not included in AC:Amiibo Festival.
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#REDIRECT [[Luck]]
 
 
In Doubutsu no Mori+, Doubutsu no Mori E+, and Animal Crossing: Population Growing, Tortimer reminds players to call their mother by handing out a Lovely Phone.
 
 
 
In most Animal Crossing games, with the exception of AC:NL-WA and Happy Home Designer, the Lovely Phone is the only phone that can be activated to give players messages, which are random.
 
 
 
In AC:NL-WA, the Lovely Phone's messages are not random and provide players with extremely useful information about which Daily Luck program is influencing their in-game experiences each day; it is a prize won from Redd's booth during the August Fireworks shows in AC:NL-WA.
 
 
 
In several vintage Animal Crossing titles, the Lucky Phone is a Lucky Item. (need to list titles)
 
 
 
'''In AC:NL-WA:'''
 
 
 
Katrina and the Lovely Phone are the only two sources that report which of the Five Daily Luck Programs are influencing players' gameplay each day.
 
 
 
There are twenty-four different human fortune programs, based on TPC color and Astrological Sign. Isabelle asks for the player's birthday shortly after they arrive to town and it is only after she has this information that she can issue a TPC card for the player and game progress can be saved.
 
 
 
Note that the 5 Daily Luck programs are influencing gameplay even if the Lovely Phone and Katrina are not consulted. There are five topics of luck, each with three levels:
 
 
 
Good Luck: The highest programming level, unlocked when the Daily Lucky Item or a Katrina hat is worn.
 
 
 
Middle Luck: The level that most players experience because they have no knowledge of this programming. When no Daily Lucky Item or Katrina hat is worn on the frequently issued Good Luck program days, the player experiences Middle Luck. Also, when a Bad Luck day has been issued and the human is successfully wearing the Daily Lucky Item or Katrina hat, the Bad Luck will be reduced to a Middle Luck day.
 
 
 
Bad Luck: The lowest programming level, which is issued infrequently and most easily noticed when paired with a Physical Luck day, which causes tripping and falling to take place.
 
 
 
Animal Crossing: New Leaf programming includes a 'luck' system that determines money, item, and other outcomes for that day. For example, a Good Money Luck day will increase the amount of money that villagers and the money rock give. A Bad Physical Luck day cause the player to trip and fall. The falling feature in AC:NL has confused many players; it is the most easily noticed feature of a Bad Luck day program.
 
 
 
The Daily Luck program of each player changes at 12 am, making it different than many other aspects of the game, which refresh daily at 6 am.
 
 
 
When the Fortune Shop opens, and the player visits on a day that their TPC color and Astrological sign has been issued a Bad Luck program for the day, Katrina will offer them a Celebration Hat or Tingle Hood (from the Legend of Zelda series) for 10,000 bells that removes the effects of bad luck.
 
 
 
The two Katrina hats give all TPC card color and Astrological signs the highest level of gameplay possible, each day. The Katrina hats are the equal of wearing the Daily Lucky Item that Katrina or the Lovely Phone report for unlocking the highest level of gameplay experiences, each day.
 
 
 
The two Katrina hats are re-orderable at Nook stores and much lower in price than when they are initially purchased.
 

Latest revision as of 17:47, December 2, 2020

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