From fcc48053e45ab2c7e6b4ac0f006ce72a07caacff Mon Sep 17 00:00:00 2001 From: Kris <40046803-KrisKS@users.noreply.gitlab.com> Date: Tue, 15 Sep 2026 12:15:34 -0400 Subject: [PATCH] Replace in-game How To instructions --- app/src/main/assets/how_to.txt | 830 +++------------------------------ 1 file changed, 58 insertions(+), 772 deletions(-) diff --git a/app/src/main/assets/how_to.txt b/app/src/main/assets/how_to.txt index d7f7ce2..7d61628 100644 --- a/app/src/main/assets/how_to.txt +++ b/app/src/main/assets/how_to.txt @@ -1,816 +1,102 @@ -LCDPET HOW TO +HOW TO PLAY LCDPET -STARTING A NEW PET +YOUR VERY FIRST PET -When LCDPet starts without an active pet, the CHOOSE NEW PET screen appears. +You'll start by adopting a pet. Choose one of these pet templates: -Choose one of these pet templates: +• Classic -Classic -Scruffy -Round Bean -Pocket Pup -Batty -Goblin +• Scruffy -Tap a preview to select it. +• Round Bean -Enter a name under NAME PET. +• Pocket Pup -Names: +• Batty -Must contain letters only -Can be up to 12 letters long -Cannot use the reserved names Patch or Petch +• Goblin -KEEP NAME remains unavailable until the name is valid. +Then name your pet. -Tap KEEP NAME to begin caring for the pet. +💡NAMING YOUR PET +• Enter your pet's name in the NAME PET text box. + +• Must contain letters only. + +• Can be up to 12 letters long. + +• Some names are Easter Eggs, happy hunting! + +• KEEP NAME remains unavailable until the name is valid. + +• Tap KEEP NAME to begin caring for your pet. MAIN SCREEN -The pet's name and the Stats control appear at the upper left. +UPPER LEFT CORNER -The current location and weather appear at the upper right. +Your pet’s name and the Stats menu below it are in the upper left corner of the screen. Tapping your pet’s name will take you to the HOME RENOVATION screen where you’ll pick what color wallpaper your pet’s house is. Tapping the Stats button will open the stats menu. -Tap the location and weather line to move between Inside and Outside. +STATS MENU -Credits / Licenses appears below the location and weather line. +In the Stats menu, you can view how strong the bond between you and your pet is, how much time you and your pet have spent together, and how much care and/or neglect your pet has received by reviewing the CARE JOURNAL. You can also set your pet free with SET PET FREE once your bond is strong enough and you think your pet is ready to be on its own. But it’s optional, so your pet could be yours forever! -The health hearts appear above the pet. +UPPER RIGHT CORNER -The line below the pet shows the most urgent current alert, an active Want, or the pet's normal status. +You and your pet’s location as well as the weather are in the upper right corner of the screen. Tapping this area moves you and your pet from inside to out and vice versa. Below the location and weather is the Extras button. Tapping this will take you to a screen where you can view credits and licensing information or you can change the game’s appearance to match the System, Light, or Dark theme. -Only one message is shown at a time. An urgent warning can temporarily hide a Want without cancelling it. +YOUR PET’S AREA -The six status bars appear below the pet: +Inside a windowed area, you’ll see your pet’s health bar, your pet, and a status area where various messages regarding your pet’s needs, wants, health, and mental/emotional state are displayed. -Happiness -Energy -Hunger -Dirtiness -Potty -Boredom +Beneath the pet display, separated by a dotted divider, are six attributes showing your pet’s current condition: -Filled blocks show the current value. +• Happiness +• Energy +• Hunger +• Dirtiness +• Potty +• Boredom -For Happiness and Energy, a higher value is generally better. +You want your pet to have a high happiness and energy, and low hunger, dirtiness, potty, and boredom. Keeping bad traits high or good traits low for too long can have negative effects on your pet’s health. -For Hunger, Dirtiness, Potty, and Boredom, a higher value means the pet needs more attention. +ACTIVITY AREA +Beneath the pet’s area, you’ll see a set of buttons for various ways of interacting with your pet. -MENUS AND UNAVAILABLE ACTIONS +While inside, you’ll see the CARE and SOCIALIZE buttons; while outside, you’ll see the WALK and POTTY buttons. CARE is just that—a group of actions that take care of your pet: BATHE, FEED, and NAP. SOCIALIZE contains actions that help you and your pet build a bond: PET (as in petting your pet), PLAY, and TALK. WALK will have you take your pet for a walk (they love going for walks!) and POTTY will let your pet go potty. -Inside contains the CARE and SOCIALIZE menus. +💡TALKING TO YOUR PET -Outside contains WALK and POTTY. +Press the button and talk into the microphone to talk to your pet. Be gentle—very loud talking can make your pet uncomfortable. -Opening Stats, Care, Socialize, How To, or Credits / Licenses closes other major menus as needed. +HOW TO -Actions are temporarily unavailable while the pet is sleeping, bathing, being traded, talking, or completing another action. +At the very bottom of the screen is a How To button. Tapping this will open a screen showing these very rules. Just a handy way to reference something you might have forgotten. -An unavailable button appears faded. +CARING FOR YOUR PET -How To appears near the bottom of the screen while the Care and Socialize menus are closed. +Caring for your pet is a simple matter of taking care of their needs by keeping them clean, fed, and rested. Socializing with your pet is also important as this helps keep your pet happy and from getting bored. The happier and healthier your pet is, the stronger your bond grows. +You and Your Pet’s Bond -INSIDE AND OUTSIDE +The bond on the Stats menu is a measure of how much your pet trusts you and sees you more as a friend or family member than an owner. The stronger the bond, the easier and more effective certain tasks become. -Tap the Inside / Outside and weather line near the top of the screen to change location. +💡BATHING TIME -Most care and social actions happen Inside. +When you first get a pet, the bond is very low. Your pet doesn’t like water and gets nervous during baths and jumps out of the tub very quickly. The more your bond grows, the more comfortable they are with getting bathed by you, so baths last longer and your pet gets cleaner. -Walk and Potty are available Outside. +A strong bond can also help your pet remain happier and calmer during situations that might otherwise make them nervous. -The location cannot be changed while another action is in progress. +THE ART OF OBSERVATION -A Weak or RecoverWeak pet cannot be taken Outside. +Pay attention to your pet. Notice what they like, what they don’t, what makes them feel better, etc. That’s the real key to building the bond with your pet. -Going Outside normally increases Dirtiness by 1 and fills Happiness. +💡YOUR PET’S “ME” TIME -If the weather is Rain, going Outside normally fills Dirtiness to 10, sets Happiness to 8, and makes the pet Nervous. +Sometimes your pet just wants time to themselves. If this happens, you can watch TV, touch grass, or just leave the house for a bit; you can also wake up your pet. -Completing an Outside Want avoids the normal Rain penalty and fills Happiness. +TIME AND HOW IT WORKS -Returning Inside sets the weather display to Sunny and usually returns a healthy pet to Calm. - -Leaving a pet Outside while the app is closed removes 1 Energy for each hour away. - -If enough Energy is lost, the pet falls asleep Outside and receives the outdoor Rough Wake penalties when the app is reopened. - - -WEATHER - -A new pet can begin with Sunny, Cloudy, Rain, or Snow weather. - -Weather changes automatically after a random 4, 6, 9, or 12 hours. - -The normal weather cycle is: - -Sunny changes to Cloudy. -Cloudy changes to Sunny or Rain. -Rain changes to Cloudy. -Snow changes to Sunny. - -Weather can change while the pet is Inside. - -In good outdoor weather, the pet's mood depends on Bond: - -Bond below 40: Nervous -Bond 40 through 89: Calm -Bond 90 or higher: Happy - -Rain makes the pet Nervous until Bond reaches 100, unless the outing completed an Outside Want. - -Remaining Outside in Rain lowers Happiness by 1 each hour unless the outing completed an Outside Want. - - -CARE - -Open CARE while Inside to find BATHE, FEED, and NAP. - - -BATHE - -BATHE is available when Dirtiness is above zero or the pet currently Wants a Bath. - -Bathing removes an indoor accident stain. - -Bath effectiveness depends on Bond: - -Bond below 30: -The bath lasts about 2 minutes. -Dirtiness is reduced by 3. -Happiness is reduced by 1. - -Bond 30 through 59: -The bath lasts about 4 minutes. -Dirtiness is reduced by 6. - -Bond 60 through 89: -The bath lasts about 6 minutes. -Dirtiness is completely removed. - -Bond 90 or higher: -The bath lasts about 6 minutes. -Dirtiness is completely removed. -Happiness increases by 1. - -A Bath Want gives a special result: - -Dirtiness becomes 0. -Happiness becomes 10. -Energy increases by 2. -Boredom becomes 0. - -A bath adds 1 Care when it reduces Dirtiness. - -Bathing a pet made Sick by maximum Dirtiness begins recovery once Dirtiness drops below 10. - - -FEED - -A high Hunger value means the pet needs food. - -A low Hunger value means the pet is already full. - -FEED lowers Hunger by 1. - -Every third successful meal increases Potty by 1. - -Every second successful meal increases Happiness by 1. - -A successful meal adds 1 Care and may build Bond. - -Feeding while Hunger is already at 0 counts as overfeeding. - -Three overfeeding attempts add 1 Neglect, remove Health, and can make the pet Sick or Weak. - -FEED is unavailable while a pet is Sick, Weak, or recovering specifically because of overfeeding. - -A Snack Want is a small treat rather than a full meal. - -Completing a Snack Want: - -Increases Happiness by 1. -Increases Energy by 1. -Adds 1 Care. -Can build Bond immediately. -Does not change Hunger. -Does not increase Potty. -Does not count as overfeeding. - - -NAP - -NAP is available while Inside whenever Energy is below 10. - -A manual Nap lasts a random 2, 3, 4, or 5 hours. - -During the Nap, Health, Happiness, and Energy gradually rise. - -When the Nap finishes: - -Health becomes 10. -Happiness becomes 10. -Energy becomes 10. - -If Hunger was below 5, it rises to 5. - -If Potty was below 7, it rises to 7. - -The pet may therefore need food and the bathroom after waking. - -A completed Nap can clear Sick, Weak, Recovering, and RecoverWeak conditions. - - -SOCIALIZE - -Open SOCIALIZE while Inside to find PET, PLAY, and TALK. - -Repeating the same social action too many times can raise Boredom. - -Changing to another social action lowers Boredom by 1. - - -PET - -PET is available Inside while no other action is running. - -Petting: - -Increases Happiness by 1. -Adds 1 Care. -May build Bond. - -Completing a Pet Want gives twice the normal Bond gain and bypasses the normal Bond cooldown. - - -PLAY - -PLAY requires at least 1 Energy. - -PLAY is unavailable while the pet is Weak or RecoverWeak. - -Ordinary Play: - -Increases Happiness by 1. -Increases Hunger by 1. -Adds 1 Care. - -Every second ordinary Play lowers Energy by 1. - -Completing a Play Want: - -Increases Happiness by 2. -Adds 1 Care. -Does not increase Hunger. -Does not lower Energy. -Does not build Boredom. -Gives twice the normal Bond gain immediately. - - -TALK - -Press and hold TALK while speaking or making sounds. - -Release TALK to finish the action. - -The microphone graphic changes according to the live sound level. - -TALK does not recognize words, create transcripts, save recordings, or upload audio. - -The first press may request microphone permission. - -After granting permission, release the button and hold TALK again to begin the action. - -If microphone permission is denied, TALK cannot be completed until permission is granted. - -Completing an ordinary Talk: - -Increases Happiness by 1. -Adds 1 Care. -May build Bond. - -Completing a Talk Want gives five times the normal Bond gain and bypasses the normal Bond cooldown. - - -OUTSIDE ACTIONS - -Move the pet Outside to find WALK and POTTY. - - -WALK - -WALK requires at least 1 Energy. - -WALK is unavailable while the pet is Sick, Weak, Recovering, or RecoverWeak. - -Walking: - -Restores Health to 10. -Lowers Energy by 1. -Increases Hunger by 1. -Increases Dirtiness by 1. -Adds 1 Care. - - -POTTY - -POTTY is available Outside when the Potty value is above zero. - -Using POTTY: - -Resets Potty to 0. -Increases Hunger by 1. -Adds 1 Care. -Records the Potty Need as completed. - -If Potty is already full while the pet remains Outside, the pet handles it automatically. - -This resets Potty to 0 but removes 1 Health. - - -NEEDS - -Needs are ongoing care conditions shown by the status bars and warning messages. - -Meeting a Need can add Care and create a completed entry in the Care Journal. - -Ignoring a serious Need can add Neglect, remove Health, and cause sickness. - - -HUNGER NEED - -Hunger normally increases by 1 every 2 hours. - -When Hunger reaches 10, the pet is starving. - -After enough additional missed hunger checks: - -The Care Journal records a missed Hunger Need. -Neglect increases by 1. -Health decreases by 1. -The pet becomes Sick, or Weak if Health reaches 0. - -Feed the pet before Hunger remains full for too long. - - -POTTY NEED - -Potty normally increases by 1 every 3 hours. - -The app warns the player when Potty reaches 9 while the pet is Inside. - -If Potty is already full when the next Potty increase happens Inside: - -The pet has an accident. -The Care Journal records a missed Potty Need. -Neglect increases by 1. -Potty resets to 0. -Dirtiness increases by 3. -An accident stain appears. - -Bathing removes the stain. - - -DIRTINESS NEED - -Dirtiness can increase from outdoor trips, walking, Rain, and indoor accidents. - -The app warns the player when Dirtiness reaches 9. - -If Dirtiness remains at 10 for about 12 hours: - -The Care Journal records a missed Bath Need. -Neglect increases by 1. -Health decreases by 1. -The pet becomes Sick, or Weak if Health reaches 0. - -Bathe the pet to correct sickness caused by Dirtiness. - - -ENERGY NEED - -The app warns the player when Energy reaches 1. - -Some actions become unavailable when Energy is too low. - -If Energy remains at 0 for 30 minutes while no other action is running, the pet falls asleep automatically. - - -WANTS - -A Want is a temporary request from the pet. - -A new Want appears after a random 8, 12, 18, or 24 hours. - -Each Want lasts 10 minutes. - -When a Want appears, the app can send a notification. - -If the Want is not completed before it expires, the Care Journal records it as missed. - -Missing a Want does not add Neglect. - -Possible Wants while Inside: - -Snack -Play -Pet -Talk -Outside - -Bath joins the indoor Want list at 100 Bond. - -Possible Wants while Outside: - -Play -Pet -Talk - -Those actions are performed Inside, so bring the pet back Inside to complete them. - -Completed Wants give special rewards. - -Snack: -A small treat that increases Happiness and Energy without affecting Hunger or Potty. - -Play: -Avoids the usual Hunger and Energy costs and gives twice the normal Bond gain. - -Pet: -Gives twice the normal Bond gain. - -Talk: -Gives five times the normal Bond gain. - -Outside: -Fills Happiness, avoids the normal Rain entry penalty, and builds Bond immediately. - -Bath: -Completely cleans the pet, fills Happiness, adds Energy, and clears Boredom. - - -BOND - -Bond measures the relationship between the player and the pet. - -Bond ranges from 0 to 100. - -The relationship names are: - -0 through 24: New Pet -25 through 49: Settled -50 through 79: Pal -80 through 99: Best Friend -100: BFF - -Ordinary Bond growth can happen once every 6 hours. - -Some completed Wants bypass that cooldown. - -The normal Bond gain increases as Bond rises: - -Bond 0 through 20: 2 points -Bond 21 through 50: 3 points -Bond 51 through 80: 5 points -Bond 81 through 99: 7 points - -Some Wants multiply that normal gain. - -Bond cannot rise above 100. - -Repeating one social action 25 times in a row removes 5 Bond once during that streak. - -Changing actions resets that streak. - - -BOREDOM - -Boredom can increase when Play, Pet, or Talk is repeated too many times. - -The first Boredom increase can happen after a random 3 through 13 repeats. - -Further increases happen at additional random intervals if the same action continues. - -As Boredom rises, repeated actions remove Happiness and Energy more often. - -At Boredom 9 or 10, each triggered penalty removes 2 Happiness and 2 Energy. - -Changing to another social action lowers Boredom by 1 and reduces the accumulated penalty. - - -HEALTH AND STATUS - -Health is shown by ten hearts above the pet. - -Health can be lost through starvation, overfeeding, maximum Dirtiness, or allowing a full Potty meter to overflow Outside. - -The pet's face and status change according to its condition. - -Sick pets appear green. - - -COMMON STATUSES - -Happy: -The pet is in a strong positive mood. - -Calm: -The pet is comfortable but not highly excited. - -Nervous: -Common for a new or low-Bond pet, during Rain, or after a Rough Wake. - -Sad: -Happiness is 3 or lower while Inside. - -Excited: -A temporary status during actions such as Play or Walk. - -Asleep: -The pet is taking a Nap or has fallen asleep automatically. - -Sick: -The pet is losing Health because of a serious care problem. - -Weak: -Health has reached 0. - -Recovering: -The pet is recovering from ordinary sickness. - -RecoverWeak: -The pet is in the second stage of recovery after becoming Weak. - -RoughWake: -The temporary warning after automatic sleep. - -Trading: -The current pet is being traded for a new pet. - - -SICKNESS AND RECOVERY - -A Sick pet loses 1 Health every 30 minutes. - -Hunger also continues increasing while the pet is Sick. - -Correct the cause of sickness: - -Starving: -Feed the pet. - -Overfed: -Stop feeding until Hunger rises above the stuffed range. - -Dirty: -Bathe the pet until Dirtiness drops below 10. - -Correcting the cause begins Recovering. - -Recovering is checked about every 10 minutes. - -Recovery takes longer after the pet has remained Sick for more checks. - -Happiness of 8 or higher can shorten recovery. - -A Weak pet must remain Inside with some Energy and Hunger below 10. - -After about 2 hours under those conditions, Weak changes to RecoverWeak and Health becomes 1. - -After about another 2 hours Inside with Hunger below 10, the pet returns to Calm. - -A manual Nap can also clear sickness and weakness when the Nap completes. - -Do not take a Sick, Weak, or recovering pet on a Walk. - - -AUTOMATIC SLEEP AND ROUGH WAKE - -If Energy remains at 0 for 30 minutes, the pet falls asleep automatically. - -Automatic sleep is saved immediately. - -The pet gains 1 Energy for each hour spent asleep, with at least 1 Energy restored when it wakes. - -Leaving and returning to the app wakes an automatically sleeping pet. - -Automatic waking causes a Rough Wake: - -Happiness decreases by 1. -The pet becomes Nervous. -A Rough wake alert appears for about 30 seconds. -The pet remains Nervous for about another 10 seconds. - -If the pet fell asleep Outside: - -The pet is returned Inside. -Bond decreases by 1. -The normal Rough Wake penalties also apply. - -A chosen indoor Nap is safer and gives much stronger recovery. - - -CARE AND NEGLECT - -Care records successful positive actions. - -Care increases by 1 for: - -A successful Feed -A completed Snack Want -Play -Pet -Talk -Walk -Potty -A Bath that reduces Dirtiness - -Neglect records serious harmful care failures. - -Neglect increases by 1 for: - -Three overfeeding attempts -Starving long enough to become Sick -An indoor Potty accident -Remaining fully dirty long enough to become Sick - -Care and Neglect each stop increasing at 999. - -A missed Want is recorded in the Care Journal but does not add Neglect. - - -STATS - -Tap Stats below the pet's name to open the Stats panel. - -Opening Stats closes the Care and Socialize menus. - -Stats contains the Pet Record, Pet Management, and Care Journal. - - -PET RECORD - -The Pet Record shows: - -Bond -The current Bond percentage, Bond bar, and relationship name. - -Age -The pet's current age record. - -Care -The number of successful care actions recorded. - -Neglect -The number of serious harmful care failures recorded. - - - -CARE JOURNAL - -Open Stats, then tap CARE JOURNAL. - -The Care Journal stores up to 50 entries. - -The screen shows the eight newest entries matching the selected tab. - -Tabs: - -NEEDS -Shows Need entries, the result, and when they happened. - -WANTS -Shows Want entries, response time, and when they happened. - -ALL -Shows Needs and Wants together. - -Symbols: - -✓ means completed or met. -✕ means missed or expired. - -A completed Want can show how quickly the player responded. - -If its original start time is unavailable after reopening the app, the response time may show N/A or a dash. - - -PET MANAGEMENT AND TRADE-IN - -Open Stats and find PET MANAGEMENT. - -Tap TRADE PET IN to begin the trade-in countdown immediately. - -There is no separate confirmation screen. - -The new-pet search begins after 2 hours. - -A ten-block progress bar and remaining time appear during the wait. - -Tap CHANGE MIND at any time during the countdown to cancel the trade-in. - -Closing the app does not cancel the countdown. - -When the countdown reaches zero, CHANGE MIND is no longer available. - -The screen shows FINDING PET for about 5 seconds. - -The current pet is then replaced. - -Trading resets: - -Pet name and template -Bond -Care -Neglect -Status bars -Health status -Care Journal -Active Wants -Sleep state -Location -Other current-pet progress - -The CHOOSE NEW PET screen then appears so a new template and name can be selected. - - -NOTIFICATIONS - -On Android 13 or newer, LCDPet requests notification permission when the app opens. - -Denying notification permission does not stop gameplay. - -It only prevents LCDPet notifications from appearing. - -Notifications can be sent for: - -New Wants -Critical Hunger -Potty reaching 9 Inside -Dirtiness reaching 9 -Energy reaching 1 - -Tapping a notification opens LCDPet. - - -SAVING AND TIME AWAY - -LCDPet saves the pet's current state on the device. - -Saved information includes: - -Name and template -Status bars and Health -Bond, Care, and Neglect -Location and weather -Health condition and sickness cause -Accident stain -Active Want -Trade-in state -Sleep state -Care Journal - -The trade-in countdown continues using real elapsed time while the app is closed. - -Automatic sleep uses real elapsed time while the app is closed. - -A pet left Outside loses 1 Energy for each hour the app remains closed. - -Most other gameplay timers do not calculate every hour spent away. - -They resume from the saved values when the app is reopened. - -An active Want can remain after reopening, but its ten-minute expiry period begins again and its original response time may be unavailable. - -A manual Nap remains saved, but time spent with the app closed is not counted toward the original Nap duration. - - -CREDITS AND LICENSES - -Tap Credits / Licenses near the upper-right corner of the main screen. - -This panel contains acknowledgements, sound credits, license information, and source links. - -Web addresses in Credits / Licenses can be tapped to open them. - - -HOW TO AND CREDITS CONTROLS - -How To and Credits / Licenses open as full-screen scrolling panels. - -CLOSE returns to the pet. - -MOVE moves the MOVE and CLOSE controls to another corner. - -The controls cycle through: - -Bottom right -Bottom left -Top left -Top right - -Moving the controls in How To also moves them in Credits / Licenses, and vice versa. +This is based more on real life than quick mobile app mechanics. While some things are instant, like playing and talking, other things like bathing and napping can take longer. As in hours. There are systems in place to alert you when an activity is finished. So if you let your pet take a nap, don’t be surprised if they’re still asleep 2 hours later.