Dekita

● ARCHIVED · READ-ONLY
Started by EvilEagles 20 posts View original ↗
  1. R7IQtxS.png
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    Tomb Raider - Dekita
     ​
    lKQzfDe.png

    • Status: In Transit
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  2. 2 )- Complicated Style : Graphical, Textual && Mathematical. Graphical Component:

    2_Complicated.png
     ​
    Textual && Mathematical Component:

    Spoiler
    if true # Make false to disable script, true to enable.#===============================================================================# http://dekitarpg.wordpress.com/#===============================================================================#'>http://dekitarpg.wordpress.com/#===============================================================================# Tomb Of Lost Art #2 )- Complicated.# # This piece of 'art' combines two things that require practice and skill...# 1 - Coding and 2 - math.# #===============================================================================## Using this script you can have exp and gold gain formulas as 'complicated'# or advanced as you wish. # #===============================================================================# # You are not allowed to use this script for commercial games !!# You are not allowed to repost/translate/convert this script for any reason.# #===============================================================================# http://dekitarpg.wordpress.com/#===============================================================================module'>http://dekitarpg.wordpress.com/#===============================================================================module Complicated#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- # # Default calculation :: # floor(floor(√(A)*(A*A))*B/floor(√(C)*(C*C)))+1 # Credit to Nintendo && Pokemon for the math # #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def self.exp_gain_formula(enemy) # Checks if enemy level exsist (would come from a third prty script) # If enemy doesnt have levels, counts the level as lvl 1. el = enemy.level # Gets the value of all party members level. ptl = $game_party.members.compact.inject(0) {|r,i| r += i.level } # Gets the value of the party size. pts = $game_party.members.compact.size # Gets the average actor level value pl = (ptl / pts).to_i # Multiplies Enemy level (l) by 2, adds 10. a = ((el * 2) + 10) # Uses exp value (set in enemy database tab) within new formula. # Multiplies the aforementioned value by Enemy level then, / 5. b = (enemy.enemy.exp * el / 5) # Enemy Level + Average Actor Level + 10 c = (el + pl + 10) # Returns end calculation using the variabled defined previously. return ((a)*(a*a).floor).floor*b/((c)*(c*c)).floor+1 end #----------------------------------------------------------------------------- # This method is almost identical to the one above. # The only difference, this one is for gold, therefore, it uses enemy.gold # (defined in the database) in place of enemy.exp #----------------------------------------------------------------------------- def self.gold_gain_formula(enemy) el = enemy.level ptl = $game_party.members.compact.inject(0) {|r,i| r += i.level } pts = $game_party.members.compact.size pl = (ptl / pts).to_i a = ((el * 2) + 10) b = (enemy.enemy.gold * el / 5) c = (el + pl + 10) return ((a)*(a*a).floor).floor*b/((c)*(c*c)).floor+1 end #----------------------------------------------------------------------------- # Determines how the enemy level modifier is set if you DO NOT have an enemy # level script. (note: thre is about 90% change of this working with all # enemy level scripts) # Level_Type = type # types: # :party_leader = returns party leader level as enemy level modifier. # :variable_id = returns the value of variable Var_ID as the modifier. #----------------------------------------------------------------------------- Level_Type = :party_leader #----------------------------------------------------------------------------- # Sets variable id. Only used when Level_Type is set to :variable_id #----------------------------------------------------------------------------- Var_ID = 1 #----------------------------------------------------------------------------- # Simple method used to calculate level. # Only modify if you know and understand what your doing. #----------------------------------------------------------------------------- def self.determine_level(enemy) case Level_Type when :party_leader then return $game_party.leader.level when :variable_id then return $game_variables[Var_ID] when :custom_type then return 1 # Insert custom code here else ; return 1 end end #----------------------------------------------------------------------------- # Customization Section End. # There is really no point in trying to edit below this line... #-----------------------------------------------------------------------------end#===============================================================================# http://dekitarpg.wordpress.com/#===============================================================================class'>http://dekitarpg.wordpress.com/#===============================================================================class Game_Enemy < Game_Battler#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def exp return Complicated.exp_gain_formula(self) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def gold return Complicated.gold_gain_formula(self) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def level return @level unless @level.nil? return Complicated.determine_level(self) end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------endend # if true/false (enabled/disabled)#===============================================================================# http://dekitarpg.wordpress.com/#===============================================================================
    Goodness... That took some time lmao...
  3. 3 )- Making History Style : Graphical && Textual.Graphical Component :

    3_Making_History.png
    Textual Component :

    Spoiler
    3_Tale_Of_Truth.png
     ​
    There once was a land where by everything was perfect. Everything. From the green on the grass to the blue in the sky,​
    there was not a single particle out of place. The inhabitants, known as 'Perflings', would live their entire life

    without having known heartbreak or despair. Having never endured such negative feelings, the Perflings never questioned

    their government or its army - 'Essence' - I mean, why would they? They had never felt anything other than absolute bliss.

    One day, a barrier previously unseen emerged from the land in the south. Almost as quickly as it had appeared, it was gone

    and with it, the illusion of perfection that had been created...

    Creatures never seen before began to roam the lands. Winged beats larger than whole castles swooping upon

    villages and causing mass devastation. Gigantic snake-like monsters emerging from the depths of the sea - annihilating

    all who attempted to cross the vast oceans. And worst of all, the Perflings themselves...

    Having never felt any emotions (other than absolute perfection - 'bliss') the Perflings began to question everything.

    They where now scared, angry and confused. - Why had they never felt like this before?

    Their land used to be perfect. - Where had all these creatures come from?

    Government. - Who where they exactly, and who decided they had so much power?..

    Slowly, over time, people learned to just accept the way things where. What could they do against the power of law anyway?

    Especially with the almighty force of Essence behind it...

    For some people, 'the way things are' was simply not good enough. Particularly for one man who was known by the

    name 'Yaikeezo'. Yaikeezo was a famed and powerful magician in his younger days. Statues of him stand in the Essence

    'hall of fame' - where all great soldiers of Essence where immortalized...

    Thought to have died in the first great resistance, Yaikeezo was left for dead.

    Abandoned by his warriors, his friends and his will to live he gave up.

    Had it not been for the gods interference, Yaikeezo would have died that day.

    Instead, he awoke three days later - surrounded by nothing but red skies as far as he could see.

    Thoughts rapidly flew through his head. unable to concentrate on a single one, he attempted to rise...

    As he arose, he felt as though each limb was being ripped apart. The pain only subsiding once he had fully arisen.

    It was only then that he realized what had happened...

    Everything suddenly made sense...

    The lies that his fellow Perflings had been brainwashed into believing...

    Essence, and their true intentions. With and without the laws of government...

    The demonic creatures...

    All of it !

    Eventually, it dawned on him...

    He had not been saved by the gods...

    He had become one...

    It was all too much to comprehend. His head began to bust like nothing ever felt before...

    A light... A white light had appeared amidst the sea of red skies. He had to reach it...

    Never before had he wanted something more than to reach this source of brightness.

    Slowly, he got closer to it. As he did, the light shone brighter, fiercer, stronger...

    As he reached the blinding light he heard someone whisper...

    'Dekita'

    ...

    ..

    .

     ​
    ^^

    VERY loosely based on the rise of 'Dekita' (yes, me) within the mmorpg game 'Perfect World'.
    This one took far too long to type up imo :D

    Hopefully I didn't leave some huge flaw in it :p
  4. I really like the Text used for Complicated. What style text is that?
  5. The font used is called 'Gemina 2' :)
  6. 3 worthy entries.  Well done!  And all done in one day, too.  That's impressive.
  7. I'm really finding your interpretations of the themes quite intriguing! :D Can't wait to see what you do for the others.
  8. 4 )- Rivalry Style : Mostly Graphical - Small Textual Description.
    4_Rivalry.png
    When rivals collide
     ​
    Dekita finally finds the good half of his soul after many years apart. Now... Now must be the time to destroy it once and for all...​
    As the two prepare to face off against one another for their final battle the earth beneath them trembles

    The earth itself was anticipating the sheer devastation that was about to occur.​
    Not only would this fight determine the fate of the world, it would also be the fight that Yaikeezo's prophecy foretold...

     ​
    Note
    Credits to Kaduki (Katsukie / Kasuki / whatever other names there are...) for the actor sprites used.​


     ​
     ​
    @ksjp17 - Thanks, I spent quite a bit on them all. The first I had almost finished by the time my thread was made, so the second one followed shortly after. And I figured a story would count as one and had a spare few hours so... :)

    @marimo - Thank you. I have been trying to think a little more outside the box. Also been trying to do a little more graphical things rather than code etc. But no fear. There will be plenty more to come :)
  9. Pretty nice, man! I like them all! Making History is my favorite so far.
  10. Thanks dude.

    I think I put the most actual thought into the making history entry. I think I'm going to tie in that story further, along with the other themes. Number 4 has a little bit too, but that wont really be understood until I write what Yaikeezo's prophecy actually was :p

    Easily though, the most work went into entry 4.

    Them images was tricky to fix. Then trial and error quite a few times getting the right font and bg chars.
  11. Your thumbnails won't enlarge when I click on them. Please double check.
  12. Dude! I didn't know that you draw aswell!? That's sweet Brah!
  13. Your script is a bit beyond me, but I enjoyed the story :) I like how it's a chronicle of your journey in an MMO.
  14. EvilEagles said:
    Your thumbnails won't enlarge when I click on them. Please double check.
    Whats should I do to rectify that?

    On my screen, there are no thumbnails, it just directly shows the image - all images hosted on postimg.org.

    I included a link below each image directly to the image url. Is that sufficient ?

    KingDanner said:
    Dude! I didn't know that you draw aswell!? That's sweet Brah!
    Well, I mostly edit and hack things together :p

    I try though.

    Slowly getting better bit by bit :D

    Alkorri said:
    Your script is a bit beyond me, but I enjoyed the story :) I like how it's a chronicle of your journey in an MMO.
    Thanks dude :)

    The story took quite a while to write down. Had to keep editing the wording to make it fit and such. Writing takes so damn  long :/

    Also - the script is plug and play. It simply changes your gold/exp gain to one similar to pokemon :p

    I really wouldn't recommend changing the calculation unless your real real good with math :D

    Edit:

    Next one will be finished shortly ;)
  15. 5 )- Unbreakable Style : Graphical && Textual Graphical Components :

    5_Unbreakable.png
    1406216544_303244.png
     ​
    Textual Component :

    Spoiler
    if true # make false to disable script. true = enabled#===============================================================================# http://dekitarpg.wordpress.com/#===============================================================================# # Tomb Of Lost Art #5 )- Unbreakable.# #===============================================================================## This script re-creates my interpretation of the limit break system from# final fantasy 7. # As the theme was 'unbreakable', I have included the ability to notetag a # state so that when the state is applied, your characters cannot break their # limit. ie.. their limit is 'unbreakable' # # NOTE: # THIS SCRIPT REQUIRES THE $D13x CORE SCRIPT TO FUNCTION. # http://dekitarpg.wordpress.com/2013/03/14/d13x-core/#===============================================================================# # You are not allowed to use this script for commercial games !!# You are not allowed to repost/translate/convert this script for any reason.# #===============================================================================# http://dekitarpg.wordpress.com/#===============================================================================module Limit_Break#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- Vocab = { :menu_command => "Limit", :battle_command => "Limit Skill", :change_help => "View skill data and change active limit.", :leave_help => "Leave Scene", } #----------------------------------------------------------------------------- # Notetag used in states to disallow limit break. # <unbreakable> #----------------------------------------------------------------------------- Notetag = /<unbreakable>/i #----------------------------------------------------------------------------- # true = override attack command # false = place new command above it #----------------------------------------------------------------------------- Override = true #----------------------------------------------------------------------------- # Hash of actor id => [limit skilll id, limit skilll id, limit skilll id, ...] #----------------------------------------------------------------------------- Limits = { 1 =>[118,119,120,121,122,123,124,125], # << Actor 1 2 =>[118,119,120,121,122,123,124,125], # << Actor 2 3 =>[118,119,120,121,122,123,124,125], # << Actor 3 4 =>[118,119,120,121,122,123,124,125], # << Actor 4 5 =>[118,119,120,121,122,123,124,125], # << Actor 5 6 =>[118,119,120,121,122,123,124,125], # << Actor 6 7 =>[118,119,120,121,122,123,124,125], # << Actor 7 8 =>[118,119,120,121,122,123,124,125], # << Actor 8 9 =>[118,119,120,121,122,123,124,125], # << Actor 9 10 =>[118,119,120,121,122,123,124,125], # << Actor 10 } #----------------------------------------------------------------------------- # Customization Section End. # There is really no point in trying to edit below this line... #-----------------------------------------------------------------------------end#===============================================================================# http://dekitarpg.wordpress.com/#===============================================================================class RPG::State < RPG::BaseItem#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def unbreakable? if @unbreakable.nil? @unbreakable = false if self.note =~ Limit_Break::Notetag @unbreakable = true end end @unbreakable end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Game_Battler < Game_BattlerBase#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- alias :use_item_for_limit :use_item #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def use_item(item) process_limit_counter(item) use_item_for_limit(item) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def process_limit_counter(i) return unless self.is_a?(Game_Actor) add_limit_counter if can_process_limit_count?(i) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def can_process_limit_count?(i) all_limit_skills.include?(i.id) end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Game_Actor < Game_Battler#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- alias :setup_limits :setup #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def setup(actor_id) setup_limits(actor_id) setup_limit_break end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def setup_limit_break @current_limit_skill_id = Limit_Break::Limits[@actor_id].first @current_limit_arraypos = 0 @times_used_limits = [0] * Limit_Break::Limits[@actor_id].size end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def all_limit_skills Limit_Break::Limits[@actor_id] end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def limit_skill $data_skills[@current_limit_skill_id] end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def limit_count(limit_id) @times_used_limits[limit_id] end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def limit_unlocked?(limit_id) return true if limit_id == 0 return @times_used_limits[limit_id-1] >= ((limit_id) * 10) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def add_limit_counter @times_used_limits[@current_limit_arraypos] += 1 end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def set_limit_skill(array_pos) return unless Limit_Break::Limits[@actor_id][array_pos] return unless Limit_Break::Limits[@actor_id][array_pos] != @current_limit_skill_id @current_limit_skill_id = Limit_Break::Limits[@actor_id][array_pos] @current_limit_arraypos = array_pos end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def can_limit_break? return false unless tp >= max_tp return false if states.compact.any? {|s| s.unbreakable? } return true end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Window_CurrentLimit < Window_Selectable#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def initialize(actor,y) super(0, y, Graphics.width, fitting_height(1)) @actor = actor refresh end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def actor=(actor) return if @actor == actor @actor = actor refresh end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def refresh contents.clear text = "Current Limit : #{@actor.limit_skill.name}" draw_text(0, 0, width-24, line_height, text ,1) end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Window_LimitCommand < Window_Command#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def initialize super(0, 0) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def window_width return Graphics.width / 4 end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def visible_line_number return 2 end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def make_command_list add_command("Change Limit", :change) add_command("Leave", :leave) end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Window_LimitSelect < Window_Command#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def initialize(actor,y) @actor = actor @window_y = y super(0, y) deactivate unselect end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def actor=(actor) return unless @actor != actor @actor = actor refresh end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def window_width return Graphics.width end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def window_height return Graphics.height - @window_y end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def col_max return 2 end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def make_command_list return unless @actor && Limit_Break::Limits[@actor.id] i = 0 Limit_Break::Limits[@actor.id].each do |val| add_command($data_skills[val].name, :limit_change, limit_locked?(i), val) i += 1 end end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def limit_locked?(id) @actor.limit_unlocked?(id) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def current_limit command_skill(@index) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def command_skill(index) return $data_skills[0] unless @list[index] && @list[index][:ext] return $data_skills[@list[index][:ext]] end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def draw_item(index) change_color(normal_color, limit_locked?(index)) p = item_rect_for_text(index) draw_text(p.x,p.y,p.width,line_height,command_skill(index).name, 1) draw_text(p.x,p.y+20,p.width,line_height,@actor.limit_count(index).to_s, 1) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def item_height (self.height - 24) / 4 end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Scene_Limit < Scene_MenuBase#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def start super make_command_window make_help_window make_status_window make_current_window make_select_window end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def make_command_window @command_window = Window_LimitCommand.new @command_window.set_handler:)change, method:)change_limit)) @command_window.set_handler:)leave, method:)return_scene)) @command_window.set_handler:)cancel, method:)return_scene)) @command_window.set_handler:)pagedown, method:)next_actor)) @command_window.set_handler:)pageup, method:)prev_actor)) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def make_help_window @help_window = Deki_Help.new @help_window.x = Graphics.width / 4 end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def make_status_window @status_window = Window_StatusDekita.new(@actor,@help_window.height) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def make_current_window y = @status_window.y + @status_window.height @current_window = Window_CurrentLimit.new(@actor,y) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def make_select_window y = @current_window.y + @current_window.height @select_window = Window_LimitSelect.new(@actor,y) @select_window.set_handler:)limit_change, method:)set_limit)) @select_window.set_handler:)cancel , method:)bk2com)) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def change_limit @command_window.deactivate @select_window.select(0) @select_window.activate end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def set_limit Sound.play_equip @actor.set_limit_skill(@select_window.index) @status_window.refresh @current_window.refresh bk2com end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def bk2com @select_window.deactivate @select_window.unselect @command_window.activate end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def update super updt_help end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def updt_help if @select_window.active @help_window.set_text(@select_window.current_limit.description) elsif @command_window.active case @command_window.current_symbol when :change then @help_window.set_text(Limit_Break::Vocab[:change_help]) when :leave then @help_window.set_text(Limit_Break::Vocab[:leave_help]) end else @help_window.set_text("") end end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def on_actor_change @status_window.actor = @actor @current_window.actor = @actor @select_window.actor = @actor @command_window.activate end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Window_MenuCommand < Window_Command#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- alias :amc_limits :add_main_commands #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def add_main_commands amc_limits add_command(Limit_Break::Vocab[:menu_command],:limit,main_commands_enabled) end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Scene_Menu < Scene_MenuBase#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- alias :ccw_limits_longassaliasname :create_command_window alias :opoklimitz_longassaliasname :on_personal_ok #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def create_command_window ccw_limits_longassaliasname @command_window.set_handler:)limit, method:)command_personal)) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def on_personal_ok opoklimitz_longassaliasname if @command_window.current_symbol == :limit SceneManager.call(Scene_Limit) end end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Window_ActorCommand < Window_Command#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def add_attack_command if @actor.can_limit_break? add_command(Limit_Break::Vocab[:battle_command], :limit) unless Limit_Break::override add_command(Vocab::attack, :attack, @actor.attack_usable?) end else add_command(Vocab::attack, :attack, @actor.attack_usable?) end end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def draw_item(index) if index == 0 && @actor.can_limit_break? change_color(Text_Color::Deep_Orange) else change_color(normal_color, command_enabled?(index)) end draw_text(item_rect_for_text(index), command_name(index), alignment) end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================class Scene_Battle < Scene_Base#=============================================================================== #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- alias :limit_command :create_actor_command_window #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def create_actor_command_window limit_command @actor_command_window.set_handler:)limit, method:)command_limit)) end #----------------------------------------------------------------------------- # #----------------------------------------------------------------------------- def command_limit @skill = BattleManager.actor.limit_skill BattleManager.actor.input.set_skill(@skill.id) BattleManager.actor.last_skill.object = @skill if !@skill.need_selection? @skill_window.hide next_command elsif @skill.for_opponent? select_enemy_selection else select_actor_selection end end #----------------------------------------------------------------------------- # #-----------------------------------------------------------------------------end#===============================================================================# http://dekitarpg.wordpress.com/#===============================================================================end # if false / true
    If you haven't guessed already.  I wrote a 'limit break' script and incorporated a state called 'unbreakable' (given to any status effect with the designated notetag). Don't even know how long that took. Been slowly working it bit by bit for the past two days :D
  16. Entry Has been redone oe to not being accepted..

    Below is the new entry and below that is the old (denied) entry contained within a  spoiler.

    6 )- Obsession Style : Graphical / Small DescriptionGraphical Component:

    Yaikeezo.png
    Spoiler
    Yaikeezo.png
    Slowly Yaikeezo's quest for revenge and power took over and became an obsession.​
    Eventually, this tore his soul apart and in turn, created the entities known as 'Dekita' and 'Atiked'.​
     ​
    Note
    Credits to Kaduki (Katsukie / Kasuki / whatever other names there are...) for the actor sprites used.​
     ​
    The redone image contains the following layers

    1 - black bg

    2 - blue actor sprite (kaduki actor number 23 bust image - credit to Kaduki @ usui.moo.jp)

    3 - Red actor sprite (recolor of the blue actor sprite from usui.moo.jp)

    4 - Shading layer (makes a visible ring in the centre)

    5 - DBZ style aura in predator effect

    6 - DBZ style aura in neon effect

    7 - DBZ style aura in yellow / gold with low opacity

    8 - main actor sprite (kaduki actor number 101 - credit to kaduki @ usui.moo.jp)

    9 - Extra stars and such

    10- another shading layer (fades from bottom to top )

    11- Text layer (also has various effects such as neon applied)

    It took 1 hr 45 mins according to gimp  :)
  17. None of your picture links work for me. Also, I'm going to have to deny entry number 6. Applying filters/Redrawing on existing art drawn by someone else is NOT art, no matter how much work you put in it. Besides, I don't see any credits to the original artist.
  18. EvilEagles said:
    None of your picture links work for me. Also, I'm going to have to deny entry number 6. Applying filters/Redrawing on existing art drawn by someone else is NOT art, no matter how much work you put in it. Besides, I don't see any credits to the original artist.
    Perhaps you should check your browser settings? - I noticed I'm not the first person who's links you havent been able to enlarge or view and I have never had that problem with postimg before. There is really not much more I can think of that would enable you to view them any more than I have already done.

    Thats cool. I dont mind having to re-do number 6 cause I wasn't too thrilled with how it turned out anyway. Have to mention though, you kinda made it sound like all I done was apply a filter to someone else's art.

    Thats not really the case. There are 5 layers in that picture, each with a neon filter (all except the black bg layer).

    Here is the layer order...

    1 - bg

    2 - blue actor

    3 - red actor

    4 - main actor larger + blurred

    5 - main actor normal size

    Mind you ^that doesn't really matter if I have to redo the image anyway :D

    Just felt I had to point out that I didn't just steal someones art and put a filter on it as your wording suggests. :)

    And yea, sorry, I had forgotten to credit Kaduki (kasuki/katsuki or whatever) at usui.moo.jp for the actor sprites used.

    I have rectified that in the post and placed it in a spoiler until the image is redone. Is that sufficient?

    Edit :

    Just to clarify...

    EvilEagles said:
    None of your picture links work for me. Also, I'm going to have to deny entry number 6. Applying filters/Redrawing on existing art drawn by someone else is NOT art, no matter how much work you put in it. Besides, I don't see any credits to the original artist.
    Even if I use images gained from other sources - for example, sprites taken from individuals on alternative sites such as kaduki sprites from usui.moo.jp - if I edit those, recolor, addon/take away from them/ merge with other images and then apply various effects - this doesnt count as a submission ?
  19. You can use someone else's work, assuming:

    • You have their permission.
    • You give them proper credits.
    • Their work is only a reasonable part of your submission, like say, decoration. It should not be the main content of your submission.

    Scenarios where your entries will be denied:

    • Your entries are pure derivatives which still clearly resemble the original author's work, and contain nothing else.
    • You fail to provide proper credits to those whose work you used in your entries.
    • Your entries show an inadequate amount of effort from you.