too damn high
November 25, 2008
No banner. I'm too lazy to update it.
This is my showcase, and if we are to believe Enaki, I am the biggest prick in the world... Don't talk to my friends either, actually. Enaki's credibility might be low due to him changing his signature on soul-boards to prick another member there but still... Okay, actually, you can call me a prick. I love that word. Now, apparently most people post some things about themselves so I will do the same. I will just copycat one Firebane's.
Virtual Name: Zank
Virtual Age: 5 Years (On this account tho)
Virtual Gender: Not a trap.
Virtual Favorite Things: Participating in Gaming Projects or Creating Custom Made Elements for Games.
Virtual Favorite Sports: Prickball or Pricking. Can't decide.
Virtual Favorite Food: Your tears.
Virtual Favorite Series: Breaking Bad
Virtual Favorite Manga: Psyren
Virtual Favorite Character: Walter White
Virtual Favorite Band: System of a Down
Virtual Favorite Singer: Serj Tankian
Virtual Favorite Movie: The Sunset Limited
Virtual Favorite Game: Your reply needs is too big. Please shorten it to a maximum of 20000 characters.
Virtual Favorite Quote: "SvN isn't a good person, he is a prick." ~ Enaki_Renraku.
Virtual Additional Links: Comment 'n Criticize Boutique Character Art Online Theory Of Concept
About basics and characters
First thing you'll need to have a look on are the basics, which are different because I have multiple templates used here, because I've lost the xcf file, but I will switch them to the normal template whenever I can.
And the normal ones have a few things of their own, which will be explained here: (Just use Ctrl F for a term you don't understand and it'll be found here)
•Delay: Delay effects delay the activation of a skill by x turns. That means the skill will be considered active, will last x more turns, but it will do nothing during those x more turns. If the target of a delay effect dies meanwhile, the skill won't activate. A stun or invulnerability can't "dodge" the skill, unless the skill activated is Action or Control by class. Skills under delays may not be used until they end.
•Generic Skill: The nvulnerability/passive skill which is placed as the 4th skill.
•Passive: A skill activated from the start of the game or a part of a skill. This works as a class.
•True Reduction: Damage reduction that cannot be ignored by any kind of skills, including true damage.
•Similar Effects About Killing Enemies: That means if for instance a skill that would kill an enemy if it drops under 20 health, it will instead kill an enemy by that more health specified in the effect.
•Original Skill: It's not exactly a custom term, but just to make sure people won't understand something stupid, it means the skill that was originally in that slot. (No, alternative skills do not count)
•Fake Trigger: A skill will be considered activated, even thought it didn't. Fake triggers do not depend on any other effects that repress the skills from activating and can end improvements if they are supposed to last until the skill is used.
•Double Activation: A skill activates twice in the same turn. Like a skill that deals 10 piercing damage and increases skills by 5 will deal 10 piercing damage + 15 from the base damage and improvement. (Just an example)
•True Damage: True damage is a type of damage that ignores tactical invisible actions (counters, reflects and ignores) as well as defensive skills. This damage cannot ignore destructible defense.
•Removed skills: Skills that got removed from their skillset. If all skills are removed, the character will instantly die. The skills will be left with a blank picture and a blank effect.
• Aura: It's basically almost the same class as Instant, just that the skill will end once the character will die.
•Trigger Class: Used as a class, trigger is a skill that cannot be activated except if a condition is met, and once it is met, the skill will instantly activate. Trigger skills might trigger even if the skill is under cooldown.
•Cooldown or Cost Asterisk(*): Only a part of the skill will go under cooldown/ have that cost.
•Illusionary Damage: Damage that lasts only 1 turn and then gets reverted back to what it was. It won't be shown if it was dealt and characters succeptible to it won't heal the damage back unless a skill makes the damage to be undone.
•Illusionary Effect: Effects that are non-damaging and that have no effect on the user. The user of those skills will see the skills like they are under effect and doing their effects.
•Fully Stunned: Stuns that cannot be ignored or cancelled.
•? In Skill Costs and Cooldown: Skill cost wise, it means you can use as many types of that chakra as you'd like. Cooldown wise, it means the cooldown is decided by some manner by the skill.
•+ in cost: You can pay any chakra of that kind for the skill. Will be often near the + to show the arithmetical progression of how the cost works.
•Health in defensive skills: It works in such way that if the skill protects the ally from damage, the rest of the damage dealt won't affect the target. It can't be ignored by affliction damage.
•Link (<>^): Used through the symbols in the parantheses, linking is two skills or more share similar effects that trigger to effect both. Cooldowns apply to that too.
•Module: Works as a main class like physical, chakra etc. These are game changing skills that will change the game in a way that you can't obtain the win by killing your opponent. You will have to do what the skill implies, and the characters will be unable to be killed during this.
•Splitting in Half: If the skill is by a numeral or relative amount, they will be split in half by the numeral amount. If they aren't, their duration will be split in half. If the number split it's an uneven number, turns wise, it will last +1 turns in the split calculation.