Pichu0102's blog
The Most Powerful Concept

Influence. It’s a very powerful word, one used in many circumstances, many with a negative connotation. However, it’s not always something negative. After all, influence is merely having the effect of something or someone else doing something different than they would have done without that force. Everything has some sort of influence, from nature, weather, people, things, ideas.

One major source of influence for we as humans is our social interactions with our groups of friends and those we interact with. We influence the groups we exist within, and in turn, they influence us. They then to go on their groups, and influence them, and receive influence from those groups, which then ripples back to us. The actions we take influence more than those we directly interact with, and, when combined with the influences of others, become a major force that causes different effects on everyone. It could be said that any action we take is a result of those influences, which in turn, provides an influence to others of it’s own.

The actions we take; the memories we make; the good; the bad, and everything else we do influences others, and in turn, they influence us back. These events become parts of our past, and in turn, influence those who will come after us.

People are not the sum of merely themselves, nor the small part of the world they live in, but the sum of all influences, past and present combined.

Games that support Steam Trading

I haven’t been able to find a good list of games that support Steam Trading, so I’ll make one here. This list is nowhere near exhaustive, so if you see something not right, post it in the comments. Note that you can also trade gift games you have stored in your inventory.

Note that this list won’t often be up to date. Let me know in the comments if anything changes.

Overkill system in an RPG?

I thought of an interesting premise: An Overkill system in an RPG where if you inflict more than 100~150% of an enemy’s maximum HP in one hit, it instead of showing the damage, displays OVERKILL, followed by a number that is YourDamage-EnemyMaxHP.

So doing 10000 damage to a 4000 health enemy would display OVERKILL | 4000.

This could be used for say, a passive skill that spills over overkill damage to a nearby enemy, and possibly cause a chain reaction if that damage also is enough to overkill that enemy as well.

Just a thought.

Baka and Test’s premise is kind of cruel

Okay, so the whole point of Baka and Test is that people who do worse on tests get worse equipment in school. You can already see the problem, but I’ll say it anyways: It reinforces the already inherent problems of troubled students, and forces them to fight one another for better equipment based on test scores. Which is great and all, but the equipment given mostly insures that people will stay in their class for good, because the next class will have better equipment and access to better learning material or workspaces.

I could go on about how this mirrors some aspects of reality, but I won’t. It’s a good show, but that premise just bugs me every time it’s forced back to the front. Sure some people thrive under pressure, but a lot of people will falter under pressure, and falter hard

As much as I hate the phrase “that’s not fair!” and respond every time with “life isn’t fair”, things designed to actively kick people while they’re down still leave a bad taste in my mouth, and I don’t like it.

Virtual Sickness

Virtual sickness is when the body and mind react to virtual reality trauma and illness as if the real body was experiencing the effects, in a sort of placebo effect. Virtual sickness is gained by different people differently, depending on how they react to virtual pain and illness.
This is measures in virtual sickness Rating, or vsR.
A rating of 100 vsR can result in mild aches and pains in reality for a few minutes, whereas a vsR of 1000 or more can result in severe symptoms which are including, but not limited to, vomiting, disorientation, extreme pain, or hallucinations.
Most VR systems are configured to forcibly eject anyone with a measured vsR of 100 or more as a safety precaution, and disallow access until their vsR is 90 percent below the limit, or in this example, 10 units of vsR.

Making iTunes WiFi sync work (for me)

Just posting this to show what shenanigans I have to go through to make iTunes sync with my iPhone over WiFi. If you’re looking for troubleshooting, this likely won’t work for you.

So I boot up iTunes and it doesn’t see my iPhone, while using Windows 7. Everything is connected correctly, everything else is verified, so why isn’t it working? Who knows, but I found a way to make it work again.

1. Close iTunes

2. Open Services in Windows 7.

3. Stop Apple Mobile Device service

4. Stop Bonjour service.

5. Start Bonjour service.

6. Start Apple Mobile Device service.

7. Open iTunes

After a bit, iTunes will realize the iPhone is there on the network and I can then sync to it. After a while though, it’ll forget it again and I’ll have to repeat the steps. Usually happens after a reboot or after taking my phone off the network by taking it somewhere with me.

And there you have it: What I have to do to make it just work. Why? Who knows.

Name: Sore Loser

Type: Reactive/Passive

Cost: None

Trigger: Morale drops below 50%, or had Morale below 25% in the past in-game day.

Effect: Character has a 10% higher chance of receiving a Critical Hit when damaged by anything, has 50% more susceptibility to aliments, and their Dying status timer runs out twice as fast. Character also cannot have more than 70% morale while this is in effect.


Name: Bitter Mind

Type: Passive

Cost: None

Effect: Character’s gains Morale from Morale Gains at 75% of the normal rate, and loses Morale from Morale Losses at 125% of the normal rate.

Skill: Crafter’s Art

Type: Active

Cost: 0 MP

Effect: Allows the user to craft one item above their crafting level, applied on the next item crafted. When used to craft an item above crafting level, binds a percentage of the user’s Shield HP equal to the level of the item creation level requirement minus the user’s crafting level.

Status: Crafter’s Pride

Type: Buff

Time: 5 minutes or on Proc

Proc Trigger: Craft an item above your crafting level

Effect: Allows a character to craft an item 99 levels or less above their crafting level. When done, causes the character to gain the Crafter’s Regret debuff, equal to the item crafting level minus the character’s crafting level. If this status is lost due to time expiration, does nothing.

Status: Crafter’s Regret

Type: Debuff

Time: 60 active login minutes per stack

Effect: While under the effect of Crafter’s Regret, character has a percentage of their Shield HP reduced equal to the number of stacks of Crafter’s Regret they have. While this is in effect, the character cannot repair the bound amount of Shield HP, use Crafter’s Art, or gain, be under, or be affected by the status Crafter’s Pride.