Hi Dekita, thanks for your response. I want to get it out of the way first that I meant no disrespect to you with my suggestions.
I kind of get the feeling you either didn't read the rule suggestions OR didn't care to adhere to them. The reason I feel like this (just in case you are curious) is because you have made a ew suggestions which clearly break the rules for suggestions. example : not simple scripts, requiring code outwith the RPG maker...
I do care about the suggestions for guidelines, because I do care about this cool contest you've set up. However, I can't find anywhere in this (or any) topic you say "Suggested scripts have to be simple to do." You do say that code outside RGSS3 is prohibited, in the actual SCRIPT rules, but I didn't think to re-read that topic before posting my ideas. I did out-and-out violate the "don't say 'make a system like this game' " guideline in one out of my five suggestions, due to a mental slip - sorry about that.
What I had in mind with the suggestion was allowing the designer to easily control things like default layout for the window, a picture element, etc., as well as stuff things that your script does changing the hue, opacity, etc. I think a script like yours would be a valid entry in such a contest, but there would be other ways to approach it that might be better or worse.
- Dont know what 'skill checks' are. its best to always provide a description because people dont want to have to learn what something is beforehand, they just want to do it
Sorry, I should have described this one further. 'Skill checks' are a common element in pen & paper RPGs (and some video/board games) where a character's stat is used as a modifier for a dice roll or other RNG element when performing a task. For example, a character is trying to scale a low but icy cliff. Depending on the game, they might have a specific stat like "Climb" or "Dungeoneering", or they might use a more general one like their "Agility" combat stat. In the most common form of a Skill Check, they'd be asked to roll a 20-sided die and add their Climb skill. If the combined total is, say, higher than 16, they successfully scale the cliff's face and reach the top. If it's between 13 and 16, they slip but catch themselves on the way down, losing some progress, whereas if it's below 13 they fall to the spiky ice below and suffer injuries.
A script implementing this system could either choose to define new attributes for actors to represent their skills, give the designer a way to create attributes, or simply provide tools for converting an actor's already-defined stats into bonuses for Skill Checks.
- You mean 'damage over time' states - like this? >
http://dekitarpg.wordpress.com/2014/05/27/d13x-states-damage-over-time/
Slightly different from having instanced states, but you can as many DOT's as you wish
Your script looks absolutely awesome! I don't think it's quite what I had in mind for the Instantiated States suggestion, though, since instances of a state would be able to differ on, for example, the percentage of EXP bonus they grant, or the type of elemental resistance they provide. I think there are scripts out there that do specific pieces of this, but AFAIK there's nothing that provides this uniform functionality.
Maybe the "polymorphism" in a state would be based on who applied that state, maybe it would be based on who it's applied to, maybe it would be based on the item/skill that applied it - it would be the script writer's prerogative to decide what's best.
- Systems like that, while they are a fantastic idea, are usually rather complex. For example - no one wanted to script a materia system and someone had to commission victor to simply port an old system. There is just so much work one has to take into consieration and chances are, it wouldnt be possible to create one with as much control as you are suggeting within a few weeks. Script like that usually need a few weeks for testing alone just due to the copious amount of possibilities.
I can definitely see what you're saying, and such a script would probably warrant a double-length round of the contest. But I don't think it's necessarily as hard as you think, since some ways to pull this off would not require scripting an interface. It doesn't need to be as expansive as a Materia system. One of the simpler systems I could imagine someone creating would be a script that lets the designer specify global percentages of extra damage to be added to a skill based on how many times the actor has used that skill.
Personally, I think this is one idea that would lend itself really well to a variety of different skill levels and diverse creative viewpoints for script writers!
- No! - sorry for being so definite about that, but really, just no.
The idea of this challenge is to encourage people with various abilities to take part. The fact that there are only 2 known ace online systems to date, coupled with the fact one would need server and server hosting knowledge along with scripting knowledge means that the amount of people who could participate would be slim. ALSO - not possible within a few weeks.
Thinking about this one some more, I'm definitely seeing things your way.

It seemed like a good idea in the moment!
Prizes are something that has already been discussed and will likely, be discussed again in the future. Unfortunately, I doubt prizes will be given (at least substantial prizes) until there are a fair number of regular participants. However, I do like your idea of a 'donation hat', not sure how other dev's would feel about donating towards a prize for the best script though...
Soooo...
What does everyone else think about this 'prize hat' donation suggestion? Would you donate?
I'm glad you like the 'prize hat' idea! I know I for one would want to sweeten the pot if there was a script contest, or an idea for one, that could help me in my game making. I hope other devs are thinking along the same lines!