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> Submission: Blue Magic, by Prexus
punk_blood
post Oct 10 2010, 05:14 PM
Post #1321


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sooooo.... what does it do?


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gerrtunk
post Oct 10 2010, 05:17 PM
Post #1322


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well... it shows a warning message, eh?

This post has been edited by gerrtunk: Oct 10 2010, 05:17 PM
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Genshyu
post Oct 11 2010, 07:02 AM
Post #1323


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For some reason, when I change the windowskin it begins to lag up a storm O.o


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sayityourway2k9
post Oct 13 2010, 07:24 PM
Post #1324



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QUOTE (marqmaff @ Sep 2 2010, 02:46 PM) *
Is there a way to turn off the food points display so its not showing all the time?


You can use this code that I deleted something from original.

#==============================================================================
Here
# Cooking System V0.4.5 - Crazedanimekid 07.28.2010
#
# - Version Log
#
# V0.0.0 -- 07.20.2010 Started script.
# V0.0.5 -- 07.22.2010 Created Scene_Oven, class RPG::BaseItem.
# V0.1.0 -- 07.23.2010 Created class Game_System & Game_Party.
# V0.1.5 -- 07.27.2010 Edits made by Omegas7.
# V0.2.0 -- 07.28.2010 Added Scene_Map, Window_Food_Points, and Window Base.
# V0.2.5 -- 08.03.2010 Added cooked/raw traits
# V0.3.0 -- 08.07.2010 Rewrote/merged IMP's Count up Timer into Cook System.
# V0.3.5 -- 08.09.2010 Added Second Oven functionality
# V0.4.0 -- Added Menu and Recipe functions
# V0.5.0 -- Edited Oven Scenes to make them less verbose.
#==============================================================================
module Vocab
Perfection = "This is cooked to perfection!"
Under = "This is a tad bit undercooked."
Over = "This has been overcooked."
Accept = "This has been cooked nicely."
FoodPoints = "Food Points"

def self.food_points
return Vocab::FoodPoints
end
end # end Module

#==============================================================================
# Define Cooking Times --- Code written by Jet 7.22.10
#==============================================================================
class RPG::BaseItem

def cooked?
return @name.scan(/\(cooked\)/i).size > 0
end

def perfect_time #Read notetag for perfect cooking time.
txt = 0
if @perfect_time.nil?
self.note.split(/[\r\n]+/).each { |notetag|
case notetag
when /<(?:perfect time)[ ]*(\d+)>/i
txt = $1.to_i
end }
@perfect_time = txt.nil? ? :no_perfect_time : txt
end
return @perfect_time
end

def under_time #Read notetag for under cooking time.
txt = 0
if @under_time.nil?
self.note.split(/[\r\n]+/).each { |notetag|
case notetag
when /<(?:under time)[ ]*(\d+)>/i
txt = $1.to_i
end }
@under_time = txt.nil? ? :no_under_time : txt
end
return @under_time
end

def over_time #Read notetag for over cooking time.
txt = 0
if @over_time.nil?
self.note.split(/[\r\n]+/).each { |notetag|
case notetag
when /<(?:over time)[ ]*(\d+)>/i
txt = $1.to_i
end }
@over_time = txt.nil? ? :no_over_time : txt
end
return @over_time
end

end # end Class

#------------------------------------------------------------------------------
# Import
#------------------------------------------------------------------------------
$imported = {} if $imported == nil
$imported["CookSystem"] = true
#------------------------------------------------------------------------------
# class Scene_Oven (New Class)
#------------------------------------------------------------------------------
class Scene_Oven < Scene_Base

def initialize(oven)
@oven = oven
end

def start
super
create_menu_background
@item_window = Window_Item.new(0, 56, 544, 360)
@item_window.active = true
@help_window = Window_Help.new
@help_window.viewport = @viewport
end

def terminate
super
dispose_menu_background
@item_window.dispose
@help_window.dispose
end

def return_scene
$scene = Scene_Map.new
end

def update
super
update_menu_background
@item_window.update
@help_window.update
update_food_selection
end

def update_food_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
@item = @item_window.item
if @item != nil
$game_party.last_item_id = @item.id
end
if $game_party.item_can_use?(@item)
Sound.play_decision
if @oven == 1
insert_food_to_oven(1)
end
if @oven == 2
insert_food_to_oven(2)
end
else
Sound.play_buzzer
end
end
end

def insert_food_to_oven(num)
@num = num
Sound.play_use_item
$game_party.consume_item(@item)
@item_window.draw_item(@item_window.index)
if @num == 1
$game_switches[3] = true
end
if @num == 2
$game_switches[4] = true
end
return_scene
end
end # end Class

#------------------------------------------------------------------------------
# class Game_System
#------------------------------------------------------------------------------
class Game_System

attr_accessor :oven_timer1
attr_accessor :oven_timer2

alias cak_initialize initialize unless $@
def initialize
@oven_timer1 = 0
@oven_timer2 = 0
cak_initialize
end

alias cak_update update unless $@
def update
cak_update
if $game_switches[3]
@oven_timer1 += 1
end
if $game_switches[4]
@oven_timer2 += 1
end
end

def stop_oven(num)
if num == 1
$game_switches[3] = false
@stop_time = $game_system.oven_timer1 / 60
$game_system.oven_timer1 = 0
$game_party.compare_timer1(@stop_time)
end
if num == 2
$game_switches[4] = false
@stop_time2 = $game_system.oven_timer2 / 60
$game_system.oven_timer2 = 0
$game_party.compare_timer2(@stop_time2)
end
return_food_in_cooked_state(@item_id)
end

def return_food_in_cooked_state(item_id)
@item_id = $game_party.last_item_id
$game_party.gain_item($data_items[@item_id + 1], 1)
end
end # end Class

#=============================================================================
# * class Game_Party
#=============================================================================
class Game_Party

attr_writer :fp

def fp
@fp ||= 0 # accessor initilize, init to 0 if nil or false
end

def item
item = $data_items[$game_party.last_item_id]
end

def compare_timer1(stop_time)
reset_qual(1)
if item.perfect_time == stop_time
@perfection = true
$game_switches[5] = true
self.fp += 8
elsif item.over_time < stop_time
@over = true
$game_switches[6] = true
self.fp += 2
elsif item.under_time > stop_time
@under = true
$game_switches[7] = true
self.fp += 1
elsif item.over_time >= stop_time && item.under_time <= stop_time
@accept = true
$game_switches[8] = true
self.fp += 3
end
end

def compare_timer2(stop_time2)
reset_qual(2)
if item.perfect_time == stop_time2
@perfection = true
$game_switches[11] = true
self.fp += 8
elsif item.over_time < stop_time2
@over = true
$game_switches[12] = true
self.fp += 2
elsif item.under_time > stop_time2
@under = true
$game_switches[13] = true
self.fp += 1
elsif item.over_time >= stop_time2 && item.under_time <= stop_time2
@accept = true
$game_switches[14] = true
self.fp += 3
end
end

def reset_qual(num)
@num = num
if @num == 1
$game_switches[5] = $game_switches[6] = $game_switches[7] = $game_switches[6] = false
@perfection = false
@over = false
@under = false
@accept = false
end
if @num == 2
$game_switches[11] = $game_switches[12] = $game_switches[13] = $game_switches[14] = false
@perfection = false
@over = false
@under = false
@accept = false
end
end

alias disallow_cooked_food item_can_use?
def item_can_use?(item)
return false if item.cooked?
disallow_cooked_food(item)
end

end # end Class

#------------------------------------------------------------------------------
# class Window_Food_Points < Window_Base
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# class Window_Timer < Window_Base
#------------------------------------------------------------------------------
class Window_Timer1 < Window_Base

def initialize(x, y)
super(x, y, 160, WLH + 32)
update
end

def update
super
self.contents.clear
draw_timer1($game_system.oven_timer1, 4, 0, 120)
end
end # end Class

#------------------------------------------------------------------------------
# class Window_Timer2 < Window_Base
#------------------------------------------------------------------------------
class Window_Timer2 < Window_Base

def initialize(x, y)
super(x, y, 160, WLH + 32)
update
end

def update
super
self.contents.clear
draw_timer2($game_system.oven_timer2, 4, 0, 120)
end
end # end Class

#------------------------------------------------------------------------------
# class Window_Base
#------------------------------------------------------------------------------
class Window_Base


def draw_timer1(value, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 120, 32, "Timer 1")
@total_sec = $game_system.oven_timer1 / Graphics.frame_rate
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d", min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(8, -4, 120, 32, text, 2)
end

def draw_timer2(value, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 120, 32, "Timer 2")
@total_sec = $game_system.oven_timer2 / Graphics.frame_rate
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d", min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(8, -4, 120, 32, text, 2)
end
end # end Class

#------------------------------------------------------------------------------
# class Scene_Map < Scene_Base
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base

alias draw_fp start unless $@
def start
@timer_1 = Window_Timer1.new(386, 0)
@timer_1.visible = false
@timer_2 = Window_Timer2.new(386, 65)
@timer_2.visible = false
draw_fp
end

alias close_fp terminate unless $@
def terminate
@timer_1.dispose
@timer_2.dispose
close_fp
end

alias refresh_fp update unless $@
def update
@timer_1.update
@timer_2.update
if $game_switches[3]
@timer_1.visible = true
else
@timer_1.visible = false
end
if $game_switches[4]
@timer_2.visible = true
else
@timer_2.visible = false
end
refresh_fp
end
end # end Class

#==============================================================================
# END
#==============================================================================

I hope it help!

This post has been edited by sayityourway2k9: Oct 13 2010, 07:26 PM
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Xzygon
post Oct 14 2010, 03:47 PM
Post #1325


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It would probably be easier to turn it off by a switch, and perhaps call by a script call.. I'd do it right now, but I don't know what lines to change, and I'm too lazy to download it.


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00110000001100010011000000110000001100010011000000110000001100000011000000
11000100110001001100000011000000110000001100000011000100110000001100010011000100
1
10000001100010011000000110000001100000011000000110001001100010011000000110000001
1
00000011000000110001001100000011000000110001001100000011000100110001001100000011
0
00000110000001100000011000100110000001100000011000000110000001100000011000000110
0
01001100010011000000110000001100010011000000110001001100000011000100110001001100
0
10011000000110000001100000011000000110000001100010011000100110000001100010011000
0
00110000001100010011000000110001001100010011000000110000001100000011000100110001
0
01100000011000000110001001100000011000000110000001100000011000000110000001100010
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11000100110000001100000011000100110001001100000011000000110001001100010011000000
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10000001100000011000000110001001100000011000100110001001100000011000100110000001
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00000011000100110000001100010011000100110000001100010011000100110000001100000011
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00000110000001100010011000000110000001100000011000000110000001100000011000100110
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01001100000011000000110001001100010011000000110000001100010011000100110000001100
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00110000001100000011000000110001001100000011000000110000001100000011000000110000
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01100010011000100110000001100000011000100110000001100000011000000110001001100010
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11000000110001001100010011000100110001001100000011000100110001001100010011000000
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10001001100000011000100110000001100010011000100110000001100000011000000110001001
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0
00100110001001100000011000000110001001100000011000100110000001100000011000100110
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00001100000011000000110000001100000011000000110001001100010011000000110000001100
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00110000001100010011000100110000001100000011000000110001001100010011000000110001
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01100010011000100110000001100000011000100110000001100000011000100110001001100010
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11000100110000001100000011000100110000001100010011000100110001001100000011000000
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10000001100000011000000110001001100010011000100110000001100010011000000110000001
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00000011000100110001001100000011000100110000001100000011000100110000001100010011
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00100110000001100010011000100110001001100000011000000110001001100010011000000110
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00001100010011000100110001001100000011000000110001001100000011000000110000001100
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00011000000110000001100010011000100110001001100000011000100110000001100000011000
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00110001001100010011000000110001001100000011000000110000001100000011000100110001
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01100000011000100110000001100000011000100110000001100010011000100110001001100000
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11000000110001001100010011000000110000001100010011000000110000001100000011000000
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10000001100000011000100110001001100000011000000110000001100010011000000110000001
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00010011000100110000001100010011000000110000001100010011000000110001001100010011
0
00000110001001100010011000100110000001100000011000100110001001100000011000000110
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00001100000011000100110000001100010011000100110001001100000011000000110001001100
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00011000000110001001100010011000100110001001100000011000000110001001100000011000
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00110001001100000011000000110000001100000011000000110000001100010011000100110000
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01100000011000000110001001100010011000000110001001100010011000000110001001100010
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11000100110001001100000011000100110001001100000011000000110001001100000011000000
1
10000001100010011000100110000001100000011000100110000001100010011000000110000001
1
00010011000000110001001100010011000100110000





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Taiine
post Oct 16 2010, 03:31 AM
Post #1326


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Nice! But there is an error when you set the uses in the description to True and have an item that has uses in inventory


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Night_Runner
post Oct 18 2010, 01:23 AM
Post #1327


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That only happens because the code gets cut off by the codebox tags (like on the 1st line, the ==='s spill over onto the second line).

Fixed smile.gif


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irbis
post Oct 18 2010, 01:21 PM
Post #1328


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just what i needed. thank you!
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yamina-chan
post Oct 20 2010, 08:43 AM
Post #1329


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Nice script ^^
It certainly adds something to a game =D
I couldn't find bugs, but I do have a suggestion: How about the ability to "refill" the items? Say...I don't know...Say you have a magic pendant that has the power to heal you fife times. After that, it needs to be brought to a Wizzard who will activate it's power again.
Kinda like how skills work, exept it is for items? ^^' I can't think of a better way to explain what I mean at the moment, sorry.

This post has been edited by yamina-chan: Oct 20 2010, 08:44 AM


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gerrtunk
post Oct 20 2010, 12:03 PM
Post #1330


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QUOTE (yamina-chan @ Oct 20 2010, 09:43 AM) *
Nice script ^^
It certainly adds something to a game =D
I couldn't find bugs, but I do have a suggestion: How about the ability to "refill" the items? Say...I don't know...Say you have a magic pendant that has the power to heal you fife times. After that, it needs to be brought to a Wizzard who will activate it's power again.
Kinda like how skills work, exept it is for items? ^^' I can't think of a better way to explain what I mean at the moment, sorry.


Not a bad idea,iI will add that to that script ideas list. Im going to update and improve all my scripts, but i cant say when i would release them.
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Puppet Of Fate
post Oct 20 2010, 12:05 PM
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Works great with your Skill Trees system as well! I just have one idea...take it or leave it but...is there a way you could make it so that there is a passive skill that allows the store to be cheaper for the character with the skill? Like a skill that causes potions to be 5% cheaper or something?


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leongon
post Oct 20 2010, 01:36 PM
Post #1332


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You can use the gamesw tag that I included in this script to control these kind of things in the game. There are some scripts that manage shop values... you just need to adapt them to work with game-switches controlled by this tag.


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Taiine
post Oct 20 2010, 10:49 PM
Post #1333


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Updated Script to 0.4
Corrected an issue with the Z index of the menus that caused them to be drawn below any 'Show Picture' commands.

This fix is NOT in the current demo, but is in the Script posted. You can still use the Demo by copying and pasting the new script into it, replacing the old script in it.


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Emanzi
post Oct 21 2010, 12:34 AM
Post #1334


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happy.gif thanks alot, I was looking for an emoticon script but it was a bonus to find a faceset and emoticon script in one thats easy to use.
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yamina-chan
post Oct 21 2010, 11:20 AM
Post #1335


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Take your time, that's always better then rushing ^^
I'll look out for it every now and then °-^


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Taiine
post Oct 21 2010, 03:04 PM
Post #1336


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This script is very VERY useful. It adds a nice extra charm to my game. Honestly I can't see someone chugging down a whole potion in one gulp. Now I can make a potion that gives smaller heals, but has say 5 uses, and you just chug it as you need.

Yep, I liky a lot. :3


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Concept Projects: DASH! The Masters Game | Finny Adventures (temp title)
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Tika2001
post Oct 26 2010, 01:20 AM
Post #1337



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Thx dude! wink.gif
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HailSabin
post Oct 27 2010, 08:01 PM
Post #1338



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Great Script Indeed But I Need Help With Something

Is It Possible To Activate This Script By Turning A Switch On ?

Heres The Scenario I Want To Use Your Script For

The Knight Arrests A Thief . The Thief Is To Excutioned At Midnight. The Thief Explains To The Knight He Only Stole Because He Needed Money To Pay For An Operation That Would Save His Sick Daughters Life. The Knight Shows The Thief Mercy And Sets Him Free. A Few Days Later The Knight Meets The Thief Again . This Thief Tells The Knight His Daughter Is No Longer SIck He Repays The Knight For His Kindness By Giving Him The All Seeing Eye Pendant . Legend Has It The Owner Of The Pendant Will Have A 6th sense For Danger


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Kread-EX
post Oct 27 2010, 10:20 PM
Post #1339


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Go to the Game_System section of the script and set @display_encounter_dot to false (it's true by default). Then, when you want the picture to be visible, you can use a Call Script command:
CODE
$game_system.display_encounter_dot = true


Can you avoid to capitalize every word by the way? It's really difficult to read.


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Rukiri
post Oct 28 2010, 02:47 AM
Post #1340


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Not bad but kinda boring in design, I'm just assuming that's the status screen right and not the main menu?
Not bad again for a first script.


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- Follow your dreams to the very end..

Kits that I'm working on.
[Unity3D 4.0] LTTP/Minish Cap - I don't have time for custom gfx like what the pze folks are doing but I will try and work on some enhanced LTTP graphics.

Main PC
Core i7 3820 overclocked @ 4.8GHZ
Galaxy: Nvidia Geforce GTX 680 GDDR5 2GB
Asrock X79 Extreme9 w' creative sound
64GB corsair platinum @ 1600MHZ
Muchkin 128GB SSD(boot), OZKIN 2TB SSD, Western Digital GREEN 1TB HDD.
Rosewill Lightning 1000W PSU
OS: Funtoo Linux, Windows 8 (Virtual Machine)

iMac (March 2013)
3.4GHz Quad-core Intel Core i7, Turbo Boost up to 3.9GHz
16GB 1600MHz DDR3 SDRAM - 2X8GB
1TB Serial ATA Drive @ 7200 rpm
NVIDIA GeForce GTX 680MX 2GB GDDR5
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