ATIYATHESEEKER'S PROFILE

AtiyaTheSeeker
In all fairness, bird shrapnel isn't as deadly as wood shrapnel
5424
Your maned lioness mutual, cozy and cruel as flame is wont to be.
A Child Called Ash
Prequel of a prequel for a MtF daughter of lions

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Bebop_and_Rocksteady_Battle.png

Digging the custom graphics for the Turtles. Oddly enough I'd been wanting to run a TMNT tabletop game lately -- might give this game a shot sometime.

Sword Art Offline

Ooooh, fencing simulator. I'll see if I can't give this a shot sometime.

Sethstuck

Seems interesting enough of a concept. I'll give this a whirl sometime soon, and might write a review if I liked it. =)

RPG Paper Maker

Amazing stuff! When able, I'd love to see more of the editing interface; I'm curious to see how similar the database stats and what-not are to RPG Maker.

Either way, love how the graphics in the sample stuff look, and this sounds like an amazing concept. =D

JosephSeraph's Roguelike Pack 1!

I may need to commandeer these for a project of mine. <3

Cope Island (IGMC Version)

I must say, I've only played for a few minutes, but the game is a fast and entertaining one. Simple, yet elegantly so, and with randomization(?) to keep you coming back for more runs. Great work on this, needless to say. =D

EpiQuest

One of my first RPGs from this site ever, and I dare say, it's one I'm about to go back to soon. In fact, re-downloading it in a minute or two~

Expanded Actor Menu

This is precisely what I need for a Dragon Quest homage/clone I'd been wanting to make. Many thanks! =D

[RM2K3] Skill-Based Weapon Proficiencies?

So I had an idea for an RPG Maker 2003 game, but have little to no knowledge of how to handle variables, despite having used RPG Maker programs since 2000. There was a feature I had in mind for balancing equipment, as the game itself would lend to the player having access to any equipment. However, this would make it harder for the player to just be able to switch play style 100% on the fly, but would force them to devote to a certain build.

Basically, the idea is such: having a type of "skill rank" system that limits higher-tier versions of some weapons and armor from the player. In order to get access to those tiers, as each category of equipment lends itself to different builds, you'd have to spend in-game currency to obtain the skill ranks; otherwise, those bits of equipment can't be used.

Is there any such way to handle this system? Or, is there any way to implement something similar, but without it being as easy as "switch from Class A to Class B whenever you want"?

[RMVX ACE] Random Attack Element/Ailment?

I have recently begun to take up game dev again, and I've been thinking up abilities for a class-system game. One of the available classes is a ninja, and in that game, I already have two abilities for them. Only problem is, I don't know how to implement one.

To get to the nitty-gritty, my secondary ninja power would do this: they swing with their weapon, and apply a random element based off the five Japanese classical elements -- they'd either do fire, cold (water), air, paralysis (earth), or instant death (void) damage in addition to their attacks.

Here's the stumper, though. How could I randomly assign a chosen element for each use of the attack? Most importantly, I intend for the insta-kill "void" element to pop up less often than the others. So not only would I need to randomly apply one of three damage types, I'd also need a way to randomly apply a negative state instead of an element.