KRIMSONKATT'S PROFILE

KrimsonKatt
I like tights! They're comfy and easy to wear!
3129
Hey, the name's KrimsonKatt. I'm a indie game dev who makes RPGs. I'm also a catboi femboi, nyan! Anyways I have this whole series planned called "Chronicles of Chronicles" featuring over 50 projects in various different genres. I love playing video games, particularly platformers and RPGs, and my favorite series include Xenoblade, Fire Emblem, Kingdom Hearts, Hollow Knight, Pokemon, Persona/SMT, Castlevania, Undertale/Deltarune, Final Fantasy, Chrono, The Legend of Zelda, Kirby, Mega Man, Mario, Smash Bros, Drakengard/Nier, Mana, and Dragon Quest. I also like anime, manga, drawing, writing, comics, animated movies, marvel, music, etc. In other words, I'm a complete nerd. I'm also a waifu fanatic, my favorites being Pyra, Mythra, and Nia from Xenoblade 2, Mona from Genshin Impact, Pixie from SMT3 Nocturne, Ferris Argyle from Re:Zero, Astolfo from Fate;Apothryca, La Puchelle from Magical Girl Raising Project, 2B from Nier Automata, Rosa from Pokemon, Kirisu Makise and Mayuri Shiiha from Steins;Gate, and many more. My favorite anime is Steins;Gate, my favorite color is red, my favorite food is ribs, and my favorite drink is lemonade.

I have many games currently out and in the works. Here is a list of them:

Completed Games
-Chronicles of Light (RPG)
-Zero Gear Fighters (RPG)
-Dragon Ascension (RPG)
-Generic RPG Quest III (RPG)
-Meteo Chronicles (RPG)
-Crypt Challenge EX (Short RPG)
-Elzakalas: Beyond the End (Short Adventure Game)

Games in Development
-Meteo Chronicles R (RPG)
-Zero Gear Chronicles (RPG)
-Crypt Challenge DX (Short RPG)
-Mysteries of Feywild (Short RPG for Switch)

Planned Games
-Zero Gear Chronicles: Artifice of Absolution (RPG)
-Ebony Chronicles: Door of Destiny (RPG)
-Chronicles of Light Z (Meme Game RPG)
-Zero Gear Fighters Kai (Meme Game RPG)
-Super Dragon Ascension (Meme Game RPG)
-Elvengard Chronicles: Meteo Origin (RPG)
-Meteo Chronicles 2: Destiny of Darkness (RPG)
-Imprisoned Chronicles: Survival of Suffering (Survival RPG)
-ReUnion Chronicles: Azure Arrival/Vermillion Vestige (Adventure Game)
-Accursed Chronicles: What Lies Beneath (Short Survival Horror RPG)
-Darkling Chronicles: Invasion of Invocation (Short RPG)
-Legion Chronicles: The Bonds Beyond (Short Shump/RPG Hybrid)
-Chaos Chronicles: Beyond the End (Short Adventure RPG)
-Mega Man NEOS (Action Platformer)
-Firebrand Chronicles: Last Dragon's Elegy (Metroidvania ARPG)
-Genesis Chronicles: Beginning of the World (RTS/VN RPG Hybrid)
-Unreal Chronicles: Tactical Realms (TRPG)
-Boltman Chronicles Episodes I-VII (Episodic RPG)
-Jutara Chronicles Episodes I-IV (Episodic RPG)
-Revelation Chronicles: The Memory of Memes (Meme Game RPG)
-Convergence Chronicles: Destiny of Delusion (Meme Game RPG)
-Azure Chronicles: Supersonic Warriors (Episodic RPG)
-Azure Chronicles 2: Dark Days (Episodic RPG)
-Sakura Chronicles: Revolution of the Resolute (Metroidvania ARPG)
-Sakura Chronicles 2: Metamorphosis of the Material (Metroidvania ARPG)
-Countdown Chronicles: 33 Minutes Until Destruction (Action Platformer)
-The Faerie World (VR RPG)
-The Mermaid World (VR RPG)
-The End of Chronicles (Open World ARPG)

I hope you enjoy playing my games!
Lost Chronicles
A tale lost to the sands...

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[RMMV] Need Karen Sprite for Mother's Day Project

So I'm making a game to celebrate mothers day, the plot featuring me and my mom teaming up to beat up a transphobic Karen who's harassing me. Problem is is that to my knowledge no "karen boss sprite" exists on the internet that I can steal use. Can anyone please make a karen boss sprite for me so I can finish my mother's day project? @Mirak, can you please do something with this? Thanks!

[RMMV] Yanfly Equip Skills: Normal Skills Always Equipped?

I'm reposting this old question because I got basically no responses and my last post concerning this was worded poorly, so I'll try again.

In my game there are type types of skills: arts, and abilities. Arts are skills like fire, arc slash, ect that can be used in battle and sometimes on the field and cost AP, or art points. (my game's name for MP) Then there are abilities which are skills that give passive stats such as passive stat boosts, the ability to wield certain weapon types not normally available, conditional stat boosts, and more.

Arts are always available once the actor learns them and as long as the actor is of a class where that skill type is available, but abilities must be equipped with each ability using up a slot and there only being 4 slots per actor. I'm able to accomplish most of this by using Yanfly's Equip Skills plugin, but problem is I want only the abilities to be equippable, not the arts, and I want the arts to be available at all times as long as the actor has the required skill types. How do I accomplish this in MV? Any help is appreciated. Thanks!

[RMMV] Equip Requirement based on state? (YEP Equip Requirement)

So I have a mechanic in my game where only characters of certain genders can equip certain equipment. I do this by assigning passive states of each party member/enemy which there are three of: male, female, and other. Thing is is that the YEP Equip Requirement plugin doesn't have a built in feature for requiring a state be active for equip something. (which is weird because YEP Item Requirements has was more options including states) You can have to use javascript for it, which as most people who know me know I'm completely incompetent at. Anyways, here is my code for the custom equip requirements where you must have either state 86 (male) or state 87 (other) in order to equip said item.

<Custom Equip Requirement Condition>
if user.state(86) || user.state(87) {
condition = true;
} else {
condition = false;
}
</Custom Equip Requirement Condition>

Is this correct? Or is there something I need to change? Thanks!

Edit: Edit

[RMMV] YEP EquipSkills passive abilities only?

So in my game I have a mechanic where you can equip certain skills which will give you passive abilities such as stat boosts and other bonuses. Every class can equip any ability, but classes can only use their assigned skill type to use actual combat skills. I only want the passive abilities to be equippable, not the normal skills, or arts, that should always be available. An example of what I'm going for is this:

Actor A is assigned to the Vanguard Class, but has the Pyromancer class as a subclass. Actor A is able to use both the Vanguard's sword arts along with the pyromancer's pyromancy arts, and all arts learned of both types are available to be used at any time without equipping anything. Right now, the skills Duelist Blow, (from freelancer) Fire Boost, (from Pyromancer) JP Up, (from freelancer) and Strength Up (from Warrior) are all equipped in the skill slots, Actor able able to use Warrior and Freelancer skills despite not being of that class.

How exactly do I implement this using YEP Equip Skills? Because while there's an option for "never equip," I don't think there's an option for "always equip" and if there is it's very unclear. Can someone please help? Thanks.

Phantom user posts invisible comment?

So I noticed a couple days ago that a mysterious user called "Milada" posted a comment to my thread "some pixel art I made." But when I clicked on the notification and was sent to the thread no comment appeared. Confused, I went to the user's profile which was completely blank. Not a single comment or game, not even a description of pfp. What's up with this? They couldn't have been banned, because then they would have had something posted since banned users aren't deleted in any way. What's going on? What's with this "phantom user?" Please help?

[RMMZ] How to call a common event through a menu? (VS MainMenu Core)

So I'm working on my game and there are certain features trigged by common events I want to have available on the main menu. I'm using Visustella Menu Core and tried to use the default placements of "commonEvent1" and "commonEvent2" to trigger Common Event 52 and 55 instead. However, since I don't know javascript, I messed up somewhere in there and now my game crashes whenever I try to trigger the common events. Here is the code in the plugin parameters:

Symbol: commonEvent52

Icon: 88
STR: Text: Journal
JS: Text: return 'Text';
JS: Show: return true;
JS: Enable: return this.areMainCommandsEnabled();
JS: Ext: return 52;
JS: Run Code: SceneManager._scene.commandCommonEvent();
JS: Personal Code: const ext = arguments[0];


and for the second one...

Symbol: commonEvent55

Icon: 88
STR: Text: Journal
JS: Text: return 'Text';
JS: Show: return true;
JS: Enable: return this.areMainCommandsEnabled();
JS: Ext: return 55;
JS: Run Code: SceneManager._scene.commandCommonEvent();
JS: Personal Code: const ext = arguments[0];


Can anyone please help me with this? Thanks!

[RMMZ] Mimic Skill?

So in my game there's a skill called "mimic" that copies the last skill used by the target. How exactly can I pull this off in RPG Maker MZ? Thanks!

[RMMZ] Single use attack boost?

So I have a skill in my game called "Power Charge" which triples ATK for a single physical action. Once the action finishes the state expires, but the state exists for as long as you haven't done a physical attack. There is also a skill called "Mind Charge" that does the same thing but for MAT and magic attacks. Does anyone know how to accomplish this in MZ? Thanks.

[RMMZ] Healing over the max amount?

So in my game I have a state that allows the user to heal an ally's HP past their max. So if an ally has 800 HP and their max HP is 1000 and they are healed by 400 HP, if the state is active on the healer the target will now have 1200 HP, 1000 permanent hit points and 200 temporary hit points. How exactly do I do this in MZ?

For the record I have all main visustella plugins so I'm good on that front. There was a tips and tricks about this done by Yanfly for MV but I don't think it works in MZ anymore due to the terminology change. I thought of using VS Anti Damage barriers in order to do this, but I have no idea what the process is to accomplish this. Maybe there's also a plugin for this? Can anyone help me? Thanks.

Formula for raising ATK based on HP lost?

So in my game there is a state called Boiling Blood that increases damage based on how little HP you have remaining. Due to me using Visustella I only need to enter a specific formula that will determine the rate of ATK raised. Problem is I suck at math and can't figure out what formula to use! This is what I have so far:

<JS ATK Rate: 1 + (2 * (gameActors.user.hp / gameActors.user.mhp))

This seems fine on paper until you realize that this formula actually does the opposite of what I want. raising atk based on how high the HP is. Does anyone know a way I can reverse this formula so it raises attack based on how low the HP is rather than how high? Thanks.
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