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Messages - Blizzard

2
Huh? The mediafire link works fine for me.
3
It's kinda weird that nobody has posted this information anywhere on the Internet because there actually IS a way to disable Windows Update completely. Why would you do that? While keeping your PC up to date is recommended, some people experience huge issues with updates. Windows Update has broken various PCs I have worked on (home PCs/laptops, PCs at work, work servers, etc.) numerous times. This is why I prefer to update Windows only when I do have the time to also reinstall Windows in case it breaks something I really need (which is almost always). I dislike forced updates that I have no controls over because they break shit way too often.

So, how is it done? Windows Update depends on 2 services on your PC to function. If you simply delete these two services, Windows Update will stop. Why both? Because these services attempt to restore each other, hence both must be removed.

1. Press Windows+R.
2. Type in "regedit" and press ENTER.
3. Find and delete the entire the key HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\wuauserv
4. Find and delete the entire the key HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\WaaSMedicSvc
5. Restart your PC.
6. Make SURE you actually DO restart your PC! The services will be running even though you deleted them from registry until you restart your PC. That means that they have a chance to restore each other. For extra safety you can first stop those 2 services before deleting them. While technically you may not need to restart your PC if you go this route, safe is safe and you should restart it anyway.

Optional: Export the two keys from the registry so you can restore Windows Update if necessary.

Notes: There are other ways to delete services via command line, but even in admin mode, Windows will actually refuse to delete WaaSMedicSvc because of permission limitations. Microsoft is trying really hard to keep pushing those (essentially beta) updates on you.
4
Hm, are you sure dividing by 0 is smart?
5
RMXP Script Database / Re: [XP] Lagless Path Finder
July 22, 2021, 05:20:20 am
I think I did this because of performance reasons. But it's been a such long time ago, I really don't remember.
6
RMXP Script Database / Re: [XP] Tons of Add-ons
July 22, 2021, 05:17:20 am
Uploaded a new version with KK20's fix.
7
Try printing just:

console.log(msg.data);

to see if you actually have the proper data/object inside.
8
The thing with playback rate is that physically it always changes the pitch (that's just how sound waves work). If you want to change the playback rate without changing the pitch, what internally happens is that the sound wave is actually resampled to maintain the same pitch while speeding up or slowing down the playback rate. It probably depends on the browser whether it supports this or not. Unless you resample the waves yourself, you really won't be able to use that feature if the browser doesn't support it.
9
Yeah. They technically haven't become more savvy. The thing with the hidden URL has been around for a while.
10
General Discussion / Re: RGSS Reverse and Refine
February 11, 2021, 05:36:39 am
Haha, I actually worked on libtheoraplayer. You can still see me being a contributer on github https://github.com/AprilAndFriends/theoraplayer/graphs/contributors . The version used in in VXA integrated the older version which Kresimir started by himself initially. I only joined in on development a bit later. I actually did the majority of API refactoring for v2.x.
Kresimir used to be one of the 3 owners of Cateia Games and I worked for 10 years for Cateia until later 2018. Cateia was sold to Russian mobile giant Playrix last year and rebranded as Playrix Croatia.

But yeah, IIRC RMXP was C-only. I think they might have used C++ on VX and evidently VXA does have C++ code.
11
General Discussion / Re: RGSS Reverse and Refine
January 20, 2021, 04:25:45 pm
Hm, I'm pretty sure RGSS is coded in pure C and has no C++ whatsoever.
12
General Discussion / Re: HTML Canvas - Repeat a Tile
January 19, 2021, 06:07:10 pm
I think you need to use bind() if you want "this" to be available within the callback function call.

img.onload = this.setupBars.bind(this);

Or alternatively:

img.onload = (function() { this.setupBars(); }).bind(this);

But IDK if this second variant will work right.
13
New Projects / Re: [RMXP]Kingdom Hearts Rebirth 2
January 19, 2021, 06:02:43 pm
Hello, @Avdol . We are an English speaking forum so please try to post in English (even if you just use Google Translate).

Bonjour, @Avdol . Nous sommes un forum anglophone, alors essayez de publier en anglais (même si vous utilisez simplement Google Traduction).
14
Thank you. :)

Yes, winkio continued working on Blizz-ABS and is the one that kept it up to date later on.
15
General Discussion / Re: HTML Canvas - Repeat a Tile
December 22, 2020, 04:34:25 am
Here's the MOXIE one if you want. xD

		private void Fill(int x, int y)
{
if (!Map.ValidCoordinates(x, y)) return;
RPG.Tile oldTile = Map.GetTile(SelectedLayer, x, y);

if (AutotileSelected && oldTile == AutotileSelector.Tile) return;
if (!AutotileSelected && oldTile == TilesetSelector.Tiles[0]) return;

SortedSet<Point> tiles = new SortedSet<Point>(PointComparer.Singleton);
List<Point> newTiles = new List<Point>();
List<Point> newTilesCopy = new List<Point>();
Point start = new Point(x, y);
if (tiles.Add(start)) newTiles.Add(start);

int startTileX = x;
int startTileY = y;
if (EyedropperActive)
{
if (!eyedropperIsLeftCorner) startTileX -= eyedropperAreaWidth - 1;
if (!eyedropperIsTopCorner) startTileY -= eyedropperAreaHeight - 1;
}

while (newTiles.Count != 0)
{
newTilesCopy.Clear();
newTilesCopy.AddRange(newTiles);
newTiles.Clear();
foreach (var pos in newTilesCopy)
{
RPG.Tile tile = Map.GetTile(SelectedLayer, pos.X, pos.Y);
if (tile == oldTile)
{
if (EyedropperActive)
{
int dx = (pos.X - startTileX) % eyedropperAreaWidth;
int dy = (pos.Y - startTileY) % eyedropperAreaHeight;

if (dx < 0) dx += eyedropperAreaWidth;
if (dy < 0) dy += eyedropperAreaHeight;

int index = dy * eyedropperAreaWidth + dx;
var newTile = eyedropperTiles[index];

var tileChange = Map.SetTile(SelectedLayer, x, y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else if (AutotileSelected)
{
var tileChange = map.SetTile(SelectedLayer, pos.X, pos.Y, AutotileSelector.Tile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else
{
int dx = (pos.X - startTileX) % TilesetSelector.SelectionWidth;
int dy = (pos.Y - startTileY) % TilesetSelector.SelectionHeight;

if (dx < 0) dx += TilesetSelector.SelectionWidth;
if (dy < 0) dy += TilesetSelector.SelectionHeight;

int selectorIndex = dy * TilesetSelector.SelectionWidth + dx;
var newTile = TilesetSelector.Tiles[selectorIndex];
var tileChange = Map.SetTile(SelectedLayer, pos.X, pos.Y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}

// add surrounding tiles to list
if (Map.ValidCoordinates(pos.X + 1, pos.Y))
{
var newPos = new Point(pos.X + 1, pos.Y);
if (tiles.Add(newPos)) newTiles.Add(newPos);
}
if (Map.ValidCoordinates(pos.X - 1, pos.Y))
{
var newPos = new Point(pos.X - 1, pos.Y);
if (tiles.Add(newPos)) newTiles.Add(newPos);
}
if (Map.ValidCoordinates(pos.X, pos.Y + 1))
{
var newPos = new Point(pos.X, pos.Y + 1);
if (tiles.Add(newPos)) newTiles.Add(newPos);
}
if (Map.ValidCoordinates(pos.X, pos.Y - 1))
{
var newPos = new Point(pos.X, pos.Y - 1);
if (tiles.Add(newPos)) newTiles.Add(newPos);
}

}
}
}

if (MouseDownTileChanges.Count != 0)
{
History.Add(new TileHistoryItem(Map, MouseDownTileChanges, MouseDownTileChangeDescription));
MoxieForm?.UpdateHistory();

MouseDownTileChanges.Clear();
}
}

IDK how it compares to QuickFill.
16
Script Requests / Re: [XP]Refreshing Battle Scene Earlier
December 22, 2020, 04:31:53 am
Actually it's a quirk of how status effects are treated. The engine checks for the status effect counter when the actor does an action rather than at the end of an actual turn in battle. e.g. If your actor is poisoned and the counter is already 0, the actor will stay poisoned until their next action in battle where the status effect will then be removed and no poison damage will be applied.

I actually did some custom changes for my own game as well. If you want to change this behavior, you need to remove the "@active_battler.remove_states_auto" call from Scene_Battle#update_phase4_step1 and you should add an iteration of all battlers and call "remove_states_auto" further above before to call of "start_phase2". Something like this should do the trick:

($game_party.actors | $game_troop.enemies).each {|battler| battler.remove_states_auto}

I can't remember if you need to do any additional things.
17
General Discussion / Re: HTML Canvas - Repeat a Tile
November 24, 2020, 06:09:59 am
Yeah, I'm good in these trying times. Working from home for the past few weeks and so on. You take care, too. :)
18
General Discussion / Re: HTML Canvas - Repeat a Tile
November 23, 2020, 04:33:36 am
This is what G_G wrote for MOXIE (it's C#):

		private void UpdateEllipse()
{
if (MouseLeftButtonDown)
{
UndoTileChanges(MouseDownTileChanges);
MouseDownTileChanges.Clear();

MouseRect = Extensions.RectFromPoints(new Point(MouseStart.X * RPGData.TileSize, MouseStart.Y * RPGData.TileSize),
new Point(MouseTile.X * RPGData.TileSize, MouseTile.Y * RPGData.TileSize));
Vector2 pos = ScreenToMap(Vector2.Zero);
int startTileX = MouseStart.X;
int startTileY = MouseStart.Y;
int startX = Math.Min(MouseStart.X, MouseTile.X).Clamp(0, Map.Width - 1);
int startY = Math.Min(MouseStart.Y, MouseTile.Y).Clamp(0, Map.Height - 1);
int endX = Math.Max(MouseStart.X, MouseTile.X).Clamp(0, Map.Width - 1);
int endY = Math.Max(MouseStart.Y, MouseTile.Y).Clamp(0, Map.Height - 1);

if (EyedropperActive)
{
if (!eyedropperIsLeftCorner) startTileX -= eyedropperAreaWidth - 1;
if (!eyedropperIsTopCorner) startTileY -= eyedropperAreaHeight - 1;
}

float radX = (1 + endX - startX) / 2f;
float radY = (1 + endY - startY) / 2f;
float centerX = startX + radX;
float centerY = startY + radY;
for (int x = startX; x <= endX; x++)
{
float xrad = (0.5f + x - centerX) / radX;
for (int y = startY; y <= endY; y++)
{
float yrad = (0.5f + y - centerY) / radY;
if (xrad * xrad + yrad * yrad > 1)
continue;

if (EyedropperActive)
{
int dx = (x - startTileX) % eyedropperAreaWidth;
int dy = (y - startTileY) % eyedropperAreaHeight;

if (dx < 0) dx += eyedropperAreaWidth;
if (dy < 0) dy += eyedropperAreaHeight;

int index = dy * eyedropperAreaWidth + dx;
var newTile = eyedropperTiles[index];

var tileChange = Map.SetTile(SelectedLayer, x, y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else if (AutotileSelected)
{
var tileChange = Map.SetTile(SelectedLayer, x, y, AutotileSelector.Tile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
else
{
int dx = (x - startTileX) % TilesetSelector.SelectionWidth;
int dy = (y - startTileY) % TilesetSelector.SelectionHeight;

if (dx < 0) dx += TilesetSelector.SelectionWidth;
if (dy < 0) dy += TilesetSelector.SelectionHeight;

int selectorIndex = dy * TilesetSelector.SelectionWidth + dx;
var newTile = TilesetSelector.Tiles[selectorIndex];

var tileChange = Map.SetTile(SelectedLayer, x, y, newTile);
if (tileChange != null)
MouseDownTileChanges.Add(tileChange);
}
}
}

}

}

It's basically just some standard math. The code takes the area, calculates the center, then calculates an ellipse radius from that center and fills all the tiles that are within that radius.
19
I haven't tried MZ yet, but I can already agree with what a reddit user said:

QuoteFrankly, you listed 29 pretty valid reasons for it to have the score it currently has.

The product has to improve. No way around it.

All in all, that's the point of reviews.
20
Can you please double check the beginning of your post to match the topic template? https://forum.chaos-project.com/index.php/topic,17.0.html
(I think you're missing the center tags.)
If you don't set up the beginning properly, your plugin won't show up in the database: https://forum.chaos-project.com/index.php?action=script_database&rm=rmmz