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Messages - Blizzard

I'd say it doesn't actually store the condition and automatically thinks it's off if the variable has the default value.
Have you tried DDU yet?

A few months back I had some mega weird issues with my GPU. It started when I swapped out my 2080Ti for a 3080Ti. Even though I did a "clean installation" through NVidia's driver installer, it didn't fix the problem. However, using that Display Driver Uninstaller thingy (and following all instructions precisely) did manage to clean my system properly. Then after that installing NVidia's driver, everything finally worked fine.

What GPU are you using anyway? You might wanna try to google your specific GPU with Elden Ring and see whether other people have had the same issues as you.
RMXP Script Database / Re: [XP] Tons of Add-ons
July 11, 2022, 05:55:07 am
Quote from: KK20 on June 26, 2022, 08:39:02 pm
Quote from: Blizzard on June 26, 2022, 05:16:47 pmDo I need to fix anything on my end in the original script?
I think only the targets.any? fix. If the user is unable to use the skill in make_skill_action_result, the alias still returns an empty list of targets, I think.

I guess I can take a look at it. Or feel free to just post a fixed version here and I'll update the main script with it.

Also, what about this:

Quote from: KK20 on June 02, 2021, 03:29:39 am
Quote from: SolarisSpell on June 01, 2021, 04:52:07 pmIf I change these vales, nothing happen. I even tried using script calls as it says in the instructions with no result.
-CTRL + F's the script-

...Blizzard what the fuck. How did no one ever report this?

Good question. O_o I never tried changing those colors. Maybe I just defined the constants and never really implemented their usage.

EDIT: Ok, I will add the targets.any? fix and add the unlearnable skills array for Blue Magic Status. I will also fix the Minimap colors. The new version will be up later today.
RMXP Script Database / Re: [XP] Tons of Add-ons
June 26, 2022, 05:16:47 pm
Do I need to fix anything on my end in the original script?
The formula I came up with for my script isn't 100% accurate, but I could never figure out why. It might be possible that it just comes down to some mathematical accuracy/rounding issues or something like that. But I think you can still rely on the formula being 99%+ accurate.
RMMZ Script Database / Re: [MZ][MV] Ultra Mode 7
February 22, 2022, 03:03:56 pm
Legal bump for some breaking news: I added RMMZ support.
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.
Hm, are you sure dividing by 0 is smart?
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.
RMXP Script Database / Re: [XP] Tons of Add-ons
July 22, 2021, 05:17:20 am
Uploaded a new version with KK20's fix.
Try printing just:


to see if you actually have the proper data/object inside.
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.
Yeah. They technically haven't become more savvy. The thing with the hidden URL has been around for a while.
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 . 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.
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.
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.
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).
Thank you. :)

Yes, winkio continued working on Blizz-ABS and is the one that kept it up to date later on.
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)
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)
else if (AutotileSelected)
var tileChange = map.SetTile(SelectedLayer, pos.X, pos.Y, AutotileSelector.Tile);
if (tileChange != null)
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)

// 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));


IDK how it compares to QuickFill.
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.