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DerVVulfman

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Everything posted by DerVVulfman

  1. Still here, though posting is only available at work. HOWEVER, loading the forum allowed me to screencap what I receive at home: Unlike work, the dropdowns stay in place and do not vanish after the forum loads. This includes the sign-in/login screen so mouse clicks are blatantly blocked. Insofar as browsers, I have IE, Seamonkey (a Mozilla product similar to Firefox), a Chrome-based browser that comes with Avast Antivirus Suite, and a browser called Brave (recommended by a friend). At no point does the dropdowns vanish at home. For my anti-virus, it is Avast Internet Security. However, I have tried entering the forum with the antivirus turned off. As to other preventative measures, I have NoScript which works on my copy of Seamonkey. It does not function on any of the other three browsers. However, I also have gdunlimited.net under its whitelist category so it should have allowed its function. As it stands, using browsers other than Seamonkey while Avast and its firewall protection should function. However, no joy. BUT... ... one thing to note: AOL Dialup. Yes, I have been in the gaming community since the early 2000s, and I still have dialup.
  2. This might booster incentive in Marked's earlier thread: http://www.gdunlimited.net/forums/topic/12756-idea-reverting-to-traditional-forum-format/ Now I don't mind the layout so much as I do mind the java-based Dropdowns... especially when my home pc as well as others would be using features like Ad-Block which causes major hiccups. Even my forum has dropdowns, but not nearly so problematic as these. As an example, my home PC shows the dropdowns (Refinery Forums Games...) at all times, including the Sign-In screen. I endeavored to manually type the URL to get to the sign-in page. Even there, the dropdowns covered every field and button so I could not use my mouse to click into the fields. I did manage to use the [TAB] key to eventually enter my User and Password. However, nothing allowed me to enter the forum. Hitting [Enter] in the fields did not work and the Sign-In button only works by mouse click. The dropdown areas prevented signing in. So perhaps a refining of the dropdown options could be considered. Not everyone will relent to turn off protection systems that hate Java. I take my java in the morning with two sugars and milk. :grin:
  3. Hey, Polr. I think you still have an account at Save-Point.Org. Erm, it WAS known as RMVXP.Com. Long story short, the host was being a **** (holding our fully paid forum hostage) and we changed to a new server and new name. Guess what? I can't log in at home! Yeah, your board uses a HELLA lot of Java and I have adBlock on and not removing it. I can't even click "LOG IN" at home because of that goofy dropdown menu being over the button. :/ Typing at work now.
  4. This is more than a conventional bump. This is a rebranding! "Minkoff's Animated Battlers - Enhanced" has gone through a system rewrite and has now been rebranded as AnimBat! Version 1.0 Reorganized and with many scripts within rewritten, it should come as no surprise that this system now uses "THREE" configuration scripts. Broken into three, the end user can now focus on what he/she wishes to tweak. The system has a more in-depth and accurate method to detect the battlesystems in use. This should cut down on possible errors. There were a number of bugs in the system that were not reported, be it a z-Depth issue involving attacker/victim overlapping or enemies not properly vanishing if they were meant to escape. Some patches were put into place that actively benefited other battlesystems, such as attack cancellations with Fomar0153's Action Cost system. For those who still use the RTAB system by cogwheel, there is no longer any need to employ a separate script to bypass his native camera pan/zoom feature. It is natively disabled by AnimBat! And likewise, there is no longer a separate RTAB patch as Minkoff's Animated Battlers previously required. Meanwhile, new features have been added. There's been many requests to allow battlers to step forward from their group to begin chanting spells. An enhancement to a feature where a hero or enemy must spend some time to get a skill ready for action, you have always had an option to make the character go through some form of active pose. Now, you can have the character step forward before he or she even begins to chant a spell. For some time, the battlers could move to the center of the screen to perform a special attack. This, a feature that the game developer would need to code. But Alistor of HBGames and Save-Point.Org requested that the attacker could stay verically lined up with their target when moving to the center of the battlefield. So yep, it's been added. Easy enouth to add was a battler death feature by hanetzer. In essence, he wanted it so one could assign the traditional 'collapse' death to certain battlers while others would still use the Minkoff/Cybersam styled dead-pose animations. And a long-awaited feature for those who use scripts that allow multiple weapon attacks. Battlers who use two or more weapons do not return to their formation until they have finished their attack. If a hero has two weapons, he doesn't run up to a ghost and slash with the first and return to his group, only to run back on the field for the second weapon swipe. This feature is compatible with Guillaume777's Multi Slot Equipment Script, Fomar0153's Two Weapons, and DerVVulfman's MultiSlots!
  5. I've had that avvy for over a decade. How many can boast that? :grin: But yeah, check that thread from my site. Got links to a vid as well as the Reddit link and stuff. I'd recommend a PSA.
  6. DEARLY BELOVED. WE ARE GATHERED HERE TO GET THROUGH THIS THING CALLED LIFE. - Prince This topic will SEVERLY be changed and altered as a totally new version will replace this. New features will be: 1) Configuration page now broken into three. All post handling (a main focus) will be on its own separate page and easier to understand. 2) Compatibility with Blizzard's Soul Rage v 6.1+ 3) NEW Step Casting option (battler steps forward 'before' starting the chanting pose) 4) NEW Victim Delay feature (useful in ATBs so victims stop for an attacker) 5) Totally rewritten help file Changes in the POSE section: This just covers an individual actor... this being for the 1st and 2nd pose. MNK_APOSE1 = {2 => 2} MNK_APOSE2 = {2 => 2} NEW: The [0] denotes all battlers (no ID) POSE_01[0] = 1 POSE_02[0] = 1 THIS denotes Actor battler #2 ([2]), while a negative key (like [-9]) would be for an enemy like the Zombie. POSE_01[2] = 2 POSE_02[2] = 2 . . . But you can still use braces to hold multiple hash values like so (here covering both actor #2 and enemy #9): POSE_01 = {2 => 2, -9 => 5 } POSE_02 = {2 => 2, -9 => 4 } The help file will be a lot more helpful. I've had a few test reads already. The last one read like an instruction manual for a 1970's ham radio.
  7. Okay, I was doing a search for stuff after finding guys like Garnudo Games was stealing games and posting for credit, and found one of my own scripts here! WHAT THE HELL? Did someone post my stuff without permission??? Wait.... WHAT? :dizzy: Turns out... I had an account some time ago? Either that or some roaming ghost in the machine broke into my pc and created an account without my knowledge. Wow, I know SOME POST needs a serious redo... But i don't recall ever uploading one packet that was 4MEG for my Animated Battlers.... ever. Oh, not kidding about the game theft. My own forum has this thread: https://www.save-point.org/showthread.php?tid=7361&pid=48614#pid48614
  8. Sorry for the late responce. As you may guess (as an admin elsewhere) ... I keep occupied. There's that and Christmas present wrapping doesn't help matters much. You ask for the complete script. Please look in the first post. The complete script is available in the various links, from the intro and config scripts to the battle, Misc and RTAB patch scripts. Paste each part below Scene_Debug and above Main in your script editor, with the exception of the RTAB patch (part 6)... unless you're running the RTAB battlesystem. Configure as needed. If you want to see it in action though, please note that there are 12 actual demos in the demo spoiler.
  9. Actually no. You can define a number of various formations for your game if you wish and change them by a script call for what formation you're wishing to use. However, you cannot set an X,Y,Z to a specific actor in-game. Z-Depth is pretty much a copy of the Y position, so setting a Z-depth iwouldn;t have been necessary. The lower the Y position, the larger the Z Depth value and thus the closer to the player visually.
  10. Sovay's Item Identifier Version: 1.1 Introduction This lets you create an NPC as a character who can identify unknown items. By this, you can make an item on the screen as an 'unknown sword' that you may not be able to use until it is identified by your expert. Script (>Click<) Instructions Plenty, and in the script itself. Compatibility An RPGMaker XP script. Compatible with both Gullaume777's and DerVVulfman's Multiple Slots scripts and DerVVulfman's Super Simple Cursed Items script. Terms and Conditions Free for use, even in commercial games. Only due credit is requested.
  11. Super Simple Cursed Items Version: 1.0 Introduction This lets you make certain weapons or pieces of armor cursed and unable to be removed without a script call. Nope, there's no item switching like in Guillaume777's or DerVVulfman's Slot systems. Not being included. ^_- It's called 'Simple' right? ^_^ Script (>Click<) Instructions Oh, pretty simple and in the script itself. FAQ Modeled more on the Cursted Item system within Guillaume777's and DerVVulfman's Multiple Slots Scripts. It does not include the Switch-the-items feature. Compatibility An RPGMaker XP script. Not for use if you're using either Guillaume777's or DerVVulfman's Multiple Slots scripts or RPG Advocate's Cursed Items script. Terms and Conditions Free for use, even in commercial games. Only due credit is requested.
  12. Animated Battlers - Comprehensive Version 1.0 Title Art by LunarBerry http://www.lunarberrystudio.com Introduction This script adapts front-view battle systems (like the default battle system, or the RTAB system), and turns it into a side-view battle system. Battlers can bob and weave while waiting to attack, charge forward to attack, and strike a victory pose when they win. Screenshots Aluxes, Gloria and Ghost battlers courtesy of Green Raven. Artist for Felix battler is unknown. Script Broken up into 7 pages. Credits Configuration - Basic Settings Configuration - Pose Control Configuration - Movement and Frames Engine - Game Classes Engine - Sprite Systems Engine - Battle Engine Demos Original Demo(with the old 10-pose system) The earliest version by Minkoff (w/ RTAB) that I know With the Battle Animations 'Flip' system Another system that literally 'flips' the battle animations horizontally and/or vertically. Instructions Please refer to the following manual (in .chm help format) now available for download. >Help File Manual< If you are having problems reading the help file (the AnimBat.chm), follow these steps... 1. Right-Click the AnimBat.chm 2. Select Properties 3. Click the Unblock button at the bottom of the Properties dialog (above the OK and Cancel buttons) 4. You should now be able to read the CHM file. Pre-Rendered Configs The demo and the scripts above show how to generate a system that uses multiple types of spritesheets and RTP battlers. Below are two configuration files you may wish to use in it's place. Minkoff Configuration ... the typical Minkoff system without any extra. Cybersam Configuration ... a configuration system for Cybersam's 7-pose system. Charset Configuration ... a configuration system to use Charactersets for battlers. Holder Configuration ... a 13-pose system designed by Holder. RM2K3 Styled Configuration ... based on RPGMaker 2003's style, but after formed into a single 1-row sheet. RMMV Styled Configuration ... based on RPGMaker MV's style, but after formed into a single 1-row sheet. The Formation System Removed from Animated Battlers is the formation system. A new one (roughly similar in nature to Claihm's system) is available below if you want to make custom battle formations. The Window Depth Adjuster The battlers in this system tend to draw themselves over the battlesystem's command windows. This patch can fix this for you. Awards and Badges A few awards of note for Animated Battlers [spoiler=Honorary Awards for Spritesheet Artists] [spoiler=Honorary Awards for Animated Battler Scripters] Compatibility This side-view battler script was designed to work with both, the default battle system AND the RTAB system. It was also instrumental in making Charlie Fleed's CTB. And it apparently works with a whole host of others ranging from ParaDog's and the XRXS systems and those by Trickster. But I cannot account for it working with any other systems. Credits and Thanks [spoiler=Lots o' credits] Minkoff for the original 2005 base system. ccoa who designed the spritestrips system as opposed to the spritesheet concept Twin Matrix who requested a Low Percentages option and coded the basis for status effect poses Min-Chan and Caldaron who requested fixes to Hero and enemy z-Depth Jirby Taylor -or- Taylor who discovered an F12 stack error with the collapse code SephirrothSpawn who instructed me on code to eliminate F12 Stack errors Mimi-Chan who detected a timing fault with battle animations, especially full screen battle animations, and saw a variable frames-per-pose bug Trickster for compatability code for his Gradient Bars v 3.4 Fomar0153 who supplied code to halt AT bar growth for certain battle actions daigotsu who noticed an 'None/All' targeting error MasterMine5823 who requested a fix on saved data issues Alistor who notice an issue with viewports and certain gradient bar code Angel_FX who noticed that dead hero battlers were still visible in new battles Yin who requested the use of ccoa spritesheets Jaberwocky who supplied dodge pose mechanices Alistor who requested a variation of the center-pose system whereby attackers were still vertically lined up with their targets hanetzer who requested that both individual poses and red-out collapse deaths to be available at the same time[/list[ --or- [align=center] by DerVVulfman (M. B. Randolph) Based on the original system by Minkoff Spritestrip Concepts by ccoa / S. Harlow Additional Pptions and Programming by Twin Matrix * SephirothSpawn * Trickster * Fomar0153 * Jaberwocky Expansion Concepts by Twin Matrix * Min-Chan * Caldaron * MasterMine5823 * Yin * Alistor * hanetzer Additional Betatesting and Reports by Jirby Taylor / Taylor * Mimi-Chan * daigotsu * Alistor * Angel_FX [/align] Terms and Conditions Required for distribution: This system is available royalty free. I make no claim as to the usage of this system, even for commercial use. Edits to the system may be permitted as to suit your needs, but I cannot guarantee these edits effectiveness nor can I guarantee support for these same edits. When using the system, the name of the animation system must be prominent along with my name and name of the scripter who created the basis of this work (that's Minkoff... if you didn't know :D ). If your project includes a end-of-game 'Credit Roll', I would also require the listing of all parties in the Credits and Thanks section (above) as contributers and betatesters of this system. Given their assistance, I wouldn't ask no less. Author's Notes Um... nope... none that I can think of. And I thought there wasn't much left to add to this years ago...
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