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DerVVulfman

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Sep 3 2010, 02:35 AM
Mr.Mo's ABS
DVV Addon #12:

Ryda's Improved Vision
Version 1.0



Introduction
This system is an enhancement feature for Mr.Mo's ABS version 4.5, likely to be the final version of his singular ABS system (other than his SBABS and his SBABS lite). This script refines the way enemies on maps can detect each other, utilizing a refined version of Near Fantastica's View Range script. With this addon, objects and impassable tiles may now hinder their ability to 'see' targets.

Of course, they can still hear as normal... even through impassable tiles


Demo
The Demo


Script
The Script


Instructions
Built into the script.


Repairs to Original!
Yes, the original system may have an error or two that could not be repaired without direct editing of the script. These errors were not brought on by the Add-Ons but were bugs in the original. As such, this demo also includes repairs. These repairs will be noted below.

Almost immediately after it is shown, the damage the player receives disappears from the screen rather than waiting the entire 40 frame delay as defined by the system. Enemy damage is fine, but the player damage just vanishes. This was repaired by doing the following:

I went down to the update method in the Sprite_Character class in Mr.Mo's ABS (roughly line 2480) and found the following.
CODE
       #Display damage
       damage(a.damage, a.critical) if !a.dead? or a.damage != nil


While this looks like it would only show the damage pop if the character was dead or there was no damage, it performed the damage pop constantly. This is because the character was 'not' dead. One of the conditions was already met. As such, this statement was changed to this:
CODE
       #Display damage
       damage(a.damage, a.critical) if !a.dead? and a.damage != nil


Apparently unnoticed for some time, the dash and sneak animation system had a bug. Normally, the system allows for the character graphics to change when the dash or sneak keys are pressed and revert back to the normal character when released. However, it did not properly reset the graphics for your character when the dash or sneak bars were emptied. As such, the system attempted to look for an unexpected '_dash_dash' graphic.

This fix repairs that issue.......

From lines 1544 to 1547 in the update_dash method, you will have a block of code like this:
CODE

       if @dash_min <= 0
         @dashing = false
         $game_player.move_speed = 4
       end
This code checks the status of the dash bar and disables the 'dash mode' when your bar is empty. However, the dash animation is not reset...

You will want to insert the following small block of code right below the above. This new snippet checks the status of the dash animation and resets it back to normal when dashing is OFF.:
CODE
       if !@dashing
         $game_player.character_name = $game_player.character_name.sub(/#{DASH_ANIMATION}/){} if DASH_SHO_AN
       end



Likewise, you will want to check lines 1575 to 1578 (or 1578 to 1581 after inserting the last fix) in the update_sneak method which should be a block of code that looks like this:
CODE

       if @sneak_min <= 0
         @sneaking = false
         $game_player.move_speed = 4
       end
This code checks the status of the sneak bar bar and likewise disables the 'sneak mode' when the sneak bar is empty.

So you will want to add the following snippet right below the above block so the character resets back once the sneak bar is emptied:
CODE
       if !@sneaking
         $game_player.character_name = "#{$game_player.character_name}#{SNEAK_ANIMATION}" if !@sneaking and SNEAK_SHO_AN
       end


That's it.

No complaint has been mentioned and may have gone unnoticed, but if a player hot-keyed a skill and then decided to restart their game, that hotkey remained linked to a skill. The hotkeys did not reset when you restarted.

So a very minor fix was needed to remedy this...

From lines 343 to 346 in the initialize method of the MrMo_ABS class itself, you will have a block of code like this:
CODE
   #Skill Keys
   @skill_keys = SKILL_KEYS
   #Item Keys
   @item_keys = ITEM_KEYS
This code loads the values from the skill and item hotkey constant. However, when you change your hotkey, these values change to hold these keys.

I know what you are thinking. If the arrays are constants, shouldn't they not be uneditable? That was my thought. But because of the way this system accepts values 'pushed' into the @skill_keys and @item_keys array, these somehow become changed. The hotkey values actually get passed back into the configurable SKILL_KEYS and ITEM_KEYS array and will remain there even when you restart.

This was a very simple fix, and all you need to do is add the .dup suffix to the configurable array names like below:
[code] #Skill Keys
@skill_keys = SKILL_KEYS.dup
#Item Keys
@item_keys = ITEM_KEYS.dup[/code[This will not attach the actual configuration values of SKILL_KEYS and ITEM_KEYS, but will paste an empty duplicate in their place.

So now, each time you restart a game, the hotkeys will be fresh and new.



Compatibility
This system only rewrites one method in Mr.Mo's ABS. It is a system that collects the targets for any ABS enemy on the map and then calls on the revised Near Fantastica View Range script. As such, it will require the use of iew Range Script v3 Delta (included in the demo). No earlier version will suffice.


Terms and Conditions
This Add-On is free for use, guys. Even commercial games.                                                                                                                                                                                                                                                                                                                                                                                               
Aug 21 2010, 04:08 PM
This morning...

I can't even call them human because nothing about it was humane.

I have cats living in my back yard. We feed them. They stay with us. There is even a little shelter in the back for them.

But this morning, the shelter was ransacked. Cinderblocks thrown aside, the heavy tarmac cover pulled away and 4x4 pressure treated posts moved. No dog, raccoon or the like would be able to do this. And at first, all I saw this morning at the time was Patches, the mother of three 3-mth old kittens and her mom, Missy.

Then I saw thrown over the back...

I named her Artemis after the Greek goddess of the hunt because she was the bravest of the three kittens. She'd been dead for hours. She had a single bitemark in her side that was huge. It must have been a dog of some sort. But no dog could have done the damage to the shelter.

I didn't see the bright yellow kitten or her sister, a black and white mottled one. I hope they remained hidden somewhere during all this, but I fear they may have been taken away or...

While cleaning up, our Silvery gray cat came back. But Blacky hasn't shown up. As skittish as he's around people, there's no WAY he got hurt. So our grownups are all safe.

But to go after the kittens... they're not human.                                                                                                                                                                                                                                                                                                                                                                                               
Aug 12 2010, 05:19 PM
Greetings and salutations. As you can tell, we're back up from yesterday's downtime. It wasn't us. It wasn't anyone maliciously attacking House Slashers. It was a DDoS attack on the JCink.Com network itself.

It wasn't an attack to go after any single site, but was apparently designed to knock out the whole JCink.Com network. This affected every hosted site and the services like Air Proxy which he provides. You can follow it right (>HERE<).

QUOTE (JCink.Com)
DDoS Attack
Aug 12 2010, 03:34 AM

At around 9PM we suffered a very serious DDoS attack against our network that is still ongoing. The site is being put online because we've been able to diffuse some of the flames. We know who is responsible and are working on bringing some justice on that front as well as trying to improve things on our end.

I apologize deeply for the downtime. These people do not have regard for how many users they're causing pain for and I will be doing something about it.

Please follow us on twitter ( http://twitter.com/jcink ) for further updates.

The graph shows the attack but at the time of this posting it is dropping off.



If you continue reading from JCink's own forum, he has identified the IP address of the perpetrators and have contacted every related Internet Service Providers for action and support.                                                                                                                                                                                                                                                                                                                                                                                               
Aug 8 2010, 06:57 PM
JEM
JEM
Jennifer's Entry Module

Version: 1.6



Introduction
This system allows for the use of both the default 'standard' input keys as well as a full range of 'newly functional' keys. As such, you now full control over the keys in your game without interfering with the default keys or gamepad controller.



Screenshot

Well... it is a keyboard script. Here's a keyboard.



Demo
>The Demo<



Script
>The Script<



Instructions
Pretty much built into the script. smile.gif



Bonus Add-On
AKIRA: This is an add-on script for JEM which allows you to return which character is being pressed from a collection. It is similar in nature to Near Fantastica's system.
>The Add-On<



Compatibility
This is a dual-compatible system though I uploaded an RPGMaker XP demo. I was pleased when I put the script into an RPGMaker VX project and found it worked perfectly



Terms and Conditions
Free for use, even in commercial projects. Just give me credit for this system.                                                                                                                                                                                                                                                                                                                                                                                               
Jul 14 2010, 02:38 PM
The below was discovered by kyonides of HBGames.Org and RMVXP.Com

QUOTE (kyonides )
If you want to learn more about this, check out this announcement from Mozilla regarding 2 dangerous add-ons that could make you start crying over spilt milk if it's too late for you to save your data or your PC.





Add-on security vulnerability announcement

One malicious add-on and another add-on with a serious security vulnerability were discovered recently on the Mozilla Add-ons site. Both issues have been dealt with, and the details are described below.


Mozilla Sniffer

Issue


An add-on called “Mozilla Sniffer” was uploaded on June 6th to addons.mozilla.org. It was discovered that this add-on contains code that intercepts login data submitted to any website, and sends this data to a remote location. Upon discovery on July 12th, the add-on was disabled and added to the blocklist, which will prompt the add-on to be uninstalled for all current users.

Impact to users

If a user installs this add-on and submits a login form with a password field, all form data will be submitted to a remote location. Uninstalling the add-on stops this behavior. Anybody who has installed this add-on should change their passwords as soon as possible.

Status

Mozilla Sniffer has been downloaded approximately 1,800 times since its submission and currently reports 334 active daily users. All current users should receive an uninstall notification within a day or so. The site this add-on sends data to seems to be down at the moment, so it is unknown if data is still being collected.

Mozilla Sniffer was not developed by Mozilla, and it was not reviewed by Mozilla. The add-on was in an experimental state, and all users that installed it should have seen a warning indicating it is unreviewed. Unreviewed add-ons are scanned for known viruses, trojans, and other malware, but some types of malicious behavior can only be detected in a code review.

Credit

This issue was originally reported by Johann-Peter Hartmann.

Note

Having unreviewed add-ons exposed to the public, even with low visibility, has been previously identified as an attack vector for hackers. For this reason, we’re already working on implementing a new security model for addons.mozilla.org that will require all add-ons to be code-reviewed before they are discoverable in the site. Here’s more information about it.


CoolPreviews

Issue

A security escalation vulnerability was discovered in version 3.0.1 of the CoolPreviews add-on. The vulnerability can be triggered using a specially crafted hyperlink. If the user hovers the cursor over this link, the preview function executes remote JavaScript code with local chrome privileges, giving the attacking script control over the host computer. Version 3.0.1 and all older versions have been disabled on addons.mozilla.org, and a fixed version was uploaded and reviewed within a day of the developer being notified.

Impact to users

Proof of concept code for this vulnerability was posted on this blog, but no known malicious exploits have been reported so far. If a user has a vulnerable version installed and clicks on a malicious link that targets the add-on, the code in the malicious link will run with local privileges, potentially gaining access to the file system and allowing code download and execution.

All users of CoolPreviews should update to the latest version as soon as possible in order to avoid exposure.

Status

Currently, 177,000 users have a vulnerable version installed. This is less than 25% of the current install base and it will continue to decrease as more users are prompted to update to a new version. Vulnerable versions will also be blocklisted very soon.

Credit

This issue was originally reported by Alice White.                                                                                                                                                                                                                                                                                                                                                                                               
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Mar 1 2009, 03:06 AM
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Oct 21 2008, 03:45 PM
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