1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155
22:09VOID
VOID Ah, white line bug in my way.... If I could only get that fixed..... (GRRRR!)
21:54FIXED
FIXED Syntax error
21:46CHARACTER
CHARACTER I've configured Eric's fire spells, since the first dungeon will allow him to unlock those....
21:39STATUS
STATUS Well, ready to go to the next stage
21:22TEST
TEST Take IV
21:22FIXED
FIXED Flame Wand didn't work the way it should
21:20CONFIRMED
CONFIRMED Rebecca's scare works
21:09TEST
TEST Take III
21:09FIXED
FIXED Dernor Illegal class usage
20:58TEST
TEST Take II
20:58VOID
VOID Bug
20:52TEST
TEST Well, as I go into testing area 003, I can test Rebecca's action in the process (I hope)
20:42WIKI
20:24CHARACTER
CHARACTER I've activated Rebecca's personal action
20:12ART
ART Rebecca's Personal action button
20:08FIXED
FIXED Sword tier 2 had issues
19:15TEST
TEST Let's put things to the test.... (And this may take awhile due to an earlier mistake of mine... Nothing in the programming, rather a gameplay issue during the test play, hahaha!)
19:13STATUS
STATUS That will be the last "official" floor, as the "final" floor will only be a scenario hub to get you into the red dragon cave
19:12MAP
MAP Area 003 Dragon Crack Forest
18:42STATUS
STATUS With this, I can move on to the next leg of the game's production
18:34FIXED
FIXED YUP! ALL IS WORKING NOW!!!! WHOOHOOO!
18:23TEST
TEST Take X can now really begin!
18:22STATUS
STATUS So I'm ready now....
18:22DONE
DONE And I had my dinner... A delicious Asian spring roll
18:21STATUS
STATUS Okay, that was that
17:56STATUS
STATUS And engage into test X... well that is... if if wasn't around 6 and time for the news....
17:56NALA
NALA Recompiling NALA
17:55FIXED
FIXED I fixed that
17:55SOLVED
SOLVED The evil lies in the way the data was generated by the underlying NALA API
17:49TEST
TEST Take IX
17:49DEBUG
DEBUG An extra line must tell me if the reset is completely ignored or not, as it seems very much like it!
17:42TEST
TEST Take VIII
17:42FIXED
FIXED Wrong var
17:29TEST
TEST Rebecca Take VII
17:29EXPERIMENT
EXPERIMENT Let's see what happens if.....
17:04STATUS
STATUS If I can still get some around this time... :-/ (But I hate molded bread)
17:04TODO
TODO Before I'm going to take a look why that is, I first need to refill my break stock
17:03BUG
BUG The stat isn't properly reset
17:02STATUS
STATUS Almost there... No more crashes, but....
16:30TEST
TEST Take VI
16:29FIXED
FIXED Syntax error
16:26TEST
TEST take V
16:26FIXED
FIXED Recalc definition error
16:17TEST
TEST And into take IV
16:17VOID
VOID I voided that
16:11TEST
TEST And move on to test II
16:11NALA
NALA So I gotta compile this shit all over again
16:10NALA
NALA Yup, gotta compile the entire shit all over again as the linking script is embedded in the NALA engine (to save me time)
16:10FIXED
FIXED Code typo in the NIL link code
16:05TEST
TEST Shanda Take I
16:05STATUS
STATUS I mean it!

I'm gonna need it... I'm afraid!

16:05STATUS
STATUS Time to wish me luck
16:03NOTE
NOTE Older savegames will NOT take effect in this.... Too much trouble to get it right and only asking for bugs
16:02SCRIPT
SCRIPT This should recalculate all stats ever re-equipping
15:55POWERSHELL
POWERSHELL So my script can run, as I won't get to full test work anyway
15:54NALA
NALA must be recompiled as a result of course
15:54LINK
LINK So that should link all together now
15:54BUBBLE
BUBBLE NIL link code
15:48BUBBLE
BUBBLE Scyndi API for RPG read out now has a stat iterator for foreach kind of requests
15:36FIXED
FIXED Irravonia not noted as somebody who could equip the Flame Wand
15:30FIXED
FIXED Flame Wand is NOT a consumable, but a weapon!
15:13DONE
DONE And I've replaced the light bulp in the hallway of my appartment... Was about time too
15:13CONFIRMED
CONFIRMED It works
13:50TEST
TEST And AGAAAAAAAAAAIN!
13:50FIXED
FIXED C-string-format error
13:44TEST
TEST And Agaaaaaaaaaaain! (yawn)
13:44FIXED
FIXED Syntax errors bij de vleet
13:33TEST
TEST And again!
13:32FIXED
FIXED Another syntax error
13:23TEST
TEST Again!
13:23FIXED
FIXED Syntax error
13:23DONE
DONE Taken a shower, prior to the test
12:23TEST
TEST Let's first see if this works
12:23NOTE
NOTE The stats will NOT yet be recalculated, though.... That will be the next step!
12:22DONE
DONE I've made it posible to change equipment now
11:31CONFIRMED
CONFIRMED Yup! That does it! ;)
11:26TEST
TEST And NOW I'll go into take III
11:26FIXED
FIXED Case Error!
11:26SOLVED
SOLVED I found the issue
11:26NOTE
NOTE HOLD IT! HOLD THE SHOW!!!!
11:21TEST
TEST Take III
11:21DEBUG
DEBUG And I added an extra help line hoping it can tell me why
11:21BUG
BUG Who can equip stuff is being ignored
11:18FIXED
FIXED Brendor Jewels not properly marked
11:13TEST
TEST Take II (can you believe that?)
11:13FIXED
FIXED One comma.... ONE FUCKING COMMA!
11:08TEST
TEST Let's put that to the test!
11:07DONE
DONE I've made the autohelp tell you who can equip a certain item, and who cannot
11:01NOTE
NOTE Does nothing yet, only a few linkups that will allow me to make this possible
11:01SKELETON
SKELETON Item usage in the field
10:59FIXED
FIXED Shanda's portrait fixed on the GJ Site
1:33STATUS
STATUS See ya, later!
1:33GITHUB
GITHUB Updated
1:33BITBUCKET
BITBUCKET Updated
1:32TODO
TODO Well, the first thing on my agenda now is item usage outside of battle, and top priority on equipment....
1:31CONFIG
CONFIG Which I also needed to configure some more
1:30BACKUP
BACKUP Running
1:24CONFIRMED
CONFIRMED And the JCR6 savegame checkup (the savegames are just JCR6 files in which all files are packed together.... Saves me a lot of loose files for a savegame).
1:22CONFIRMED
CONFIRMED That appears to confirm a few things....
1:22TEST
TEST Take K
1:21TODO
TODO But I must check if the chest will disappear in my savegame
1:21CONFIRMED
CONFIRMED Okay now the chest appears
1:15TEST
TEST Take J
1:15FIXED
FIXED Case error?
1:14COCKROACH
COCKROACH Fix ignored?????
1:08TEST
TEST Take I
1:08FIXED
FIXED And Fixed it
1:08SOLVED
SOLVED But I can see how that lie came to be
1:08BUG
BUG Irravonia Well all crashes accounted for, but now it claims this does not fall under the casual difficulty setting and THAT is a lie
1:03TEST
TEST Take H
1:03FIXED
FIXED Now?
0:56TEST
TEST Take G
0:56FIXED
FIXED I think....
0:56FUCKYOU
FUCKYOU Crap!
0:51TEST
TEST Take F
0:51FIXED
FIXED Texture Redefinition failure
0:36TEST
TEST Take E
0:36FIXED
FIXED Is that all?
0:30TEST
TEST Take D
0:30FUCKYOU
FUCKYOU and antoher
0:24TEST
TEST Take C
0:24FIXED
FIXED And more of that
0:20TEST
TEST Take B
0:20FIXED
FIXED Variable trouble
0:16TEST
TEST Take A
0:15NOTE
NOTE When saving your game, or when coming back to dungeons you've vistited before opened chests will be gone... This was to prevent needless bugs later....
0:15SCRIPT
SCRIPT Treasure chests SHOULD work now
- = 27 Dec 2019 = -
23:53STATUS
STATUS Now it comes to treasure chests.....
23:52CONFIRMED
CONFIRMED Fix confirmed
23:31TEST
TEST Take V
23:31DEBUG
DEBUG Safety pre-caution against the oversoul counter.... This is not ideal, but it should fix a few things on the short term
23:29FIXED
FIXED Blue Slime can not longer go oversoul
23:25BUG
BUG Just as I thought, and enemy who was NOT allowed to go oversoul, goes oversoul, for some reason....
23:08ABILITY
ABILITY Eric Cure Disease
23:06TEST
TEST Take IV
23:06FIXED
FIXED Broken Cash Tag
22:49TEST
TEST Take III
22:49FIXED
FIXED Illegal class readout
22:40HUH
HUH #108 Impossible error... Yet it happens.... What makes the impossible possible?
22:40DONE
DONE AP increase on getting hurt by attacks... Actual gain depends on how much HP damage you have, and the chosen difficulty setting... This feature was planned anyway prior to making AP loss on abilities actually work
22:29TEST
TEST Take II
22:29FIXED
FIXED Blockmap issue
22:23TEST
TEST A little test
22:12MAP
MAP Area 002 of Dragon Crack Forest
21:42ITEM
ITEM Sledge
21:42ITEM
ITEM Slashing Whip
21:37FIXED
FIXED Brimstone was shown as "Fire Wand"
21:36NOTE
NOTE Some treasures are just special and you do not want them to be random... So....
21:36KTHURA
KTHURA Treasure Chest added to Kthura config list
21:34KTHURA
KTHURA Scripted Treasure chest
21:13ART
ART I've cut it into two separate textures... The way Kthura currently works that is the safer way to go when it comes to bug prevention
21:11TRANSFER
TRANSFER Treasure chest art
21:11TRANSFER
TRANSFER Non-burning candle art
20:44NERF
NERF Dernor Highwayman's HP halved
20:43FIXED
FIXED Too many magic stones dropped
20:30FIXED
FIXED Target issues
19:51FAILURE
FAILURE Git acted up on me.... But I guess I could undo all that.... Pfweew!
19:44TEST
TEST Take 2
19:44FIXED
FIXED Aziella Code Typo
19:42TEST
TEST A little test is in order now
19:42MAP
MAP Encounters configured for Dragon Crack Forest
19:40NOTE
NOTE The reason why I picked these trees, was because there had to be more variation in trees in the forests, and I still had these trees, so....
19:39ARENA
ARENA Forest with these trees
19:38FOE
FOE Highwayman
19:34GENERATION
GENERATION Neg
19:33TRANSFER
TRANSFER Art Highwayman
19:31FIXED
FIXED A few dominance issues.... No further testing needed
19:24TEST
TEST Take VIII
19:24HUH
HUH WTF was I doing?
19:20TEST
TEST Take VII
19:20MAPSCRIPT
MAPSCRIPT Secret passage auto-hide/show
19:10TEST
TEST Take VI
19:10FIXED
FIXED
19:10SOLVED
SOLVED Ah, now I see what this happens
19:02TEST
TEST Take V
19:02FUCKYOU
FUCKYOU But sometimes a copy and paste command can rule out this crap for sure!
19:02FUCKYOU
FUCKYOU That claim is not right, and the JCR lists confirm that... (image non-existent... That is a lie, no matter how you put that).
18:55TEST
TEST Take IV
18:55FIXED
FIXED MapText misreferrence
18:49TEST
TEST Take III
18:49FIXED
FIXED Issue fixed
18:49SOLVED
SOLVED Aha! Now I understand!
18:37TEST
TEST Rebecca Take II
18:37DEBUG
DEBUG Merya Let's put in some extra debug code to get more information
18:36HUH
HUH I don't understand what the computer is babbling about now....
18:27TEST
TEST Take I

(And wish me luck)

18:27SASKIA
SASKIA Start Script
18:18SCENARIO
SCENARIO The Start Scenario look okay with me
18:17FIXED
FIXED Autofixes
17:56STATUS
STATUS It's 6 o' clock and time for the news.... I'll be back soon!
17:52NOTE
NOTE I see that I will have to cheat again on the maptext, as I see the same trick used before which doesn't work in the new engine was used, and I fear I may be suffering more here, although, there are not that much dungeons chaining with each other like that anymore, so maybe....
17:51TRANSFER
TRANSFER Dragon Crack Forest Scenario text
17:43NOTE
NOTE And from this moment on, the game will also mention them on the field
17:41SECRET
SECRET Unless you played the original game, that is! Their function will be quite similar!
17:41NOTE
NOTE You will find out later what these stones are good for!
17:41BOOST
BOOST Once you enter Dragon Crack Forest every 5 kills in easy mode, every 25 kills in casual mode and every 125 kills in hard mode, a magic stone will drop. As I just used modulos to calculate this, some earlier kills can influence this outcome already....
17:34DONE
DONE As soon as you enter the Dragon Crack Forest, the Magic Stone collector will be activated.
17:31JCR6
JCR6 Unfortunately this bug required me to build the music resource again... Oh well.... Better in C# than in Go
17:30FIXED
FIXED NJCR bug with aliases
17:25MAP
MAP First Area of the Dragon Crack Forest has been done
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