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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
17:03GENERATION
GENERATION NEG
17:03TRANSFER
TRANSFER Shadow Sweeper
16:49FIXED
FIXED And Charge should not have a spellani
16:49CONFIRMED
CONFIRMED Negative healing for undead operative
16:43TEST
TEST But take IV will need to confirm that
16:43FIXED
FIXED And I think I fixed it
16:43SOLVED
SOLVED I think I found the reason of the bug
16:37TEST
TEST Aziella Take III
16:37FIXED
FIXED Code typo
16:20HUH
HUH NU BREEKT ME DE KLOMP!
16:13TEST
TEST Take II
16:13DEBUG
DEBUG Some extra log features
16:13BUG
BUG This setup is ignored.... Why?
16:10TEST
TEST Let's do it again!
16:10FIXED
FIXED Missing area links in map
16:07TEST
TEST I gotta test this before I close #100
16:06SCRIPT
SCRIPT I've been setting that undead enemies will get hurt in stead of healed when using healing on them.... (This does not affect absorbed elements).
16:03MAP
MAP Area 006
15:43STATUS
STATUS That all looked good, but that was to be expected!
15:33TEST
TEST Let's see
15:32NOTE
NOTE And that is why it took so long ;)
15:32MAP
MAP Area 005 -- And here I damned all the rules Kthura allowed me to damn.....
11:44MAP
MAP Area 004
11:23CLOSED
CLOSED #101 (You won't see that now, as the commit in which I put my closure request has not yet been pushed)
11:21STATUS
STATUS FINALLY!
11:15EXPERIMENT
EXPERIMENT Will THIS fix the issue?
11:08FIXED
FIXED All errors accounted for now???????
11:04FIXED
FIXED DOES IT WORK NOW????? (SHEESH!)
10:59TEST
TEST Again!
10:59FUCKYOU
FUCKYOU THIS WAY THEN?
10:59FUCKYOU
FUCKYOU GRRRR!
10:56DEBUG
DEBUG More console debug possibilities and an existance checker implemented
10:45INVESTIGATION
INVESTIGATION Merya The log confirms the attachment of the "Undead" status.... Now what next?
10:40TEST
TEST Let's see what rolls out!
10:40DEBUG
DEBUG I still wonder why the "Undead" status is not being attached so.... A little debug line must gimme an answer.... At least I hope so
10:37FIXED
FIXED The game would have crash on curing statuses
1:04STATUS
STATUS See ya!
1:04STATUS
STATUS Calling it
1:02BUG
BUG #101 -- It's late, so I'll schedule that one in tomorrow... I hope
0:48TEST
TEST Take IX
0:48GENERATION
GENERATION Let's try that again!
0:47FUCKYOU
FUCKYOU The ANYWAY generation has been ignored?????
0:43TEST
TEST Take VIII
0:42GENERATION
GENERATION ANYWAY
0:42DONE
DONE Temp Undead status.... When #100 is done, I can test that out, but it's too late for today
0:41TODO
0:31TEST
TEST Take VII
0:31NOTE
NOTE (With the status changes that is)
0:31FIXED
FIXED I think I fixed that issue
0:30CLOSED
0:30CONFIRMED
CONFIRMED But at least #99 has been fixed!
0:29BUG
BUG There's clearly a lot to be done on the status change table
0:21TEST
TEST Take VI
0:21FIXED
FIXED Graphics issue
0:17TEST
TEST Again -- Take V
0:17FUCKYOU
FUCKYOU GRRR!
0:11FIXED
FIXED error in foe compiler
0:06TEST
TEST Dernor Take IV
0:05EXPERIMENT
EXPERIMENT Let's try this!
0:03BUG
BUG Not quite
- = 21 Dec 2019 = -
23:57TEST
TEST Take III
23:57FIXED
FIXED Declaration error
23:53TEST
TEST Take II
23:53FIXED
FIXED Syntax errors
23:50TEST
TEST Take I
23:50STATUS
STATUS Right-o... The moment suprè is about to arrive....
23:50FIXED
FIXED I think I fixed #99
23:41CONFIG
CONFIG Random encounters for Weniaria's temple
23:39ARENA
ARENA Weniaria
23:38STATUS
STATUS Before I can test this though, there is still work to be done
23:33VISUALSTUDIO
VISUALSTUDIO Foe compiler should now handle this properly, however, actual combat will tell me for sure....
23:24FIXED
FIXED Config issue in Foe Editor
23:20VISUALSTUDIO
VISUALSTUDIO Loading the FoeCompiler
23:20STATUS
STATUS That takes care of the monster editor and of course of the monsters being undead... however it's not over yet, as I need to prepare the Foe compiler for all this, and that may prove to be problemetic, but we'll see...
23:18FOE
FOE Skeleton
23:03ITEM
ITEM Holy Water
23:02FOE
FOE Zombie
22:58LINK
LINK All checkboxes have been properly linked
22:47TEST
TEST But still I can run a little test already!
22:47VISUALSTUDIO
VISUALSTUDIO I've set up the checkboxes... However, clickable they are, the database won't take any effect at all... yet
22:40TECHNO
TECHNO I also made "Undead".... Technically "Zombie" and "Undead" will be handled the same, however, "Zombie" can be curable with items and stuff and "Undead" won't be... This will make the creation of undead enemies in particular easier
22:39VISUALSTUDIO
VISUALSTUDIO List-up for status changes for a foe to start combat with..... (Zombie will be the most likely one).....
22:25TRANSFER
TRANSFER Rebecca Skeleton
22:23TRANSFER
TRANSFER Zombie from Star Story
21:32VISUALSTUDIO
VISUALSTUDIO Loaded my monster editor, as a few changes here, are in order!
21:30BITBUCKET
BITBUCKET Updated!
21:27STATUS
STATUS For things to work now, some special measures are to be taken in order....
21:27CONFIRMED
CONFIRMED Alles ist in ornung jezt
21:24TEST
TEST Take V
21:24NOTE
NOTE Please?
21:24FIXED
FIXED Fixed for real now?
21:23FUCKYOU
FUCKYOU WHAT THE FUCK!!?
21:20TEST
TEST Take IV
21:16FIXED
FIXED Blockmap issues
21:02TEST
TEST Take III
21:01DONE
DONE
21:00TODO
TODO Natural break!
21:00FIXED
FIXED Missing Exit!
20:57TEST
TEST Take II
20:57VOID
VOID !!!
20:57HUH
HUH ????
20:51TEST
TEST Take I
20:51STATUS
STATUS Well I can run a small test to see things work... or not!
20:51LINK
LINK Linked the switch on area 003 to the door blocking the way to area 004
20:50NOTE
NOTE I have not yet set the enemies for the random encounters... I first need to test if the rooms work at all, and a few things have to be taken care of!
20:49MAP
MAP Random Treasures configured
20:48MAP
MAP Area 003
20:48MAP
MAP Scyndi Area 002
19:10STATUS
STATUS Hey, everything that works in ONE go, is worth a party! Right!
19:09CONFIRMED
CONFIRMED YAAAY!
19:07TEST
TEST Take II will serve for that then
19:07CONFIRMED
CONFIRMED First test OK... But I do need TWO tests all the way here, because I need to see how savegames will respond
19:04TEST
TEST Take I
19:04STATUS
STATUS So let's get to it!
19:03STATUS
STATUS I can however test much other stuff
19:03MAPSCRIPT
MAPSCRIPT Weniaria should heal you once the temple is restored, however I cannot test that part yet
19:00MAPSCRIPT
MAPSCRIPT Examining the statue for the first time should open the door, and it should ONLY remain open as long as this mission still goes on....
18:59MAPSCRIPT
MAPSCRIPT And thus I made him automatically disappear
18:59MAP
MAP Priest placed, although he won't appear during this prologue mission
18:59MAPSCRIPT
MAPSCRIPT Start cleanup
17:31FIXED
FIXED Event link error
17:08LINK
LINK Linked up the text about the huge statue in the temple
16:26NOTE
NOTE most looks in order, but I got a few things to take care of here, I see.... The old system did support a few things the new system doesn't and that can be bothersome.... Nothing I can't handle at all though....
16:25TRANSFER
TRANSFER Scenario tranfer
14:32OFFTOPIC
OFFTOPIC Yeah, I know you didn't want to know that, but I'm telling you anyway :-P
14:32TODO
TODO Shit...
14:32GITHUB
GITHUB Updated
14:28FIXED
FIXED Appears to be fixed now....
14:26BUG
BUG Somehow it now also hides Brendor's needs, although he has all skill groups (just one) by default.... Hmmmm....
14:23TEST
TEST Let's see....
14:22EXPERIMENT
EXPERIMENT I've set up an experimental system to hide, non-obtained magic groups
13:34TEST
TEST First a small test for a little cosmetic change I did which is easier to test PRIOR to the 'grand fix'....
13:33BUG
BUG Brendor Unfortunately this still shows missing gods... This spoils a few secrets in Scyndi only, but in Eric's case this would even mean downright spoilers, so I need to set a few things up here....
13:33STATUS
STATUS This fixes any bugs
13:29TEST
TEST Let's try this again....
13:29FIXED
FIXED "nil" error in Scyndi's ability sheet
13:07LINK
LINK This ability should with the current configuration automatically linkt to Scyndi's character sheet, however as Scyndi's magic group are obscured until a certain moment in the story line, I cannot be sure everything works YET!
13:06ABILITY
ABILITY First Aid
1:56STATUS
STATUS All's well!
1:46TEST
TEST Is Take XVI gonna be the final test for today then?
1:46FIXED
FIXED Label reference error
1:38TEST
TEST Take XV, and then I'll go to call it
1:31DONE
DONE One final thing... The Traveler's Emblem has been put in!
1:24TODO
TODO E> Which will also lead to working out Eric, but that is of lesser importance now....
1:23TODO
TODO D> And make sure no conflicts can come from non-activated magic groups
1:23TODO
TODO C> Work out Scyndi's "First Aid" spell
1:23SECRET
SECRET I will hide the Traveler's emblem in the main hall as a result
1:22TODO
TODO B> Weniaria unlock door, and make script that way, that it will close again after the dungeon's been completed... So despite the dungeon being open (the main hall then) the moster part will count as a "disappearing dungeon"....
1:21TODO
TODO A> Statue remark on zone "Awe"
1:21STATUS
STATUS Irravonia Listing a few things out for myself for the next session
1:09TEST
TEST Take XIV (At least I don't have to check EVERYTHING now, so that saves me some time)
1:09FIXED
FIXED Transparency issues
1:06FIXED
FIXED A typo in Scyndi's skill list fixed
1:06STATUS
STATUS FINALLY!
0:55TEST
TEST Take XII then?
0:55FIXED
FIXED Should be taken care of now!
0:55BUG
BUG For starters, Scyndi's ability screen crashes the game, but I already expected this wouldn't yet work well, as Scyndi does (just like Eric, but there I didn't yet work out his ability config yet, so that's why it didn't matter up until now) not have all her magic groups from the start... This will be a later work out
0:53BUG
BUG Irravonia But it's still not yet good
0:53STATUS
STATUS At last no more error messages
0:48FUCKYOU
FUCKYOU Test Take XII
0:48RECOVERED
RECOVERED Should be recovered now
0:47FUCKYOU
FUCKYOU Nope.... Another issue (which was never possible from the start, but I guess data CAN disappear without a reason) has to pop up
0:43TEST
TEST Take XI
0:43FIXED
FIXED Did I get all bugs now... please?
0:43FUCKYOU
FUCKYOU When it's not allowed to work, it's not allowed to work, eh?
0:28TEST
TEST Take X
0:28FIXED
FIXED Scenario substitution errors
0:27FIXED
FIXED Wrong Dungeon reference!
0:23TEST
TEST Take IX
0:23FIXED
FIXED Syntax error in SASKIA script
0:23FIXED
FIXED Cosmetic issue with Scyndi running out
0:20TEST
TEST take VIII
0:20COSMETIC
COSMETIC Camera re-aimed
0:19FIXED
FIXED Illegal function call
0:05TEST
TEST Take VII
0:05FIXED
FIXED Whatever
- = 20 Dec 2019 = -
23:59TEST
TEST Take VI
23:59FIXED
FIXED Conversion error
23:57TEST
TEST Take V
23:57ENHANCEMENT
ENHANCEMENT Panic Stations will play when the time comes
23:57OFFTOPIC
OFFTOPIC And somebody is playing with explosives outside... They are not Fester Addams... I think... So why are they pretending to be?
23:56MAP
MAP Placed them in the map
23:52TRANSFER
TRANSFER Eric Sprites of Scyndi's old man and her tutor
23:50NOTE
NOTE Well, that is what these tests are for, but still.... :-/
23:50STUPIDITY
STUPIDITY I forgot something important... Dang!
23:47TEST
TEST Take IV
23:47FIXED
FIXED Another declaration and definition issue
23:43TEST
TEST Take III
23:43FIXED
FIXED Scenario substitution issue
23:41FIXED
FIXED Not declared
23:37TEST
TEST Take II
23:37FIXED
FIXED I hope
23:37BUG
BUG Map link up doesn't work... great
23:33TEST
TEST Take I
23:33STATUS
STATUS Wish me luck!
23:29STATUS
STATUS Now this SHOULD get the transition from the crypt to Weniaria's temple to work
23:29MAP
MAP Entrance Hall Weniaria's Temple
23:14SASKIA
SASKIA Scyndi start up script
22:48CHARACTER
CHARACTER Set up the function which will create the Scyndi character at last!
21:57UPDATED
UPDATED repository.... On my local system, not yet on github!
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