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
19:44COSMETIC
COSMETIC And I removed "Impassible" from the boss... This will prevent further conflicts
19:28CONFIRMED
CONFIRMED In Visual Studio most stuff works now
19:23TEST
TEST Take IX
19:23DONE
DONE I did something that could fix this, but the shit's not over yet, as I may need to adept the Kthura map as well
19:22CONFIRMED
CONFIRMED I think I confirmed the source of all evil
19:19TEST
TEST Take VIII
19:19INVESTIGATION
INVESTIGATION Now for the actual bug I was looking for
19:19FIXED
FIXED FINALLY
19:16POWERSHELL
POWERSHELL So let's use some FORCE!
19:16FAILURE
FAILURE It still resfuses to work
19:11FAILURE
FAILURE And neither does the powershell cp command for some reason
19:11FAILURE
FAILURE RoboCopy doesn't like the Negative file for some reason
19:07TEST
TEST Aziella Take VII will take place from Visual Studio, and hopefully this will answer a few questions
18:51INVESTIGATION
INVESTIGATION Though I do have hunch what causes it.... :-/
18:51DEBUG
DEBUG Let's sync with VisualStudio as this error keeps going more and more into the impossible.
18:27COCKROACH
COCKROACH Still no good?
17:55TEST
TEST And Take VI can (hopefully) now tell me more!
17:55NALA
NALA Requires me to rebuild NALA... Should not be needed, but I must pinpoint this issue
17:54BUBBLE
BUBBLE Detailed Error constructor
17:28CONFIRMED
CONFIRMED The nonsense behind the error is confirmed by the debugger, so now I wonder what it is then...
17:25TEST
TEST Take V
17:22TEST
TEST Take IV
17:22FUCKYOU
FUCKYOU RIIIIIIIGHT!
17:17TEST
TEST Take III
17:17DEBUG
DEBUG A tag overview will have to provide some answers
17:17COCKROACH
COCKROACH Hando Stillor still no good
17:17TEST
TEST Take II
16:54EXPERIMENT
EXPERIMENT I hope this voids it (as you cannot fix what ain't broken)
16:52BUG
BUG WalkTo Target not willing to operate
16:37TEST
TEST And this justifies a test even though the map the SASKIA script links to doesn't yet exist
16:37SASKIA
SASKIA I've set up tons of scripting to set it alright....
15:59STUDY
STUDY Some old stuff I need now
15:42SCENARIO
SCENARIO Adaption for post boss scenario
15:22CHECKED
CHECKED The transfer appears to be succesful
15:20TRANSFER
TRANSFER End exam scenario
15:18POWERSHELL
POWERSHELL I've set up a script to speed this all up
15:14FIXED
FIXED And that fixes the issue in the process
15:14VISUALSTUDIO
VISUALSTUDIO Merya So I recompiled this
15:14SOLVED
SOLVED Ah, not a bug, but an outdated .exe file....
14:46BUG
BUG And I really must fix that bug in the tag counter
14:46TRANSFER
TRANSFER New ability scenario
- = 3 Dec 2019 = -
21:54STATUS
STATUS For the short term my focus will be in getting the post-boss script done, which also includes another part in jail... Prologue #3 will still be with Eric, Irravonia and Rebecca and here we'll actually see the first mission in which a part of which the story is going will be shown. This will therefore be quite some work.... During my workout here, I also plan to take care of the abilities, and then the combat engine is done at last... well, for most part, as there are still a few more things to do....
21:45BACKUP
BACKUP Started
21:43BITBUCKET
BITBUCKET Updated
21:42GITHUB
GITHUB Updated
21:38STATUS
STATUS And now everything appears to be the way it should be, as I now get the error for the missing post-boss script, which is indeed good, since that script has yet to be written
21:35TEST
TEST Take VII
21:35FIXED
FIXED Syntax error
21:32TEST
TEST Take VI
21:32FIXED
FIXED Illegal function call
21:31TEST
TEST Take V
21:31FIXED
FIXED I hope I fixed them, but I had a few file conflicts, so I need to test this
21:30BUG
BUG as the game crashes upon a few nasty things that should not happen, so I'm afraid I need it
21:30DEBUG
DEBUG I've added the Jack the Ripper mode, which kills off any enemy at one blow... This is for debugging purposes and killing the same boss over and over is gonna eat too much time.
19:37NOTE
NOTE And I have a pizza in my oven, so I may soon have to take a break in order to eat it
19:37TEST
TEST And now moving on to test IV
19:36STATUS
STATUS That was done after take III which I forgot to announce
19:29BOOST
BOOST And added that to the item drops of the boss
19:29ITEM
ITEM Potion
19:28NERF
NERF So I lowered the HP of the boss
19:27BALANCE
BALANCE Well some balancing is in order
19:27SITE
SITE Added tag BOOST
19:24SITE
SITE Dernor Added tag NERF
19:04TEST
TEST Take II
19:04NIL
NIL Victory for NIL! This was the reason I invented it
19:04FIXED
FIXED Misspelled variable
18:57TEST
TEST Take I
18:51STATUS
STATUS And not to move things on, and therefore the test count also goes on
18:51DONE
DONE Healing
18:31ITEM
ITEM Potion
18:23DONE
DONE Item removal has been added
16:30STATUS
STATUS That worked quicker than I expected
16:27TEST
TEST Take II
16:27FIXED
FIXED Lack of "self"
16:10TEST
TEST Take I
16:10NOTE
NOTE Items are NOT yet subtracted in the inventory list, but that will happen soon... that's actually the easiest part to implement
16:09STATUS
STATUS Okay, I can try to test things out, but this is NOT gonna be easy, and I do expect many cockroaches....
15:38LINK
LINK I've also set up a linkback to the combat routine once the item has been selected
15:37DONE
DONE Made sure clicking characters won't take any effect at all when in combat
14:45NOTE
NOTE That brings me far from what it should be, but a bit closer than where I was....
14:44LINK
LINK The item selector will pass the data through to the action creator....
14:03LINK
LINK And I set that into some linkage code
14:02STUDY
STUDY A small study on a few important things
11:13STATUS
STATUS It works....
11:10TEST
TEST Take III
11:09SOLVED
SOLVED Got it!
11:04HUH
HUH That error cannot be possible, so why does it still appear?
10:59TEST
TEST Rebecca Take II
10:59FIXED
FIXED Some syntax errors
10:33BUG
BUG the link appears to work, but I made a few parse errors to the state being linked to
10:31TEST
TEST And let's see if the little stuff I have works already
10:31LINK
LINK I did make up a kind of link to the item menu from the combat engine...
This does not yet cover everything, but I can at least make a little work-out here
- = 2 Dec 2019 = -
21:27CONFIG
CONFIG I've configured the menus for items and abilities, but THAT was actually the EASY part.....
21:17STATUS
STATUS With the wipe in order, I can now try to see if items are going to work.... This is more complicated than it appears, so it will take me some time.... I already planned ahead, so at least some work is already done before the combat engine was even started on...
17:51CONFIRMED
CONFIRMED It works
17:46TEST
TEST Take II
17:46FIXED
FIXED An I see why that happened
17:46BUG
BUG It seems the spawning did not happen the way it should
17:42TEST
TEST Take I
17:42STATUS
STATUS Well, the only way to test all this is by simply going into combat and to lose on purpose....
17:19LINK
LINK But now it is
17:17SCRIPT
SCRIPT A wipe-out script... This has not yet been linked to the combat routine
17:10KTHURA
KTHURA Coord spawn features
17:00SASKIA
SASKIA I've build a routine that will wipe all SASKIA sessions terminating them all in the process... The scripts however will not be removed from the memory... Only the sessions
- = 30 Nov 2019 = -
23:03STATUS
STATUS And now I'm really gonna call it as I'm getting sleepy
23:03MAPSCRIPT
MAPSCRIPT The scripts should force a reset now, but later tests will have to work this all out!
23:03CONFIRMED
CONFIRMED Good!
22:55TEST
TEST Let's try out if I'm right or not
22:55FIXED
FIXED I think I fixed that
22:54HUH
HUH So let's try that again
22:53HUH
HUH I do not know (or even WANT to know) why the last "HUH" only shows a blue square
22:51HUH
HUH
22:46TEST
TEST Well?
22:46FIXED
FIXED Case error?
22:40TEST
TEST Am I right?
22:39FIXED
FIXED And I think I know why
22:39BUG
BUG NOTHING happens, at all!
22:37TEST
TEST Let's see
22:37FIXED
FIXED And a few fixes in that
22:34DONE
DONE Okay, I've made a start to make sure respawn is set
20:23STATUS
STATUS Well that should do it... see ya
20:23BITBUCKET
BITBUCKET Scyndi Updated
20:22GITHUB
GITHUB Updated
20:21BACKUP
BACKUP Is running
20:21STATUS
STATUS But for now I'm gonna call it
20:21STATUS
STATUS This would be a good moment to implement wipe-out and item usage in combat
20:20STATUS
STATUS It works as far as it can work for now
20:16TEST
TEST Take V
20:15FIXED
FIXED Forgot to "Neg"
20:13TEST
TEST Take IV
20:13FIXED
FIXED MapText referrence error
20:12TEST
TEST Take III
20:12FIXED
FIXED Syntax error
20:10TEST
TEST Take II
20:10FIXED
FIXED Forgotten link mod
20:08TEST
TEST Take I
20:08NOTE
NOTE The game WILL crash once you defeated the boss... That's because the post boss has not yet been taken care off, and due to the complexity of the stuff that will also be for after the weekend, I'm afraid
20:07DONE
DONE Yum!
19:58TODO
TODO Before I'll test this all... First I gotta eat!
19:58LINK
LINK Linked that all together
19:53SASKIA
SASKIA Pre-Boss Script
19:52SCENARIO
SCENARIO Pre-Boss
19:47BOSS
BOSS Big Tiger
19:44TRANSFER
TRANSFER Boss Art
18:51CONFIRMED
CONFIRMED It all works!
18:49TEST
TEST Let's see if that works!
18:49LINK
LINK Brendor Link back to main room
17:36CONFIRMED
CONFIRMED Good!
17:34TEST
TEST But a lttle test is still in order!
17:34NOTE
NOTE the way will certainly not
17:34LINK
LINK From lobby to boss room should work now
17:33NOTE
NOTE Not that you can get there yet, as there's still loads of stuff to do
17:32MAP
MAP I've designed the boss room
16:12TEST
TEST Take 4
16:12FIXED
FIXED Illegal function call
16:07TEST
TEST Take 3
16:06FUCKYOU
FUCKYOU alright now?
16:06FUCKYOU
FUCKYOU GRRR!
16:05TEST
TEST Take 2
16:05HUH
HUH ?
16:03TEST
TEST Take 1
16:03DONE
DONE If the layer you're in has a number in stead of a name, the number will show
15:55CONFIRMED
CONFIRMED It's ALL in order.... WHOOOOHOOOOO!
15:52TEST
TEST Take IX
15:52CONFIRMED
CONFIRMED And the data about the switch has been stored as well, however I couldn't yet check if that has the desired result, so one more test (I hope) should confirm that
15:52CONFIRMED
CONFIRMED the door is indeed permanently removed, which was supposed to happen
15:51BUG
BUG I can tell that the settings of the jewel switches are indeed not counted, however, that is not truly an issue, as that was cosmetic and trying to fix that will ruin more than it actually fixes...
15:43TEST
TEST Take VIII
15:43FIXED
FIXED Suffice to say, it's fixed
15:43STUPIDITY
STUPIDITY I won't mention this one
15:41TEST
TEST Take VII
15:41FIXED
FIXED Irravonia Illegal texture referrence
15:39TEST
TEST Take VI
15:39EXPERIMENT
EXPERIMENT Let's seeeeee......
15:38FUCKYOU
FUCKYOU GRRR!
15:37TEST
TEST Take V and let's see what happens next....
15:37LINK
LINK That will, by the way I set this up link automatically
15:37MAPSCRIPT
MAPSCRIPT Switch script
15:15STATUS
STATUS As far as I can check stuff at this moment, everything works
15:13TEST
TEST take IV
15:13FIXED
FIXED Malformed initiation
15:02TEST
TEST Take III
15:02FIXED
FIXED Code Typo
14:59TEST
TEST Take II
14:59FIXED
FIXED Forgotten declaration
14:56TEST
TEST Anyway, I'm gonna do a test run.... If everything goes as planned I should get an error still, but it will be because a certain mapscript function has not yet been created.... Let's see
14:55NOTE
NOTE I don't think I'll get my Mah-Jong and Card Solitaire stuff up, but we'll see about that later....
14:55DONE
DONE I was a bit backlogged on my daily challenges and the next month starts tomorrow..... So I made sure I was up to par with Jigsaw
13:36SITE
SITE

If you really wanna know what is in secret boxes, just mark the text with the mouse (no, I don't know how to do that on a phone... I only use USEFUL devices... Not USELESS ones, so how can I know?)

This way you'll never read them accidentally!

13:29SECRET
SECRET Rebecca's line will be by far more informative than Eric's... Just to let you know
13:29SITE
SITE Added tag SECRET
13:29SCENARIO
SCENARIO Depending on who you put in the lead, Eric or Rebecca will respond to the switch being thrown...
13:23SCRIPT
SCRIPT Well the Script-Up code has been written, but it's not over yet!
13:05NALA
NALA I can compile NALA in the background to take advantage of this while I work out the rest of the script
13:05BUBBLE
BUBBLE Kthura API has been expanded so manipulating and reading object extra data is now possible
12:50SCENARIO
SCENARIO Stuck switch
12:38LINK
LINK Eric I've linked the switch system to the maploader

Please note that the system is NOT yet complete and that there's still a lot to do before this system works... For starters, the function (or method since that function is inside a class) referred to is currently empty, so nothing will happen at all when you try to throw a switch, except for Eric or Rebecca walking to it...

12:18FIXED
12:07JCR6
JCR6 I've protected JCR6 against entries prefixed with a "/".... These will automatically be fixed if encountered in an existing JCR6 file, and even better when creating a new JCR6 file these will be filtered out
11:32MAP
MAP I've marked the secret passages in the Exam Ruins.... If you get back here later in the game with Merya in your party, she can find them using her personal skill to look for secret passages
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