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
23:28FIXED
FIXED I should have fixed that now, though
23:27BUG
BUG Level up will crash the game
23:25FIXED
FIXED I may have fixed #76, but I need luck to see if that's true or not
23:16COCKROACH
COCKROACH Dernor Something I get so tired due to this
23:16FIXED
FIXED Syntax error
23:15NOTE
NOTE I'll only know if two of the same enemies appear without crashing the game...
23:14EXPERIMENT
EXPERIMENT I've set some things up and hopefully that will fix things up at last....
22:55SOLVED
SOLVED the mystery behind the crashes when compiling foes has been solved... Now I need a proper solution... :-/
22:51FIXED
FIXED Illegal function call
22:44NOTE
NOTE And at this point it's pretty hard to test
22:44DONE
DONE I've written the code to make characters level up, if they get to the required experience points.... This has not yet been tested
21:22LINK
LINK Set it into the general asset loader
21:21FAILURE
FAILURE Although a test did make the system go haywire, and I do not know why
21:18AUDIO
AUDIO Recycled the "Level Up" sound from The Fairy Tale REVAMPED
18:50COCKROACH
18:29COCKROACH
COCKROACH And suddenly it comes back... But way does compiling FOE_1 work, and FOE_2 not work? Nothing can make this possible, since all procedures are the same... If one has a possibility not to work, same goes for the other!
18:26CONFIRMED
CONFIRMED I can at least say that the corrupted savegames did appear to stop
18:25HUH
HUH The crash mysteriously went away
18:22EXPERIMENT
EXPERIMENT I need to sort this out!
18:22COCKROACH
COCKROACH Oh crap!
18:16FIXED
FIXED Declaration error
17:45TEST
TEST Let's Go!
17:45DONE
DONE #75 Although I must test if that all works the way it should
16:50DONE
DONE Some "real life" stuff
15:27POWERSHELL
POWERSHELL NALA compilation script
15:26NALA
NALA Kill Character
15:18NALA
NALA Each iterator for chars
15:01FIXED
14:59NALA
NALA Rebecca Loaded Character Listout
11:35NOTE
NOTE But before that I first wanna make sure the random encounter guage resets after combat, because this is very very frustrating... Can't do a movement without engaging into combat (and the system was meant to protect against that).
11:34INVESTIGATION
INVESTIGATION I think that my neglecting to clean up the FOE records from the RPG database is what causes that to happen.
11:31FAILURE
FAILURE However I got myself a corrupted savegame, and I wonder if the combat routine has something to do with that, or if it's really a file that would have gotten corrupted anyway
11:31CONFIRMED
CONFIRMED The Music issue has been fixed
11:21TEST
TEST Take LVIII
11:21FIXED
FIXED Wrong var name
11:21TEST
TEST Take LVII
11:18EXPERIMENT
EXPERIMENT Let's see if this fixes the music issue!
3:03STATUS
STATUS And I'll frustrate myself some more when I had some sleep
3:03BITBUCKET
BITBUCKET all pushed
3:03GITHUB
GITHUB All pushed
2:54STATUS
STATUS Music popper still bugged as popped music won't play, however that is a later concern
2:50TEST
TEST Take LVI
2:50FIXED
FIXED I hope
2:48COCKROACH
COCKROACH Almost there... Now if only the music pop would work the way it should work...
2:46TEST
TEST Take LV
2:46FIXED
FIXED I can only hope
2:45COCKROACH
COCKROACH
2:43TEST
TEST Take LIV
2:43FIXED
FIXED ANother cockroach?
2:40TEST
TEST Ya never know, but let's see... Take LIII
2:40FIXED
FIXED Did I get that lie out?
2:39COCKROACH
COCKROACH Lying interface
2:38TEST
TEST Take LII
2:38FIXED
FIXED Scyndi Another cockroach... I think
2:35TEST
TEST Take LI
2:35FIXED
FIXED Is that fixed now?
2:35COCKROACH
COCKROACH What is SASKIA whining about now?
2:32TEST
TEST Take L
2:32NOTE
NOTE I HATE whining software... Giving errors when there are none!
2:32VOID
VOID Let's see if I voided it all properly now
2:31COCKROACH
COCKROACH It would be a total disaster if I'd get some sleep tonight, that much is clear!
2:30COCKROACH
COCKROACH WTF?
2:29TEST
TEST Take XLIX
2:29FUCKYOU
FUCKYOU UUURGH!
2:27TEST
TEST Take XLVIII
2:26STUPIDITY
STUPIDITY Yeah that was pretty stupid indeed
2:26FIXED
FIXED The stack library... It was busted like hell.... And since it was not properly linked to at some points, I never noticed this...
2:23REMOVED
REMOVED Deprecated 'new' definition
2:21TEST
TEST Take XLVII
2:20FIXED
FIXED Music pushing and popping
2:20FIXED
FIXED Internal issue
2:17TEST
TEST Let's see, Take XLVI
2:17FIXED
FIXED But I THINK I fixed that
2:16BUG
BUG That crash is not!
2:16JUDGMENT
JUDGMENT The timing appears perfect
2:14TEST
TEST Take XLV
2:14FIXED
FIXED Syntax error
2:12TEST
TEST Take XLIV
2:12TEST
TEST Brendor Time to find out, eh?
2:11MYSTERY
MYSTERY But does that work?
2:11SCRIPT
SCRIPT Set the backchain to the field in motion
2:08STUDY
STUDY A few time things
2:07CONFIG
CONFIG Time to keep victory screen on has been set to 9 seconds... Enough to make the victory tune (which is approx 7 or 8 seconds) sound in full
2:06CONFIRMED
CONFIRMED FINALLY!!!!
2:04NOTE
NOTE It's late in the evening or extremely early in the morning so FORGIVE ME!
2:04TEST
TEST Take XLIII
2:04FIXED
FIXED Set that right
2:03STUPIDITY
STUPIDITY I see I've been using the wrong tags for the wrong stuff... Clever... NOT!
2:00COCKROACH
COCKROACH .NET (or rather NLua) still gives no more clarity
1:59TEST
TEST Take XLII
1:58VOID
VOID Crash on item drops... I need to do this more properly later
1:55NOTE
NOTE I hope I can pinpoint this soon since we're getting close to 2am
1:54TEST
TEST Take XLI
1:54EXPERIMENT
EXPERIMENT I need to find out what causes this as nothing I have should make this possible and since the error message lacks any kind of specification I am walking in the dark here!
1:50COCKROACH
COCKROACH .NET error without further explanation... I always LOVE it when that happens (NOT!)
1:49TEST
TEST Take XL
1:48FIXED
FIXED I hope
1:48STUPIDITY
STUPIDITY Ah, so that's why
1:48COCKROACH
COCKROACH That didn't seem to do much
1:46TEST
TEST XXXIX
1:46FIXED
FIXED
1:46SOLVED
SOLVED Tagging issue
1:45BUG
BUG Music stops, but the victory tune does not play
1:41TEST
TEST Irravonia Take XXXVIII
1:41DONE
1:36LINK
LINK Victory tune linked to loader
1:29CONFIRMED
CONFIRMED Very well, that appears to be working now
1:26TEST
TEST Let's see... Take XXXVII
1:26FIXED
FIXED And fixed it???
1:26SOLVED
SOLVED I think I solved that riddle
1:21BUG
BUG The fact that the player menu still appears makes me think that this is NOT yet working the way it should
1:18TEST
TEST Take XXXVI
1:18FIXED
FIXED Lack of self
1:17TEST
TEST XXXV
1:17VOID
VOID Allergy to negative numbers in direct declare + definition
1:13TEST
TEST Take XXXIV
1:13FIXED
FIXED Dupe group name
1:13FIXED
FIXED Code placed in wrong group
1:05TEST
TEST Take XXXIII
1:05VOID
VOID If you really wanna go THAT way!
1:03TEST
TEST Take XXXII
1:03CHEAT
CHEAT Dirty code straight from HELL!
1:00TEST
TEST Take XXXI
1:00VOID
VOID What will this do?
1:00COCKROACH
COCKROACH Fix defeated
0:58TEST
TEST Take XXX
0:58VOID
VOID Wrote some code to void this issue
0:57BUG
BUG Class field identifiers and the global identifiers still do not properly mix....
0:55TEST
TEST Eric Take XXIX
0:55SCRIPT
SCRIPT Make "You Win!" appear
0:55CONFIG
CONFIG Set things right
0:51DONE
DONE Completed the daily challenges in solitaire, mahjong and jigsaw... Hey, I like those... :P
0:51LINK
LINK Linked Victory class to the main call back... This will always cause the system to go to the victory stage whenever the enemy is defeated, regardless of which stage we are currentlyin
0:48LINK
LINK Linked to the loader
0:00ART
ART "You Win!"
- = 6 Nov 2019 = -
23:51SKELETON
SKELETON class
23:50GENERATION
GENERATION Anyway
23:50DONE
DONE Created script for Victory
23:44STATUS
STATUS NOTHING to test yet!
23:43SCRIPT
SCRIPT Defeated
23:36CONFIRMED
CONFIRMED That works
23:35TEST
TEST Take XXVIII
23:35FIXED
FIXED Just one "i"
23:32TEST
TEST Take XXVII
23:32TECHNO
TECHNO That sounds pretty cryptic, I know
23:32COSMETIC
COSMETIC Once off gauge pointer NOT drawn until it's back
23:30DONE
DONE Get dead characters off the time gauge
23:25NOTE
NOTE Please note that stuff is not yet done, but at least THIS part works....
23:25STATUS
STATUS It all APPEARS to be working now
23:23COSMETIC
COSMETIC MOAR speed!
23:22TEST
TEST Take XXVI
23:22FIXED
FIXED Aziella Illegal Function Call
23:20TEST
TEST Take XXV
23:20FIXED
FIXED Call to wrong class
23:20FIXED
FIXED Speed in animation... It was now really bothering me
23:16TEST
TEST Take XXIV
23:16NOTE
NOTE I'll get to speeding up the death animation later!
23:16FIXED
FIXED Invalid table reference
23:15NOTE
NOTE But at least it works, and that's worth a lot, already
23:15UNDESIREABLE
UNDESIREABLE Enemy disappearance too slow
23:10TEST
TEST Take XXIII
23:10NALA
NALA Rebuilding
23:10FIXED
FIXED A link bug
23:01TEST
TEST Take XXII
23:01POWERSHELL
POWERSHELL So here oges....
23:01NALA
NALA Well.... yeah it has to happen... again...
23:01FIXED
FIXED Ah!
23:00BUG
BUG Global var is nil???
22:59TEST
TEST Take XXI
22:59STATUS
STATUS And NOW we can try this for real
22:59DUMMIED
DUMMIED This force crash
22:57CONFIRMED
CONFIRMED And now the forced crash DOES take place
22:55TEST
TEST Take XX
22:55EXPERIMENT
EXPERIMENT Let's try this....
22:54COCKROACH
COCKROACH The fact that the forced crash never takes place makes clear the required function is never executed
22:52TEST
TEST Take XIX
22:52DEBUG
DEBUG Force crash to see if the function that should be called is actually called at all, as it looks like it's not
22:49COCKROACH
COCKROACH Merya All the hard work I did, though appears to be ignored, and I don't know why
22:48STATUS
STATUS Don't ask me what happened, but at least the crashes belong to the past
22:47TEST
TEST Take XVIII
22:47EXPERIMENT
EXPERIMENT Not that I know what I'm doing, but here goes nothing!
22:19TEST
TEST Take XVII
22:18NOTE
NOTE Some work, hopefully that will do something good
22:16RESULT
RESULT
[string "Trans: Trans: Link code RPG API"]:196: Requested character 'FOE_1' does not exist

stack traceback:
[string "Trans: Trans: Link code RPG API"]:196: in function <[string "Trans: Trans: Link code RPG API"]:191>
(...tail calls...)
[string "NIL"]:590: in field 'Char'
[string "Trans: Script/Use/Specif...b/Combat_Foes.nil"]:131: in field 'Compile'
[string "Trans: Script/Use/Specif...at_Start_Link.nil"]:97: in function 'LetsGetReadyToRumble'
[string "Let's get ready to rumble!"]:1: in main chunk
22:03TEST
TEST And Text XVI
22:03POWERSHELL
POWERSHELL So....
22:02NALA
NALA I must rebuild NALA
22:02COCKROACH
COCKROACH And yeah we got ourself a real cockroach
22:02DEBUG
DEBUG I've put in some extra crap as I cannot debug this error
21:57TEST
TEST Take XV
21:57EXPERIMENT
EXPERIMENT Let's see what happens
21:57BUG
BUG This will be a nasty one, but I gotta try
21:53TEST
TEST Take XIV
21:53FIXED
FIXED Which fixes a crash in the process
21:53DONE
DONE DEATH redirection
21:50UPDATED
UPDATED Lic/versions
21:50UPDATED
UPDATED Readme.md
21:47TEST
TEST Take XII
21:47FIXED
FIXED Missing fields in FOE class
21:47TEST
TEST Take XII
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