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
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
21:45FIXED
FIXED Illegal function name
21:43TEST
TEST Take XI
21:43FIXED
FIXED And Fixed it!
21:43SOLVED
SOLVED Dernor Found it
21:40HUH
HUH WTF... Missing 'end'?
21:36TEST
TEST Take X
21:36FIXED
FIXED Learn how to spell, dummy!
21:33TEST
TEST Take IX
21:33FIXED
FIXED Lack of self
21:31TEST
TEST Take VII
21:31FIXED
FIXED The hard way then?
21:31COCKROACH
COCKROACH GRRR!
21:28TEST
TEST Take VI
21:28EXPERIMENT
EXPERIMENT Let's see if this works...
21:26TEST
TEST Take VI
21:26FIXED
FIXED Forwarding issues
21:23TEST
TEST Take V
21:23FIXED
FIXED Correct table definition
21:22STATUS
STATUS At least I could load a savegame already
21:21TEST
TEST Take IV
21:21FIXED
FIXED Wrong variable in header code
21:21STATUS
STATUS All errors in NALA itself appear to be accounted for... (I hope)
21:16TEST
TEST Take III
21:16POWERSHELL
POWERSHELL Right!
21:15POWERSHELL
POWERSHELL Right?
21:15NALA
NALA You know the deal...
21:15FIXED
FIXED Declaration errors in the glue script
21:13TEST
TEST Take II
21:13POWERSHELL
POWERSHELL Rebecca Rebuilding the game itself with my building script and tools
21:12POWERSHELL
POWERSHELL Running my compilation script
21:12NALA
NALA Of course I need to recompile NALA for this
21:12FIXED
FIXED Good start.... I already had to fix a bug in the NALA link up scripts.... Cool!
21:10TEST
TEST Take I
21:10TEST
TEST Well.... Wish me luck!
21:06REMOVED
REMOVED No longer needed debug line
21:04NOTE
NOTE HEY! That's important too.... Without a break I'd eventually snap and then stuff will never come to be!
21:04DONE
DONE I've taken a break
19:24NOTE
NOTE NOTHING of this has been tested yet.... And that test will start soon.... It won't be an easy go, though, I suspect.... This is complex stuff so tons of bugs are to be expected... :(
19:17DONE
DONE Money drop
18:58UPDATED
UPDATED Big vUpdate
18:12STATUS
STATUS And this will allow me to add the item and money drops when enemies die
18:11FOE
FOE And I've adepted the goblin and the blue slime so they can drop stuff
18:10DATABASE
DATABASE Foe editor now allows to set up item drops
16:56DONE
16:41ANALYSIS
ANALYSIS Quick analysis shows me that, the drops have not yet been put in.... Doh!
16:39NOTE
NOTE I see that I'll have to do some more adeptions to my Foe Editor before I can go on, as I don't see any item drops in the NIL output
16:25DONE
DONE Experience base calcuator
16:25LINK
LINK Quick linkup to character position based on their tags
16:10DONE
DONE Taken care of "real life" stuff
13:08UPDATED
UPDATED Github
13:06GITHUB
GITHUB Checklist #70
12:53ENHANCEMENT
ENHANCEMENT Support alternate experience earnings due to status changes
12:43TODO
12:36CONFIG
CONFIG Scyndi Set up the EXP rating system... Not everybody gets the same amount of EXP, a few random factors and a few fixed factors are taken to mind.
12:36DONE
DONE Some Enemy death stuff, like fading away
11:19NOTE
NOTE I cannot yet test this all, as there's still a lot of code to be written here....
11:16STATUS
STATUS No errors were reported in the process! I guess I did get a lot of warnings, hahaha!
11:15POWERSHELL
POWERSHELL And thus I'll run my compilation script!
11:15NALA
NALA NALA must be recompiled though
11:15LINK
LINK Such linking call stuff together
11:14NIL
NIL And Written the link code for NIL
11:13C#
I've Expanded the API with quick scale set ups (which I'll need to make the enemies die properly)
- = 5 Nov 2019 = -
19:07VISUALSTUDIO
VISUALSTUDIO A bit of work!
17:33DONE
DONE Tons of "real life" stuff was in my way today
- = 3 Nov 2019 = -
22:37VISUALSTUDIO
VISUALSTUDIO Yeah I did some work, even tough I had little time today
1:11FONT
FONT DOS Font operative, but won't be used in this game, still it's good to have ;)
1:10ENHANCEMENT
ENHANCEMENT Pixel replacer
0:02ENHANCEMENT
ENHANCEMENT I've enhanced TQMG with an animated picture loader the way BlitzMax and BlitzBasic feature it.... I simply need it for my by-project, but I guess I can also make NALA compatible with it... Not planned for the short term, though
- = 2 Nov 2019 = -
20:10CONFIRMED
CONFIRMED It works now!
20:08FIXED
FIXED Perhaps it works now.... Let's see....
20:07SOLVED
SOLVED Wait a minute, I think I see it!
20:07INVESTIGATION
INVESTIGATION All the code I got renders what happens impossible, and yet it happens.... I think some extra lines of code are in order to find out what is really going on here....
20:04INVESTIGATION
INVESTIGATION And now to see why that bug pops up, as that is a pretty nasty one
20:04JUDGMENT
JUDGMENT Better!
20:02TEST
TEST take X
20:02COSMETIC
COSMETIC Is this better?
20:02JUDGMENT
JUDGMENT Too much
20:01TEST
TEST Test IX to make sure that part is well now, as the former is harder to do!
20:01FIXED
FIXED Brendor The latter was cosmetic and therefore easy to fix
20:00BUG
BUG And the coordinates of the status are bogus!
20:00BUG
BUG Dernor Status "Death" lights up regardless of the fact if that is accurate
19:58REMOVED
REMOVED Unneeded #accept clauses
19:58TEST
TEST Take VIII
19:58FIXED
FIXED Forgotten fot reference!
19:58STUPIDITY
STUPIDITY Idiot!
19:55TEST
TEST Take VII
19:55FIXED
FIXED Global issue
19:52TEST
TEST Take VI
19:52VOID
VOID Voided that
19:51FUCKYOU
FUCKYOU Dupe identifier, eh?
19:47TEST
TEST Take V
19:47FIXED
FIXED ....
19:47STUPIDITY
STUPIDITY I should do that in my entire source
19:43TEST
TEST Take IV
19:43FIXED
FIXED Right!
19:41STUPIDITY
STUPIDITY NIL != C# and Lua != C# either
19:38TEST
TEST Take III
19:38FIXED
FIXED Just forgotten commas
19:37BUG
BUG Parse error
19:37TEST
TEST Take II
19:35STUPIDITY
STUPIDITY Okay, my previous tests were not valid, because I forgot the anyway generation.... I'm just stupid!
19:30TEST
TEST Let's test if that works!
19:30DONE
DONE Aziella Status changes displayed now when targeting
16:57CONFIRMED
CONFIRMED Irravonia No more status changes
16:20TEST
TEST Take II
16:20FIXED
FIXED Let's go again!
16:20BUG
BUG I should've known
16:19TEST
TEST Take I
15:11TEST
TEST So let's at least test that!
15:10NOTE
NOTE None of this has been properly tested yet, though.... and all I can test for frankly now is making sure no errors pop up in compliation time
14:43TECHNO
TECHNO The full setup for status changes will come later, however this was needed to make sure death can be taken care of accordingly, which is technically also a status change.... Thanks to metatables I can death turn up automatically whenever HP gets to 0 and also automatically remove it when death HP go higher... This will get things a bit more on the move and prevent bugs.... At least, that's what I was hoping for....
14:41SCRIPT
SCRIPT I've set up some great meta scripts in order to do status changes....
0:35VISUALSTUDIO
VISUALSTUDIO It appears to be working here.... Good!
0:07VISUALSTUDIO
VISUALSTUDIO Some work done here!
- = 1 Nov 2019 = -
23:17STATUS
STATUS CU L8ER!
23:17BITBUCKET
BITBUCKET Updated
23:17GITHUB
GITHUB Updated
23:16BACKUP
BACKUP Running
23:15NOTE
NOTE (At last)
23:15STATUS
STATUS AND NOW IT WORKS!
22:58TEST
TEST Take XXVII
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