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
19:37BUG
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
22:58FIXED
FIXED So let's do it a bit slower so we can do it well...
22:57STUPIDITY
STUPIDITY I went a littlebit too fast here
22:56TEST
TEST Take XXVI
22:55EXPERIMENT
EXPERIMENT Oh, wait a minutes.... Let's try this!
22:55COCKROACH
COCKROACH Fix ignored.... as a matter of fact, this is even WORSE!
22:52SOLVED
SOLVED Issue spot
22:50DEBUG
DEBUG I'm gonna redo that to make sure this is really the case....
22:50BUG
BUG Eric But I didn't see the points damage on screen
22:49STATUS
STATUS No more errors, but....
22:45TEST
TEST Take XXV
22:44POWERSHELL
POWERSHELL And thus I'm running my compilation script
22:44NALA
NALA I must recompile NALA for this
22:44NIL
NIL Extra methods to the RPG Points class
22:38TEST
TEST Take XXIV
22:38FIXED
FIXED Illegal function call
22:34TEST
TEST Take XXIII
22:30FIXED
FIXED Yeah, does that count as a fix?
22:30STUPIDITY
STUPIDITY Forgot to save, doh!
22:28TEST
TEST Take XXII
22:28FIXED
FIXED For real now?
22:28COCKROACH
COCKROACH Fix ignored!
22:26TEST
TEST Take XXI
22:26STUPIDITY
STUPIDITY I don't wanna talk about that!
22:26FIXED
FIXED Code typo
22:19TEST
TEST Take XX
22:19FIXED
FIXED Crash
22:17TEST
TEST Take XIX
22:17FIXED
FIXED Rounding issue
22:17STATUS
STATUS It APPEARS fixed
22:15TEST
TEST Take XVIII
22:15EXPERIMENT
EXPERIMENT But let's see what'll happen
22:14HUH
HUH I gtt it less and less
22:09TEST
TEST Take XVII will tell
22:09FIXED
FIXED Did I fix this?
22:09HUH
HUH ???
22:06TEST
TEST Aziella Take XVI
22:06FIXED
FIXED Mistyping
22:03TEST
TEST Take XV
22:03FIXED
FIXED Self
22:00TEST
TEST Take XIV
22:00FUCKYOU
FUCKYOU This MUST work!
21:59COCKROACH
COCKROACH I always hate it when these happen
21:59FUCKYOU
FUCKYOU Rebecca No good
21:56STATUS
STATUS and let's pray
21:56TEST
TEST Take XIII
21:56VOID
VOID I tried to void that
21:56FUCKYOU
FUCKYOU Lua has begun to see things that aren't there
21:53TEST
TEST Take XII
21:53FIXED
FIXED Whiner!
21:51TEST
TEST Take XI
21:51FIXED
FIXED Illegal function call
21:49TEST
TEST Take X
21:49FIXED
FIXED Illegal class usage
21:47TEST
TEST Take IX
21:47FIXED
FIXED The evil has been found, and killed.... I think
21:45TEST
TEST Take VIII
21:45INVESTIGATION
INVESTIGATION Let's see what will happen with this extra checkup line
21:26BUG
BUG But now it appears to have found a "nil" value for Executor.... How come?
21:26STATUS
STATUS All parse stage errors accounted for
21:24TEST
TEST Take VII
21:24FIXED
FIXED Wrong operator
21:22TEST
TEST Merya Tale VI
21:21FIXED
FIXED Ah, NOW I get it!
21:21HUH
HUH Huh?
21:18TEST
TEST Take V
21:18FIXED
FIXED Accuracy error
21:18TEST
TEST Take IV
21:17FIXED
FIXED Many things
21:10STUPIDITY
STUPIDITY Yeah, it would save me time if I did those stupid things right from the start, eh?
21:10TEST
TEST Take III
21:10FIXED
FIXED Forgotten declaration
21:08TEST
TEST Take II
21:08FIXED
FIXED Declaration typo
21:05TEST
TEST Take I
21:04TEST
TEST Time to put it all to the test!
21:04DEBUG
DEBUG A debug line will tell me how much damage has been done, and how much a target het left
19:46NOTE
NOTE Which cannot yet be properly tested, though
19:45DONE
DONE Which is now done
19:45VISUALSTUDIO
VISUALSTUDIO And there's still work to be done here too
18:10NOTE
NOTE And hopefully it will go without any crap this time
18:10BACKUP
BACKUP Running
18:09BITBUCKET
BITBUCKET And here too
18:09GITHUB
GITHUB I did update this crap though
18:09NOTE
NOTE This has NOT yet been tested, so I ain't got a clue if this all works
18:08SCRIPT
SCRIPT Attack + Damage set up....
16:54SCRIPT
SCRIPT Accuracy check
16:48DATABASE
DATABASE Accuracy check support
16:00NOTE
NOTE Dernor I'll try to use the old code for this as much as possible... This makes sure the stat balancing is in order
15:59STATUS
STATUS Now that this works I can get onto the actual attacks and stuff...
15:58STATUS
STATUS All clear..... (for now)
15:56TEST
TEST Take XV
15:56FIXED
FIXED Case error in Hurt
15:55FIXED
FIXED Okay, I guess that's back on the move.... :-/
15:51FAILURE
FAILURE It appears to be caused due to a conflict with my backup tool :-/
15:51FAILURE
FAILURE It appears the repository that is tied to this DevLog has gone a bit haywire
15:49MYSTERY
MYSTERY Or Is that my imagination
15:48FAILURE
FAILURE Things really appear wrong here
15:46TEST
TEST Take XIV
15:46FIXED
FIXED Acceptance issue
15:44TEST
TEST Take XIII
15:44FIXED
FIXED And that should fix that stoooooooopid action
15:44LINK
LINK Established
15:43STUPIDITY
STUPIDITY Of course I forgot to make the Hurt messages visible
15:41JUDGMENT
JUDGMENT still pretty fast but acceptable now
15:37TEST
TEST Take XII
15:37COSMETIC
COSMETIC Slowed down the time gauge as this was really too fast
15:35FAILURE
FAILURE The last test was take XI and not IX, but sometimes when my computer lags (like now, due to the backup running in the background) things like key reversal sometimes happens (that or I made a mistake, but the former appears more likely, given the situation).
15:34MYSTERY
MYSTERY Works?
15:34TEST
TEST Take IX
15:29FIXED
FIXED Flicker stance effect
15:10TEST
TEST Take X
15:10FIXED
FIXED Illegal field
15:08TEST
TEST Rebecca Take IX
15:08FIXED
FIXED Typo in code
15:06TEST
TEST Take VIII will have to answer this
15:06EXPERIMENT
EXPERIMENT I think I got this issue covered now, but I cannot be sure
15:03DONE
DONE Mesa Back!
14:33STATUS
STATUS BRB!
14:33TODO
TODO and purchase the bread I need
14:33BACKUP
BACKUP I'll first make a backup
14:32STATUS
STATUS And it won't be easy to get that one under control
14:32INVESTIGATION
INVESTIGATION I think I know why this happens
14:31BUG
BUG It keeps repeating itself and will never link through to the execution stage
14:29TEST
TEST Take VII
14:29FIXED
FIXED Did I fix that?
14:27COCKROACH
COCKROACH Kutverdommeselul!
14:25FIXED
FIXED Take VI
14:25FIXED
FIXED ???
14:24BUG
BUG I take that as a "no"!
14:23STATUS
STATUS All parse stage errors appear to be accounted for, but does everything work now?
14:22FIXED
FIXED Take V
14:21FIXED
FIXED Unknown identifier
14:20TEST
TEST Take IV
14:19FIXED
FIXED Acceptance issue?
14:09TEST
TEST Take III
14:09FIXED
FIXED Misspelled groupname
14:06TEST
TEST Take II
14:06FIXED
FIXED Scyndi Unaccepted group due to order of reading
14:03TEST
TEST Take I
14:03LINK
LINK But for starters I've been linking the (not yet complete) execution group into the flow, and set it to resume the combat afterward... I will need to test if this works the way it was intended
14:02PLAN
PLAN Plus I must also buy myself some bread today
14:02PLAN
PLAN And I'll need to do some stuff on my VS project too, so this will be a bit of complex planning
14:00PLAN
PLAN The plan today, however is to go for the execution of the attack at last, however this ain't gonna be easy, or at least it will be time consuming
- = 31 Oct 2019 = -
19:42BACKUP
BACKUP Done
19:42VISUALSTUDIO
VISUALSTUDIO I've been doing some work here, which was planned anyway.... This work may help me on this project also, so it is therefore still vital.
10:14FAILURE
FAILURE It came to my attention that in Windows 10 (at least on my computer) The Fairy Tale REVAMPED runs terribly slow... Nothing I can do about that right now, as my BlitzMax compiler is broken, and the game will require a complete redo in order to get on the move again.....
- = 30 Oct 2019 = -
21:27NOTE
NOTE It will soon be dumped in the graveyard to die!
21:27GITHUB
GITHUB Void project in original form archived
21:04GAMEJOLT
GAMEJOLT And the trophies can be used to SHOW OFF ONCE MORE.... and we all think.... FINALLY!!!!
- = 29 Oct 2019 = -
23:01STATUS
STATUS All errors caused during parsing appear accounted for
22:57TEST
TEST Take V
22:57FIXED
FIXED needed
22:57TEST
TEST Take IV
22:52FIXED
FIXED Illegal class call
22:50TEST
TEST Let's redo take III
22:50STATUS
STATUS Interrupted
21:59TEST
TEST Take III
21:59FIXED
FIXED Code typo
21:57TEST
TEST Take II
21:57FIXED
FIXED Declaration fault in xmath
21:55TEST
TEST Take I
21:55GENERATION
GENERATION Although it should already have been done, I'll generate the anyway scripts again, to make sure that the class is at least being read.
21:54STATUS
STATUS Brendor Okay, time to test this, but all I can test is the absence of parse errors, as this class cannot yet be tested for full workings yet.... Since the execution routine is not fully ready I cannot yet link this stuff, but I needed it to be ready in order to properly write that routine.
16:03SCRIPT
SCRIPT Hurt class set up
15:31UPDATED
UPDATED So I spent quite some time updating all that crap
15:31STATUS
STATUS Oh my! My nil libs repository REALLY was backlogged
1:32BACKUP
BACKUP Running
1:32CONFIG
CONFIG Backup tool config updated
- = 28 Oct 2019 = -
23:40DONE
DONE a few teeeny weeny things
- = 27 Oct 2019 = -
23:32LINK
LINK The linkup function has been written to make the script able to link all chosen targets to the actual effect calcuator.... This routine is vital as this is decisive in making sure that 1-target move and multi-target moves can run by means of the same script, and makes sure that all targets that should be hit are equally hit.... Sounds more complicated than it is....
23:27SKELETON
SKELETON Execution
23:25UPDATED
UPDATED Lic
23:23GENERATION
GENERATION And this required me to regenerate all Anyway collections
23:23NIL
NIL I've created an empty NIL script which should help me on the execution of moves... Which is to say the actual calculations of damage, healing, buffs, debuffs, status changes, well everything....
14:16STATUS
STATUS And that is as far as time allows me today
14:16C#
And I made a good start to that....
13:23VISUALSTUDIO
VISUALSTUDIO Started the AltDir project... That was planned anyway, and days with little time, like today, are perfect for that
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