| 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 |
| 19:37 | BUG |  Parse error |
| 19:37 | TEST |  Take II |
| 19:35 | STUPIDITY |  Okay, my previous tests were not valid, because I forgot the anyway generation.... I'm just stupid! |
| 19:30 | TEST |  Let's test if that works! |
| 19:30 | DONE |  Status changes displayed now when targeting |
| 16:57 | CONFIRMED |  No more status changes |
| 16:20 | TEST |  Take II |
| 16:20 | FIXED |  Let's go again! |
| 16:20 | BUG |  I should've known |
| 16:19 | TEST |  Take I |
| 15:11 | TEST |  So let's at least test that! |
| 15:10 | 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 |
| 14:43 | 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.... |
| 14:41 | SCRIPT |  I've set up some great meta scripts in order to do status changes.... |
| 0:35 | VISUALSTUDIO |  It appears to be working here.... Good! |
| 0:07 | VISUALSTUDIO |  Some work done here! |
| - = 1 Nov 2019 = - |
| 23:17 | STATUS |  CU L8ER! |
| 23:17 | BITBUCKET |  Updated |
| 23:17 | GITHUB |  Updated |
| 23:16 | BACKUP |  Running |
| 23:15 | NOTE |  (At last) |
| 23:15 | STATUS |  AND NOW IT WORKS! |
| 22:58 | TEST |  Take XXVII |
| 22:58 | FIXED |  So let's do it a bit slower so we can do it well... |
| 22:57 | STUPIDITY |  I went a littlebit too fast here |
| 22:56 | TEST |  Take XXVI |
| 22:55 | EXPERIMENT |  Oh, wait a minutes.... Let's try this! |
| 22:55 | COCKROACH |  Fix ignored.... as a matter of fact, this is even WORSE! |
| 22:52 | SOLVED |  Issue spot |
| 22:50 | DEBUG |  I'm gonna redo that to make sure this is really the case.... |
| 22:50 | BUG |  But I didn't see the points damage on screen |
| 22:49 | STATUS |  No more errors, but.... |
| 22:45 | TEST |  Take XXV |
| 22:44 | POWERSHELL |  And thus I'm running my compilation script |
| 22:44 | NALA |  I must recompile NALA for this |
| 22:44 | NIL |  Extra methods to the RPG Points class |
| 22:38 | TEST |  Take XXIV |
| 22:38 | FIXED |  Illegal function call |
| 22:34 | TEST |  Take XXIII |
| 22:30 | FIXED |  Yeah, does that count as a fix? |
| 22:30 | STUPIDITY |  Forgot to save, doh! |
| 22:28 | TEST |  Take XXII |
| 22:28 | FIXED |  For real now? |
| 22:28 | COCKROACH |  Fix ignored! |
| 22:26 | TEST |  Take XXI |
| 22:26 | STUPIDITY |  I don't wanna talk about that! |
| 22:26 | FIXED |  Code typo |
| 22:19 | TEST |  Take XX |
| 22:19 | FIXED |  Crash |
| 22:17 | TEST |  Take XIX |
| 22:17 | FIXED |  Rounding issue |
| 22:17 | STATUS |  It APPEARS fixed |
| 22:15 | TEST |  Take XVIII |
| 22:15 | EXPERIMENT |  But let's see what'll happen |
| 22:14 | HUH |  I gtt it less and less |
| 22:09 | TEST |  Take XVII will tell |
| 22:09 | FIXED |  Did I fix this? |
| 22:09 | HUH |  ??? |
| 22:06 | TEST |  Take XVI |
| 22:06 | FIXED |  Mistyping |
| 22:03 | TEST |  Take XV |
| 22:03 | FIXED |  Self |
| 22:00 | TEST |  Take XIV |
| 22:00 | FUCKYOU |  This MUST work! |
| 21:59 | COCKROACH |  I always hate it when these happen |
| 21:59 | FUCKYOU |  No good |
| 21:56 | STATUS |  and let's pray |
| 21:56 | TEST |  Take XIII |
| 21:56 | VOID |  I tried to void that |
| 21:56 | FUCKYOU |  Lua has begun to see things that aren't there |
| 21:53 | TEST |  Take XII |
| 21:53 | FIXED |  Whiner! |
| 21:51 | TEST |  Take XI |
| 21:51 | FIXED |  Illegal function call |
| 21:49 | TEST |  Take X |
| 21:49 | FIXED |  Illegal class usage |
| 21:47 | TEST |  Take IX |
| 21:47 | FIXED |  The evil has been found, and killed.... I think |
| 21:45 | TEST |  Take VIII |
| 21:45 | INVESTIGATION |  Let's see what will happen with this extra checkup line |
| 21:26 | BUG |  But now it appears to have found a "nil" value for Executor.... How come? |
| 21:26 | STATUS |  All parse stage errors accounted for |
| 21:24 | TEST |  Take VII |
| 21:24 | FIXED |  Wrong operator |
| 21:22 | TEST |  Tale VI |
| 21:21 | FIXED |  Ah, NOW I get it! |
| 21:21 | HUH |  Huh? |
| 21:18 | TEST |  Take V |
| 21:18 | FIXED |  Accuracy error |
| 21:18 | TEST |  Take IV |
| 21:17 | FIXED |  Many things |
| 21:10 | STUPIDITY |  Yeah, it would save me time if I did those stupid things right from the start, eh? |
| 21:10 | TEST |  Take III |
| 21:10 | FIXED |  Forgotten declaration |
| 21:08 | TEST |  Take II |
| 21:08 | FIXED |  Declaration typo |
| 21:05 | TEST |  Take I |
| 21:04 | TEST |  Time to put it all to the test! |
| 21:04 | DEBUG |  A debug line will tell me how much damage has been done, and how much a target het left |
| 19:46 | NOTE |  Which cannot yet be properly tested, though |
| 19:45 | DONE |  Which is now done |
| 19:45 | VISUALSTUDIO |  And there's still work to be done here too |
| 18:10 | NOTE |  And hopefully it will go without any crap this time |
| 18:10 | BACKUP |  Running |
| 18:09 | BITBUCKET |  And here too |
| 18:09 | GITHUB |  I did update this crap though |
| 18:09 | NOTE |  This has NOT yet been tested, so I ain't got a clue if this all works |
| 18:08 | SCRIPT |  Attack + Damage set up.... |
| 16:54 | SCRIPT |  Accuracy check |
| 16:48 | DATABASE |  Accuracy check support |
| 16:00 | NOTE |  I'll try to use the old code for this as much as possible... This makes sure the stat balancing is in order |
| 15:59 | STATUS |  Now that this works I can get onto the actual attacks and stuff... |
| 15:58 | STATUS |  All clear..... (for now) |
| 15:56 | TEST |  Take XV |
| 15:56 | FIXED |  Case error in Hurt |
| 15:55 | FIXED |  Okay, I guess that's back on the move.... :-/ |
| 15:51 | FAILURE |  It appears to be caused due to a conflict with my backup tool :-/ |
| 15:51 | FAILURE |  It appears the repository that is tied to this DevLog has gone a bit haywire |
| 15:49 | MYSTERY |  Or Is that my imagination |
| 15:48 | FAILURE |  Things really appear wrong here |
| 15:46 | TEST |  Take XIV |
| 15:46 | FIXED |  Acceptance issue |
| 15:44 | TEST |  Take XIII |
| 15:44 | FIXED |  And that should fix that stoooooooopid action |
| 15:44 | LINK |  Established |
| 15:43 | STUPIDITY |  Of course I forgot to make the Hurt messages visible |
| 15:41 | JUDGMENT |  still pretty fast but acceptable now |
| 15:37 | TEST |  Take XII |
| 15:37 | COSMETIC |  Slowed down the time gauge as this was really too fast |
| 15:35 | 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). |
| 15:34 | MYSTERY |  Works? |
| 15:34 | TEST |  Take IX |
| 15:29 | FIXED |  Flicker stance effect |
| 15:10 | TEST |  Take X |
| 15:10 | FIXED |  Illegal field |
| 15:08 | TEST |  Take IX |
| 15:08 | FIXED |  Typo in code |
| 15:06 | TEST |  Take VIII will have to answer this |
| 15:06 | EXPERIMENT |  I think I got this issue covered now, but I cannot be sure |
| 15:03 | DONE |  Mesa Back! |
| 14:33 | STATUS |  BRB! |
| 14:33 | TODO |  and purchase the bread I need |
| 14:33 | BACKUP |  I'll first make a backup |
| 14:32 | STATUS |  And it won't be easy to get that one under control |
| 14:32 | INVESTIGATION |  I think I know why this happens |
| 14:31 | BUG |  It keeps repeating itself and will never link through to the execution stage |
| 14:29 | TEST |  Take VII |
| 14:29 | FIXED |  Did I fix that? |
| 14:27 | COCKROACH |  Kutverdommeselul! |
| 14:25 | FIXED |  Take VI |
| 14:25 | FIXED |  ??? |
| 14:24 | BUG |  I take that as a "no"! |
| 14:23 | STATUS |  All parse stage errors appear to be accounted for, but does everything work now? |
| 14:22 | FIXED |  Take V |
| 14:21 | FIXED |  Unknown identifier |
| 14:20 | TEST |  Take IV |
| 14:19 | FIXED |  Acceptance issue? |
| 14:09 | TEST |  Take III |
| 14:09 | FIXED |  Misspelled groupname |
| 14:06 | TEST |  Take II |
| 14:06 | FIXED |  Unaccepted group due to order of reading |
| 14:03 | TEST |  Take I |
| 14:03 | 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 |
| 14:02 | PLAN |  Plus I must also buy myself some bread today |
| 14:02 | PLAN |  And I'll need to do some stuff on my VS project too, so this will be a bit of complex planning |
| 14:00 | 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 = - |
| 19:42 | BACKUP |  Done |
| 19:42 | 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. |
| 10:14 | 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 = - |
| 21:27 | NOTE |  It will soon be dumped in the graveyard to die! |
| 21:27 | GITHUB |  Void project in original form archived |
| 21:04 | GAMEJOLT |  And the trophies can be used to SHOW OFF ONCE MORE.... and we all think.... FINALLY!!!! |
| - = 29 Oct 2019 = - |
| 23:01 | STATUS |  All errors caused during parsing appear accounted for |
| 22:57 | TEST |  Take V |
| 22:57 | FIXED |  needed |
| 22:57 | TEST |  Take IV |
| 22:52 | FIXED |  Illegal class call |
| 22:50 | TEST |  Let's redo take III |
| 22:50 | STATUS |  Interrupted |
| 21:59 | TEST |  Take III |
| 21:59 | FIXED |  Code typo |
| 21:57 | TEST |  Take II |
| 21:57 | FIXED |  Declaration fault in xmath |
| 21:55 | TEST |  Take I |
| 21:55 | 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. |
| 21:54 | STATUS |  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. |
| 16:03 | SCRIPT |  Hurt class set up |
| 15:31 | UPDATED |  So I spent quite some time updating all that crap |
| 15:31 | STATUS |  Oh my! My nil libs repository REALLY was backlogged |
| 1:32 | BACKUP |  Running |
| 1:32 | CONFIG |  Backup tool config updated |
| - = 28 Oct 2019 = - |
| 23:40 | DONE |  a few teeeny weeny things |
| - = 27 Oct 2019 = - |
| 23:32 | 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.... |
| 23:27 | SKELETON |  Execution |
| 23:25 | UPDATED |  Lic |
| 23:23 | GENERATION |  And this required me to regenerate all Anyway collections |
| 23:23 | 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.... |
| 14:16 | STATUS |  And that is as far as time allows me today |
| 14:16 | C# | And I made a good start to that.... |
| 13:23 | VISUALSTUDIO |  Started the AltDir project... That was planned anyway, and days with little time, like today, are perfect for that |
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