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
16:50INVESTIGATION
INVESTIGATION What I see now is that the tag is correct, but that no data has been returned.... Once you've elimited all the impossible, whatever remains, however impropable, must be the truth... The tag's not incorrect, so the data initiator must be....
16:46TEST
TEST Take XV
16:46STUPIDITY
STUPIDITY Forgotten )
16:45TEST
TEST Take XIV
16:45DEBUG
DEBUG Let's add a better error thrower for more detailed information!
16:43COCKROACH
COCKROACH A "nil" value???
16:41TEST
TEST Take XIII
16:41FIXED
FIXED Illegal table readout
16:41BUG
BUG Although I'm close, I still don't have my cigar....
16:40STATUS
STATUS Progressing
16:39TEST
TEST Take XII
16:38FUCKYOU
FUCKYOU I hope it works THIS time!
16:38COCKROACH
COCKROACH It HAUNTS me!!!
16:36TEST
TEST Take XI
16:36FIXED
FIXED Fixed now????
16:33COCKROACH
COCKROACH Eric Fix ignored
16:31TEST
TEST Take X
16:31FIXED
FIXED Illegal API call
16:31TEST
TEST Extra take (IX) as I was distracted due to the real life business
16:27STATUS
STATUS At least all parse errors appear to be taken care of, however there is still some stuff to do
16:23DONE
DONE And some real life business came my way
14:31TEST
TEST Take VIII
14:31FIXED
FIXED Code typo in class definition
14:29TEST
TEST Take VII
14:29FIXED
FIXED A case error
14:29STATUS
STATUS I think that works
14:27TEST
TEST Take VI
14:27EXPERIMENT
EXPERIMENT Nope... Let's try it another way
14:23TEST
TEST Take V
14:23EXPERIMENT
EXPERIMENT Let's try this
14:19TEST
TEST Which brings us to take IV
14:19FIXED
FIXED And another
14:19FIXED
FIXED Fixes one bug
14:19DONE
DONE Another #accept
14:19DONE
DONE #accept
14:10TEST
TEST Take III
14:10STUPIDITY
STUPIDITY There wasn't want false case, but TWO.... GRRR!
14:09TEST
TEST Take II
14:09FIXED
FIXED Aziella Case error
14:02NOTE
NOTE I be surprised if this goes well in one go, but we'll hafta wait-n-see, I guess...
14:00TEST
TEST Take I
14:00UPDATED
UPDATED vUpdates
13:30DONE
DONE And some real life stuff.... You know how that goes....
13:30PHANTASAR
PHANTASAR First I wrote another chapter here (I'm terribly chaotic... Don't you know that by now)
11:41LINK
LINK All that should link this properly, but hey, you never know, right?
11:41SCRIPT
SCRIPT And cancelling also possible
11:41SCRIPT
SCRIPT Set script back to IDLE
11:40CONFIG
CONFIG Configuring time gauge
11:40CONFIG
CONFIG Configuring next hero move
11:05STATUS
STATUS I do hope to put my main focus today on linking the action class to the targeting routines, so the battle can continue once a new move has been fully entered.
11:04KITTY
KITTY I am currently trying to see what I can do about languages such as php where scripting code and HTML code are mixed in one file sometimes. I do have a few ideas though.... In HTML I have similar issues with JavaScript and CSS... The latter is not yet supported at all, and about CSS I'm also not sure how to properly highlight that.
11:02KITTY
KITTY FreezerNick threw me a pull request to allow Kitty to support Visual Basic.... Although I must note that I must sort out if VB is case insensitive or not, although Visual Studio mostly auto-correcting case issues, this may not be that big an issue
11:01STATUS
STATUS My apologies for being gone that long, but I hope you understand, my health ALWAYS comes first!
- = 10 Oct 2019 = -
23:31MEDICAL
MEDICAL Not only my mental condition was in my way, making me want to rest, but I also got another of my infamouse headeaches.... I suffer from the latter a lot lately.... :(
- = 9 Oct 2019 = -
21:37MEDICAL
MEDICAL I've some mental problems... I hope I can deal with those... if not I may be forced to suspend the project AGAIN (and I don't want that).
- = 8 Oct 2019 = -
21:04STATUS
STATUS Time is still not on my side, but at least I could prepare for the big upcoming operations
21:02BACKUP
BACKUP Done
21:02SCRIPT
SCRIPT A few preps for the action Stage
17:29PHANTASAR
PHANTASAR Another chapter
17:28NOTE
NOTE There's not much I can do, as there are still also some real-life duties, but hey, progress is being made, and that's what counts, right....
14:54STUDY
STUDY I've taken a look a stuff, but it's clear that I should use a different group for the Actions stage, in stead of using the class with a few statics... It's cleaner that way.
13:29LINK
LINK Which should link the Actions class into the rest of the combat engine
13:29GENERATION
GENERATION I've regenerated all anyway linkups
12:31NOTE
NOTE It seems that MKL_Update needlessly adds whitelines to the end of the code... Not supposed to happen, and I wonder why this happens.... So that's a job for Sherlock Holmes....
12:27SCRIPT
SCRIPT Set up the actual class for the actions to get a few things on the roll....
12:11UPDATED
UPDATED Loads of stuff
12:06NIL
NIL Created empty script which will deal with actions. This is very important, as no combat action will be possible without the stuff I'm gonna put in here!
- = 4 Oct 2019 = -
21:10KITTY
KITTY JavaScript has been tested... JSON has not
21:09KITTY
KITTY JavaScript and JSON
20:44KITTY
KITTY SASKIA
20:44KITTY
KITTY Merya Blitz Basic
19:54KITTY
KITTY Added support for more stuff here....
19:53SITE
SITE Added tag KITTY
- = 3 Oct 2019 = -
23:39REMOVED
REMOVED I've destroyed a test directory I created for JCR6 extraction in NJCR
23:38BACKUP
BACKUP Running
23:36STATUS
STATUS Kitty now has (limited) support to highlight NIL, Lua, GINI and C#... adding programming language support which use a basic programming approach like C, C++, Java, Go, Pascal, etc. should be easy now.
23:35C#
Kitty exists as a tool and as a class bundle, and that allowed me to attach kitty to NJCR, and boom, I now got myself a nice NIL syntax highlighter for console usage, and it can help a bit in debugging this game, so I guess it was pretty win-win.
23:34C#
And I've written a simple console Syntax Higlighter named "Kitty"... This as a pun to "cat", and maybe also named after my own cat who also bears that name ;)
23:33C#
I've worked out NJCR some more
19:08STATUS
STATUS For the short term I'll do some work for NJCR first... It was a bit backlogged and I want to get that project done too... Actually before this game is over, as I may even need it for this game... :-/
17:38WALKTHROUGH
WALKTHROUGH At least I can say I finished my Septerra Core Walkthrough.
17:37NOTE
NOTE Note something I plan on soon, but hey, the tag needed to be there anyway
17:37SITE
SITE Added tag WALKTHROUGH
17:37STATUS
STATUS I will soon resume this project
- = 24 Sep 2019 = -
18:19STATUS
STATUS I need to take a break from this project, but I'll be back soon!
- = 22 Sep 2019 = -
21:18NOTE
NOTE Unexpected stuff.... I guess I was a bit messed up with my calendar
12:44PHANTASAR
PHANTASAR Another chapter
- = 21 Sep 2019 = -
17:20ART
ART

Nice to show but not used in this game :P

16:20CONFIRMED
CONFIRMED Yup! It works.... So far!
16:18NOTE
NOTE (For this particular thing that is).
16:17TEST
TEST Take VIII Should be the final test, then....
16:17FIXED
FIXED Wrong color of the question mark
16:15FIXED
FIXED Gauge would recolor based on selected characters, which should (of course) never happen at all.
16:14BUG
BUG A few cosmetic bugs are to be taken care of!
16:12TEST
TEST Take VII
16:12NOTE
NOTE Yup, that bug was the one I couldn't find due to this shortening issue in Lua
16:11FIXED
FIXED Misformed definition
16:10RESULT
RESULT Yup, now things are more clear about WHERE to look
16:07TEST
TEST Take VI
15:47FIXED
FIXED Parse error in NIL itself.... good :(
15:45TEST
TEST Take V
15:45POWERSHELL
POWERSHELL Running my compile script
15:45NALA
NALA Must be rebuilt
15:45NIL
NIL Dernor NIL will make a different way of shortening and hopefully that helps me a bit
15:45UNDESIREABLE
UNDESIREABLE Due to the way Lua autoshortens long chunk names, I cannot properly debug so let's do it my way
15:29TEST
TEST Take IV
15:29FIXED
FIXED Syntax error
15:27TEST
TEST Take III
15:27FIXED
FIXED SUCKER!
15:21TEST
TEST Take II
15:21FIXED
FIXED Class object forgotten
15:19TEST
TEST Take I
15:19DONE
DONE Health bar for selected target and invisible in casual mode if the boss was never fought before.
15:19DONE
DONE Blockout in hardest mode for enemies other than tag letter and enemy name
15:13NOTE
NOTE Please note this is all under the hood configuration, the game does NOT yet respond to this!
15:12SCRIPT
SCRIPT For the enemies, HP bars will show in the easy mode, be shown in the casual mode only if the player has defeated this kind of enemy before, and never in the hard mode.
15:12SCRIPT
SCRIPT For heroes always true, which is only logical, I think
15:11SCRIPT
SCRIPT Property ShowHP for fighters in combat
14:39NOTE
NOTE And all the information you'd get if you'd be playing the hard mode is also shown
14:37NOTE
NOTE I cannot work out how well multi-target attacks work, yet, as there are no such attacks right now...
14:36STATUS
STATUS IT WORKS!
14:34TEST
TEST Take XIV
14:34FIXED
FIXED Anyway, it's ben fixed!
14:34BUG
BUG Aha, the chartag didn't get into the hero compiled record, while it should have been.... Why?
14:32BUG
BUG But targetting a character => DEATH!
14:32STATUS
STATUS Targetting enemies works so far (only shows name and letter as I still most code out the rest)
14:30TEST
TEST Take XIII
14:30LAZY
LAZY Only having to make more fixes, and I don't like that
14:30VOID
VOID Rebecca Voids a true bug, that I could fix
14:30LAZY
LAZY Solved that issue
14:29BUG
BUG Closing in, but not quite there....
14:27TEST
TEST Take XII
14:27FIXED
FIXED Should be fixed now
14:25STUPIDITY
STUPIDITY Really! Trust me!
14:25SOLVED
SOLVED AHA! I am an idiot!
14:24COCKROACH
COCKROACH Ignored?
14:24TEST
TEST Take XI
14:21VOID
VOID For now I'll just set attack to 1F
14:20BUG
BUG I need to properly take care of "auto"
14:18TEST
TEST Take X
14:18FIXED
FIXED Another
14:15TEST
TEST IX
14:15FIXED
FIXED Another bug bites the dust
14:12TEST
TEST Take VIII
14:12FIXED
FIXED Should be fixed now!
14:10TEST
TEST Take VII
14:10BUG
BUG the last take didn't work, but due to other things taking priority I have to make another take to see what is happening
14:09STATUS
STATUS Distractions distractions.... Oh my!
10:15TEST
TEST Take VI
10:15FIXED
FIXED self
10:12TEST
TEST Take V
10:12FIXED
FIXED I guess the heroes must accept the same things as the foes do
10:10TEST
TEST Scyndi Take IV
10:10FIXED
FIXED Lack of "self"
10:08TEST
TEST Take III
10:08FIXED
FIXED #accept was required
10:06TEST
TEST Take II
10:06FIXED
FIXED DarkText inclusion
10:04TEST
TEST Take I
10:04STATUS
STATUS Only one way to find out!
10:03STATUS
STATUS No idea if this will work and I frankly expect DOZENS of nasty cockroaches
10:03DONE
DONE This in combination with their name
10:02DONE
DONE For enemies the enemy letter of a selected target will appear, for a playable character their icon as also used on the time gauge
10:01TECHNO
TECHNO I should note that for multi-targets I've just set up a basic table... Sometimes you mustn't make things more complex than needed
10:00DONE
DONE I've set up the detection if a target is selected or not
9:12NOTE
NOTE (Or at least I hope so)
9:12STUDY
STUDY Now I need to do things a bit differently than normal, but hey, it'll work out,trust me ;)
- = 20 Sep 2019 = -
22:32OFFTOPIC
OFFTOPIC And now I wonder who knows what "Opgeruimd staat netjes" means :P
22:32BITBUCKET
BITBUCKET updated
22:32GITHUB
GITHUB Updated
22:32REMOVED
REMOVED Tons of needless whitelines
22:32FIXED
FIXED An issue in my MKL_Updater
21:51ITCH.IO
ITCH.IO Updated
21:51BITBUCKET
BITBUCKET updated
21:51GITHUB
GITHUB Updated
21:50STATUS
STATUS Oh, lately I've been a bit absorbed by the game Septerra Core.... However as I'm about to start the final dungeon, I guess that will soon no longer be a valid excuse
21:49STATUS
STATUS Well this was the EASY part.... The hard part has yet to come....
21:48STATUS
STATUS Brendor All errors so far accounted for
21:46TEST
TEST Take III
21:46FIXED
FIXED Illegal class access
21:44TEST
TEST Take II
21:44FIXED
FIXED Case Error
21:42TEST
TEST Take I
21:40STATUS
STATUS The moment suprème!
21:40LINK
LINK Action code activated
21:39SKELETON
SKELETON Skeleton code, remember. ;)
21:39NOTE
NOTE This is under the hood as these links are for now ignored, plus the target selector stage is empty at this moment....
21:38LINK
LINK I've linked the target selector to the attack menu item
21:35CONFIRMED
CONFIRMED At least that doesn't seem to happen.... Good!
21:33TEST
TEST Let's go! Take I
21:32NOTE
NOTE All I can test now is whether or not any parse errors pop up
21:32NOTE
NOTE Made sure ANYWAY is loaded before the link takes place
21:31LINK
LINK Item loader linked to it!
21:31DONE
DONE Skeleton code set up for target selector (which does not yet work)
15:49DONE
DONE Irravonia's twig has been adapted for this!
15:40NOTE
NOTE This may appear obvious, but it's not quite.... You gotta keep in mind that Irravonia will (once she's an adult) carry wands which can hold special spells for attacks, and the ultimate weapons will also have some different effects.
15:39DATABASE
DATABASE Added a field which deterimes which kind of attack is done by a weapon when "attack" is chosen from the combat menu
- = 19 Sep 2019 = -
21:51PHANTASAR
PHANTASAR And that story also goes on!
19:43UPDATED
UPDATED vUpdate
19:43STATUS
STATUS All cool!
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