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
17:20VOID
VOID And now let's void this bug, by making Tile call to ITile..... I REFUSE to call that a fix, but at least stuff should work this way
17:20SOLVED
SOLVED The boxes use "ITile" in stead of tile, that explains why it can work there, since they use a different function
17:09EXPERIMENT
EXPERIMENT Let's see what happens THIS way
17:04INVESTIGATION
INVESTIGATION However a checkup of the code, also renders THAT into the impossible... Meaning the truth doesn't exist.... Now that's odd....
17:02INVESTIGATION
INVESTIGATION
  1. RelPos.Y is not bugged
  2. This shows by the floor being as big in height as it should be
  3. And also because the trees were properly placed in the center
  4. And my debug line also confirmed this
  5. Once you've eliminated all the impossible, whatever remains, however impropable must be the truth, and that truth can only be that the Tile function is bugged
16:57DEBUG
DEBUG A debug line must explain the floor position
16:56FIXED
FIXED Width issue
16:53BUG
BUG Irravonia Let's make up the balance:

  1. Sky and floor are swapped
  2. Width floor is not correct
  3. Trees are so close that it doesn't work out the way it was intended.
  4. The horizon is too low, although this could be the effect of the floor misplacement
  5. In short only the sky color is correct
  6. I don't see any clouds, but I think it's the floor bug doing this
16:48TEST
TEST Another test is in order
16:48FIXED
FIXED Another case error
16:46TEST
TEST Let's see....
16:46FIXED
FIXED Case error
16:08BUG
BUG RIIIIIIIIIIIIIGHT!

16:06VOID
VOID Did I void it?
15:45BUG
BUG Now the arena itself is bugged, but that was not part of the tests I just did
15:45STATUS
STATUS That link works
15:44TEST
TEST Take II is still required I guess
15:43FIXED
FIXED A typo I keep making for some odd reason
15:42TEST
TEST Take I (And only take, I hope)
15:42LINK
LINK Link code for showing the background arena
15:23CONFIRMED
CONFIRMED NOW it works
15:22TEST
TEST Take III
15:22FIXED
FIXED Code Typo
15:20TEST
TEST Wendicka Lovejoy Another test
15:20FIXED
FIXED That wasn't done the right way
15:19TEST
TEST And let's test the mouse pointer
15:18DONE
DONE Eaten my lunch
14:55DONE
DONE Mouse pointer added and will get to sleep if the stage asks for that!
14:48NOTE
NOTE But that was acutally the easiest part to take care of
14:48CONFIRMED
CONFIRMED Works
14:47DONE
DONE Party status bar shown at the bottom of the screen during combat
14:05OFFTOPIC
OFFTOPIC A moment of silence for those who died 18 years ago in this horrible, cowardly attack

14:02CONFIRMED
CONFIRMED Eric This does indeed create the basis combat settings
14:01TEST
TEST Let's see if it's picked up!
14:01DONE
DONE More code in this direction
- = 10 Sep 2019 = -
21:45DONE
DONE Okay, okay, I made a skeleton for the Combat IDLE stage... Happy now?
20:38STATUS
STATUS I went to a the theme park today.... Allow me some time off, will ya?
- = 9 Sep 2019 = -
23:59STATUS
STATUS So all is fine for now and I'm gonna call it a day!
23:59STATUS
STATUS It says no stage set, which *is* actually what I wanted to see for now, as in order to get the IDLE on the move I need another coding session (I forgot about that)
23:58TEST
TEST Take XXIX
23:57STATUS
STATUS Delegate created to void another crash (which was needed from the beginning so pretty stupid actually).
23:56STATUS
STATUS Combat music starts already, which is a good sign!
23:56STATUS
STATUS Almost there....
23:55TEST
TEST Take XXVIII
23:55NOTE
NOTE Is both :P
23:55VOID
VOID .
23:55LAZY
LAZY .
23:51TEST
TEST Take XXVII
23:51FIXED
FIXED Roundingissue
23:48TEST
TEST Take XXVI
23:48FIXED
FIXED A true error.... Bad sprintf definition
23:47TEST
TEST Take XXV
23:47VOID
VOID Voided it
23:40HUH
HUH Impossible error
23:34TEST
TEST Take XXIV
23:34FIXED
FIXED A REAL parse error!
23:28TEST
TEST Aziella Take XXIII
23:28VOID
VOID more
23:27TEST
TEST Take XXII
23:27VOID
VOID And another one
23:10BUG
23:07TEST
TEST Take XXI
23:07VOID
VOID More?
23:06TEST
TEST Take XX
23:06VOID
VOID And another
23:04TEST
TEST Take XIX
23:04VOID
VOID NIL bug
22:59TEST
TEST Test Take XVIII
22:59FIXED
FIXED Invalid variable declaration (at least in accordance of the current variable declaration rules)
22:57TEST
TEST Take XVII
22:57FIXED
FIXED Missing
22:55TEST
TEST Take XVI
22:55FIXED
FIXED Misformed table
22:54TEST
TEST Take XV
22:54FIXED
FIXED Missing "self"
22:39TEST
TEST Take XIV
22:39VOID
VOID Invalid delegate my ass
22:33TEST
TEST Take XIII
22:33HUH
HUH ?
22:28TEST
TEST Take XII
22:28FIXED
FIXED Missing "end"
22:25TEST
TEST Merya Take XI
22:25FIXED
FIXED More link issues fixed
22:19TEST
TEST Take X
22:10FIXED
FIXED And now I could easily fix this all
22:09NIL
NIL Expanded error data on link error
21:44BUG
BUG
21:41TEST
TEST Take IX
21:41FIXED
FIXED Use definition
21:39TEST
TEST Take VIII
21:39FIXED
FIXED Missing self
21:35TEST
TEST Take VII
21:35FIXED
FIXED Misformed formatted string
21:32TEST
TEST And Take VI
21:32VOID
VOID A little void code
21:31INVESTIGATION
INVESTIGATION Something's definitely wrong with the static local translation
21:28INVESTIGATION
INVESTIGATION The outcome of the debugger shows me data, that should NOT be possible
21:05TEST
TEST Take V wil thus have to provide me some answers
21:04NALA
NALA Added some extra data in the error thrower allowing me to properly debug this crap
21:04COCKROACH
COCKROACH Okay, it was NOT fixed
21:02TEST
TEST Take IV
21:02FIXED
FIXED Color error
21:00TEST
TEST Take III
20:59FIXED
FIXED Should fix another crash
20:59LINK
LINK Another liblink
20:59CONFIRMED
CONFIRMED "Anyway" as indeed the issue
20:57TEST
TEST Dernor Take II
20:57HUH
HUH Did I forget Anyway?
20:53TEST
TEST Take I
20:53LINK
LINK And the Random encounter routine is now linked to the combat routine, meaning combat SHOULD start, or at least the black empty screen and the music should play
20:51DEBUG
DEBUG Debug features should work though
20:51NOTE
NOTE Nothing that will lead to "playable" results yet.... Once the combat starts all that will happen is that the combat music plays and further than that a black empty screen.... I can't do all at once you know
20:50DONE
DONE I've done a few work-outs on the combat start up
0:03NOTE
NOTE Not much, as the major part is being done elsewhere....
0:01DONE
DONE Worked them out
- = 8 Sep 2019 = -
23:53DONE
DONE skeletons for callbacks in combat
23:48LINK
LINK I've now linked up the prework to the routine that will ignite the battle at least... That is in basic, as this function linked to will also forcefully throw and error... for now! ;)
23:43UPDATED
UPDATED versioning
23:24STATUS
STATUS All parse issues accounted for!
23:21TEST
TEST Take V
23:21FIXED
FIXED ...
23:21STUPIDITY
STUPIDITY IDIOT!
23:19TEST
TEST Take IV
23:19FIXED
FIXED Multi-Array definition fault
23:17TEST
TEST Take III
23:17FIXED
FIXED Type requirement not followed
23:13TEST
TEST Take II
23:13FIXED
FIXED Module conflict
23:10TEST
TEST And as this is a new chapter in development, let's have another Take I
23:09DEBUG
DEBUG My forced error has another exclamation mark for my own references
22:46DONE
DONE And the random encounters will now also be able to pick which foes you'll meet in battle
22:44NOTE
NOTE Rebecca In stead of setting up a mathematical formula I decided it was just better to use my collections module in order to create a 2 dimensional array in which I manually set stuff up. The reason is simply because this was easier to come up with a well-balanced solution for all difficulty settings, and most of all the hard version. The hard version must be hard, yes, but experience also told me that there are sometimes mathematical impossibilities, and I don't wanna see those... Hard != impossible!

Especially in 1 and 2 character parties this easily happens. With 3 or more, this danger is out of the air, and not to mention then you must be able to properly cover it up as a player, but below that (especially in starting dungeons) this can be an issue!

This way I can more easily balance things out and even edit things.....

22:41DONE
DONE Right-o, I've set up a list of how many foes can appear in a random encounter based on the difficulty setting, and the number of party members.
21:58STATUS
STATUS All parse issues accounted for!
21:56TEST
TEST And let's move on into take VII
21:56NOTE
NOTE that one came out in take VI
21:56STUPIDITY
STUPIDITY Well that was very very stupid
21:56FIXED
FIXED Forgotten // in comments
21:18FIXED
FIXED Missing "self"
21:17TEST
TEST Take V
21:16GENERATION
GENERATION Anyway regenerated... (I guess that was obvious).
21:16FIXED
FIXED Forgotten anyway generation
14:06TEST
TEST Take IV
14:06FIXED
FIXED Illegal function call
14:03FAILURE
FAILURE (I did announce take II before, but somehow it didn't appear on the log... how odd.... That or I'm getting senile at a too young age).
14:02TEST
TEST Take III
14:02FIXED
FIXED missing data to map added
13:48STUPIDITY
STUPIDITY It was late in the evening when I wrote that code, so cut me some slack, will ya!
13:47FIXED
FIXED Unless of course you don't put the proper returns in the meta-table script
13:47BUG
BUG "nil" value? Now this is impossible from a metatable, so I wonder what has happened here!
13:44LINK
LINK Re-linked the script but now to a different spot... Maybe that will help!
13:44BUG
BUG Clearly the class required was not seen
13:43TEST
TEST Take I
13:42TECHNO
TECHNO I did add an extra exclamation mark in that error as a mark for myself to see if the entire routine did get executed.
13:42STATUS
STATUS I now must test if everything works the way it is intended, however that is not yet possible... All I can test is if no errors pop up, except for the one forced to happen
13:41DONE
DONE Some pre-battle config has been taken care of now
10:35STATUS
STATUS Scyndi Well, now that all parse errors have been fixed, the "real work" has only just begun.
Now I can make the field routine actually configure the combat routine. This will be hard to do, as no visual effect will take place at all during this process. However the combat routine cannot start up without the data generated in this process...

A few early tests can be done in the form of drawing the arena and making sure the combat music will play, after that I will have to put in the foe compiler, which is very important as there the foe's stats and abilities are properly defined

Once that's all done, we're still not there, as then I need to position everything out, and well after some more preparations, I might be able to actually start to code the combat itself, which will even then still remain complex, but at least possible.

Of course, once the combat routine works, the long boring stuff will finally come to an end, allowing me to focus most of all on game content.

Let's first make the Random Encouter routine ine routine call out to the combat routine... Hey, no combat is yet possible I know, but at least I can see if things run accordingly ;)

10:28BACKUP
BACKUP Running... It was backlogged!
10:28STATUS
STATUS All parse errors accounted for
10:26TEST
TEST Take VI
10:26FIXED
FIXED A missing )
10:26TECHNO
TECHNO A cosmetic issue inside the class parser was to blame
10:26FIXED
FIXED It seems some line numbering issues in NIL have been fixed AT LAST!!!!
10:23TEST
TEST Take V
10:22FIXED
FIXED Which fixes another parse error in the process
10:22REMOVED
REMOVED Illegal "end"
10:21TEST
TEST Take IV
10:21FIXED
FIXED Bad function naming
10:19BUG
BUG Unfortunately that doesn't end all misery
10:19CONFIRMED
CONFIRMED That fix
10:17TEST
TEST Take III
10:17FIXED
FIXED ?
10:16BUG
BUG Library not found?
10:10TEST
TEST Take II
10:10VOID
VOID The issue for now, taking away a parse error
10:09TODO
10:04TEST
TEST Take I
10:03LINK
LINK I've now linked the combat start linker into the main field flow.... I've not yet made any callouts to it, but this way I can a least check if all parse errors have been fixed
- = 7 Sep 2019 = -
23:57STATUS
STATUS Calling it a day... Tomorrow is a busy day for me in general, and the work coming up now is very very complex... This is the hardest part of RPG creation, you know...
23:39LINK
LINK The receiver for the link has been written.... All it can do (for now) is receive the data, so I can later compile it into the "core" of the combat routines. This won't be an easy thing to do, though, so expect some long periods of time passing without anything spectecular happening (at least not for the naked eye).... And the number of bugs... Oh, I already feel them coming....
23:24LINK
LINK Some link up code has been written.... It links to non-existent stuff for now, so calling it now WILL lead to a crash, but.... writing that all out will be a lot easier now, so that's a good thing... right?
19:38NOTE
NOTE Brendor No idea if it works now, since I cannot yet test, and it will take awhile to reach that point!
19:38DONE
DONE Scipted the forest arena out in full....
19:27ART
ART Grass
17:45ART
ART Cloud
16:14GENERATION
GENERATION And a generator for forest arenas.... They will look different every time... :-/
16:13DONE
DONE Set up the loader for Arenas
14:16POWERSHELL
POWERSHELL I love my script
14:16NALA
NALA Rebuilt
14:16FIXED
FIXED Issues with NIL modules.... This will mean that no multiple modules can be sent anymore, but maybe that was a bad idea from the start, anyway....
13:37DONE
DONE Arena script loader!
- = 6 Sep 2019 = -
19:28DONE
DONE I've setup a RelPos library, which can help me on the arenas.... Far from ideal, but hey, it will work out.... right?
19:05BRAINSTORM
In order to make sure the combat routine will always work, no matter how the screen settings are done, I've decided to set up a dynamic arena system.... This can automatically enlarge or reduce arena sizes and fighter positions.... It should be noted though, that this can (and likely will) tax slow computers with big screens, but then again, that combination was a bad idea from the start, if you ask me!
19:02SITE
SITE Added tag BRAINSTORM
16:18STATUS
STATUS Time for me to take a break
16:18NOTE
NOTE Not yet entirely happy, but for now it has to do... It's easy to lower or to raise the encounter settings in general, so it shouldn't be a big big issue....
16:17TEST
TEST Take VII
16:16NOTE
NOTE Unlike what the name implies to those who do not know the technical background of this routine, this actually LOWERS the frequency of random encounters
16:15DONE
DONE Doubled MaxRate for random encounters
16:13TEST
TEST Take VI
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