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 |
23:41 | JUDGMENT |  Almost there.... Now it's just a matter of fine tuning |
23:27 | TEST |  Take X |
23:27 | EXPERIMENT |  Does THIS do the trick? |
23:27 | JUDGMENT |  getting closer |
22:58 | TEST |  Take XI |
22:58 | EXPERIMENT |  Let's try this dirty trick |
22:41 | DEBUG |  I'm adding some extra debug lines to find out more.... |
22:40 | COCKROACH |  For some reason the boolean expression used to check Smoke Bomb gives true even when there's no way it can.... This not only leads to a cosmetic issue, but also to a memory leak, so this is pretty serious.... |
22:31 | TEST |  Take X |
22:31 | EXPERIMENT |  Let's wriggle a bit more.... |
22:28 | TEST |  Take IX |
21:47 | COSMETIC |  I've set a bit of a routine to slow stuff down |
20:54 | JUDGMENT |  At least the routine does what is has to do, but I am not yet fully happy.... The animation is so fast, that you can not see there is an animation at all.... So this is what I need to focus on |
20:49 | TEST |  Take VIII |
20:48 | EXPERIMENT |  The C string formatter is complaining.... Now I cannot be 100% sure, but I think it's because the integer rule is not fully followed.... I have now forced that to happen, and of course, I gotta see what'll happen next |
20:43 | TEST |  Take VII |
20:43 | FIXED |  Case error |
20:39 | TEST |  Take VI |
20:39 | FIXED |  Invalid picture reference |
19:55 | TEST |  Take V |
19:55 | FIXED |  Lack of self in Smoke Bomb Script |
19:39 | TEST |  Take IV |
19:39 | VOID |  I've voided that... I hope |
19:38 | NOTE |  Ah, a famous bug within NIL |
19:32 | TEST |  Take III |
19:32 | EXPERIMENT |  Let's resport to dirty code |
19:31 | MYSTERY |  I dunno what's happening here |
19:27 | TEST |  Take II |
19:27 | CHECKED |  Quick check even confirms that |
19:27 | HUH |  Nonsensical error |
19:08 | TEST |  Take I |
19:08 | STATUS |  Right-o.... ready to test! |
17:54 | CHARACTER |  Merya will in the easy and casual mode have this ability from the start. In the hard mode she can unlock it when her rogue skills are level LXXV (75) or higher. |
17:43 | ABILITY |  Smoke Bomb |
17:22 | STATUS |  Not there yet, though! |
17:22 | SCRIPT |  Smoke Bomb |
14:36 | STATUS |  Well, Merya and Eric have similar moves, but with a different SpellAni, so I gotta work that out too, eh? |
11:00 | TEST |  Take VIII |
10:59 | FIXED |  That should do it! |
10:59 | SOLVED |  So THAT's why! |
10:59 | TEST |  Take VII |
10:59 | DEBUG |  Let's see |
10:58 | NOTE |  Didn't work, but I think I know why |
10:43 | TEST |  Take VI |
10:43 | EXPERIMENT |  Maybe this will sort things out right |
10:42 | DONE |  Shower |
10:07 | JUDGMENT |  Almost there |
10:02 | TEST |  Take V |
10:02 | FIXED |  Debug issue |
10:02 | TEST |  Take IV by now (I forgot to mention the other two, I guess) |
9:58 | EXPERIMENT |  Or maybe..... |
9:55 | HUH |  According to the log there are no targets.... Now THAT is NOT possible.... (If that claim was true, the tornado visual effect could not appear, that's why I am so sure).... |
9:49 | DEBUG |  Some extra information has to tell me why nothing happens at all! |
9:42 | BUG |  Does not work at all! |
9:38 | TEST |  Take II |
9:38 | FIXED |  Forgotten referrence |
9:32 | TEST |  Take I |
9:24 | STUPIDITY |  And I see I also forgot about Merya's "Smoke Bomb".... Well, I can also put that one in |
9:24 | NOTE |  Once this works, I can try the "void" effect, but that will be slightly harder to do |
9:23 | LINK |  Put into the ability itself |
9:22 | TECHNO |  It seems a bit strange to use the SpellAni for this, but trust me, this was the easiest way to go, as it would be best to make the animation and the effect itself blend in perfectly. |
9:22 | SCRIPT |  Blow Away! |
- = 22 Jul 2020 = - |
23:04 | TEST |  Okay, another go, then.... |
23:04 | VOID |  NIL issue |
22:25 | CLOSED | #95 Will be closed on the next push |
22:04 | FIXED |  Case error |
21:54 | TEST |  Let's see if this all works... |
21:42 | COSMETIC |  This will just put more emphasis on things.... |
21:42 | SCRIPT |  ChaChing will also sound during buying and selling.... |
21:27 | OPTIMIZATION |  ChaChing not reloaded on every cash pickup on the field |
20:58 | STATUS |  Tested the sealed bosses in Fruskbrando and Frandarmon's Basement |
19:53 | FIXED |  Typo in ability "Lightning" (n after the t was missing). |
19:51 | NOTE | #233 -- Nothing important, but better to take care of it, and should only require to change ONE line of code |
19:49 | GITHUB |  I've issued this as #232 to make sure I'll verify this on later tests.... Like I said nothing I can do now.... But future tests will have to help me |
19:45 | VERIFIED |  Sugarland is present in the SwapKill config script |
19:43 | FAILURE |  For some reason the boss in Sugarland didn't appear... Save game analysis also show me why.... For some reason the "Swap Kill" must have failed here... Nothing I can do about that right now.... Unfortuantely... All I can do is check during the New Game+ check or the easy mode/hard mode check if the boss will appear then..... |
19:01 | FIXED |  Should fix a crash in Sugar World in the process |
19:01 | DUMMIED |  I've dummied it! Just to make sure |
19:00 | HUH |  What secret room? Was this some code lost on a spot where it shouldn't belong? |
18:50 | BITBUCKET |  Repo updated |
18:50 | GITHUB |  Repo updated |
18:48 | CLOSED | |
18:48 | CLOSED | |
18:47 | COSMETIC |  Dominance issue fixed in Xenor |
18:40 | TEST |  Take III |
18:29 | FIXED |  Fixed that, of course! |
18:29 | STUPIDITY |  That was NOT the way to formt hat boolean expression |
18:24 | FIXED |  I see.... The blue protection! |
18:21 | TEST |  Take II |
18:21 | FIXED |  Right, that did not go the way I wanted it.... But let's do it differently! |
18:17 | TEST |  Take I |
18:17 | STATUS |  Well I need to test this now, don't I? |
17:52 | LINK |  I've linked this to the "Looking for Trouble" ability |
17:50 | DONE |  I've make it possible for Eric to enforce an encounter when he's looking for trouble... That is if encounters are available in that room. |
17:46 | FIXED |  Eric will not longer walk when you press the "Looking For Trouble" button |
16:05 | FIXED |  DA FUUUUUUUUUUUUUUUUUUUCK!!!!! |
16:03 | NOTE |  Now that I'm on it, I'll test another sealed boss! |
16:02 | CONFIRMED |  That works! |
15:58 | TEST |  Take II |
15:58 | FIXED |  Incorrect class referremce |
15:43 | TEST |  Time to test "Follow me"! |
15:41 | GITHUB | |
15:16 | DONE |  My trip to the dentist today (my scooter is broken) on foot sapped me of my energy (the weather is killing me), so I needed a break.... |
14:05 | SCRIPT |  "Follow Me" |
1:19 | ABILITY |  Frost Strike |
0:06 | TEST |  For now I'll have to test if the game itself works the way it should, other than this.... |
0:05 | NALA |  Recompiling |
0:05 | EXPERIMENT |  One can never be sure... It's all experimental.... So overtime I will find out.... |
0:02 | TECHNO |  And I also made a small update to TQMG about this.... |
0:00 | TECHNO |  Hmmmm.... Maybe I've found the solution.... This is interesting.... |
- = 21 Jul 2020 = - |
23:53 | STATUS |  I do have an idea that will at least make things take more time before another "Out of Memory" crash is due... It's clear the C# Garbage Collector is not operating the way it should... That or some hidden references untraceable to me appear to linger somewhere. |
22:41 | COCKROACH |  Clearly the music is still a critical point and not properly unloaded when it should.... Since I got no other means to force C# to do it (I thought C#'s memory manager was more robust than this, but I clearly over-estimated it, after having worked with BlitzMax... To bad that compiler went down the drain).... I do have a few ideas.... This will not completely eradicate the issue, but at least give me more airspace to breathe.... |
22:23 | EXPERIMENT |  And I may have tackled the "Wrong Target" bug that occurs if multiple moves are stacked to be learned |
22:21 | SCRIPT |  Empty "Follow Me" Script... I have to prevent crashes here! |
22:14 | STATUS |  Not much to test in the Black Prison, so that will be a quick go! |
22:13 | CLOSED | |
22:12 | CONFIRMED |  FINALLY! |
21:48 | FIXED |  Did I got it now? |
21:38 | TEST |  Take IV |
21:38 | EXPERIMENT |  I wonder |
21:34 | DEBUG |  A few extra debug lines |
21:33 | COCKROACH |  This is getting more and more strange.... |
21:28 | TEST |  Take III |
21:26 | EXPERIMENT |  This time??? |
21:22 | TEST |  Take II |
21:22 | FIXED |  This time? |
21:21 | COCKROACH |  Apparently not! |
21:16 | TEST |  Testing 1-2-3 |
21:16 | FIXED |  I think I fixed #160 |
20:05 | CONFIRMED |  Zero Kelvin works now, though... |
19:55 | FIXED |  Blockmap issue |
19:36 | TEST |  Take IV |
19:36 | COSMETIC |  increase the speed of the thermometer |
19:36 | FIXED |  Graphic error |
19:28 | TEST |  Take III |
19:28 | FIXED |  Illegal Function Call! |
19:23 | TEST |  Take II |
19:23 | FIXED |  Not a group, Jeroen.... A MODULE! |
19:23 | TEST |  Take I |
16:16 | SPELLANI |  Zero Kelvin |
16:00 | ART |  Termometer for Zero Kelvin |
15:45 | FIXED |  Cosmetic fix.... Jeracko Spin did leave some rotation traces |
13:00 | FIXED |  Will it work THIS time? |
13:00 | COCKROACH |  Fix ignored! |
12:56 | TEST |  Take II |
12:56 | FIXED |  Wrong object readout |
12:56 | STUPIDITY |  IDIOT!!!! |
12:50 | TEST |  So let's go! |
12:50 | NOTE |  Now I cannot yet test this with Eric, but Kirana can help me! |
12:49 | LINK |  Blizzard spellani linked to blizzard spell |
12:48 | SPELLANI |  Blizzard |
12:40 | CHARACTER |  Aziëlla will learn this ability when she reached Befindo Enchants Level 30 in the easy mode, 60 in the Casual Mode and 90 in the Hard Mode. |
12:39 | ABILITY |  Purify |
9:59 | FIXED |  So yeah, I can deem this a fix |
9:59 | VOID |  Better is when the entire switch menu doesn't even appear |
9:57 | BUG |  Now Kirana can indeed not be switched, however when you still try that in combat the game crashes |
9:57 | NOTE |  I still got a few issues with Dernor's Will... Once I can fully confirm that works #70 can be closed, at last! |
9:56 | UPDATED | |
9:56 | CLOSED | |
9:55 | CONFIRMED |  Kirana's will works |
8:23 | NOTE |  THe test will have to wait, though.... |
8:19 | VERIFIED |  No aliases in the way, like when Shanda was being scripted |
8:18 | SCRIPT |  Kirana's Magic Charge (Kirana gains AP at the start of each turn) |
8:10 | STATUS |  Of course, this is gonna take awhile |
8:08 | GAMEJOLT |  And as we're on it then, let's put it out right, eh? |
8:07 | POWERSHELL |  Written a quite script to update all crap on Game Jolt -- Since the release of the beta is slowly coming close (no "Land Ho" yet, but the moment for that is coming closer), it was handier that way |
0:14 | STATUS |  All Cool! |
0:10 | TECHNO |  The most annoying bugs are often the most trivial ones, and mostly your code is swamped with those.... |
0:09 | FIXED |  Almost there |
0:04 | COSMETIC |  And the burn sound will now sound on the right moment |
0:04 | OPTIMIZATION |  Sped animation up |
0:03 | JUDGMENT |  Almost there |
- = 20 Jul 2020 = - |
23:59 | FIXED |  Extension error! |
23:53 | FIXED |  Missing "end" |
23:46 | FIXED |  Illegal Method Call |
23:38 | FIXED |  file on the wrong spot |
23:33 | TEST |  Corona |
23:33 | LINK |  Linked to the spell Corona |
23:32 | SPELLANI |  Corona |
23:17 | NOTE |  NO! This has nothing to do with a certain virus! |
23:17 | TRANSFER |  Corona Art |
22:39 | TEST |  Take II |
22:39 | FIXED |  Maybe this works better? |
22:33 | TECHNO |  The code I used was very extremely DIRTY you know... |
22:19 | STATUS |  My next fight against Sheck-Lock will have to show if this all works the way it was intended |
22:18 | LINK |  Linked to the action module |
22:13 | FIXED |  Characters replaced after being targeted will be purged out of the target chain when the action begin |
22:09 | SCRIPT |  Oh no, you don't! |
21:23 | ABILITY |  Oh no, you don't! |
21:05 | CONFIRMED | |
21:00 | TEST | |
21:00 | FIXED |  Referrence error |
20:56 | TEST | |
20:56 | FIXED |  Forgotten End |
20:53 | TEST | |
20:53 | MAPSCRIPT | |
19:34 | STATUS |  After I had some rest I'm gonna look at #155 |
18:37 | TEST |  Well, let's see... |
18:37 | NERF |  More chance for poison on Onyx members (except Jeracko who'll remain 100% immune). |
18:36 | NERF |  Order of Onyx |
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