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
11:47BUG
BUG Leaving does not
11:47CONFIRMED
CONFIRMED Entering wokrs
11:47CONFIRMED
CONFIRMED Start setup works
11:43TEST
TEST And let's now put this to the test
11:40MAPSCRIPT
MAPSCRIPT I've automated the zones being shown and hidden as the player enters them.... This is vital here, as this, as a former TeddyBear map has no layer support, so I have to do with transporting on the same layer.
11:35MAP
MAP ZONE markings
10:34LINK
LINK Back to town
10:24CONFIRMED
CONFIRMED FINALLY!
10:18VOID
VOID A value Lua returns which spooks up my GoToLayer function
10:12TEST
TEST Again!
10:12FIXED
FIXED Some busted blockmap things
10:12FIXED
FIXED Irravonia Illegal function call
10:07TEST
TEST Again!
10:07FIXED
FIXED Case Error
10:04TEST
TEST Let's see
10:04SECRET
SECRET That hall leads to the ultimate boss Juggernaut
10:04MAP
MAP Some reworkings on the big hall of the Juggernaut basement
9:57MAPSCRIPT
MAPSCRIPT QuickLink routine... Will make it easier for me to go from one place to another
9:53CONFIRMED
CONFIRMED Around the emblem stuff's been fixed
9:31FIXED
FIXED A few blockmap and dominance issues
3:54STATUS
STATUS ENOUGH for today... I've seen that the empty town works....
3:49CONFIRMED
CONFIRMED FINALLY!!!!!!
3:46TEST
TEST I hope so
3:45FIXED
FIXED Did I fix it?
3:38DEBUG
DEBUG It's getting beyond me.... really
3:29TEST
TEST Okay, again....
3:29DEBUG
DEBUG Extra line to confirm this
3:29COCKROACH
COCKROACH Function value my @ss
3:24TEST
TEST One more (I hope only one!)
3:24STATUS
STATUS I'm getting tired
3:24FIXED
FIXED Rebecca Code typo
3:12FIXED
FIXED Case error (I hate these trival errors... I really should have made NIL case insensitive)
3:07TEST
TEST I hope it works now
3:07EXPERIMENT
EXPERIMENT Let's try to do this differently
2:55HUH
HUH Eerr... This is getting strangery by the minute
2:41HUH
HUH Wat?
2:36TEST
TEST Eric Take III
2:36STUPIDITY
STUPIDITY LUL!
2:32TEST
TEST Take II
2:32NOTE
NOTE The Crash does confirm the game does take note of the city being deserted though
2:32FIXED
FIXED Bad linking => Crash
2:29TEST
TEST Here goes nothing
2:28CONFIRMED
CONFIRMED The city in populated form appears to work, let's not force it deserted
2:18TEST
TEST Let's see now!
2:18LINK
LINK Worldmap record properly linked
2:17NOTE
NOTE with a few quick macros I can easily force the town to be empty for testing purposes
2:17MAPSCRIPT
MAPSCRIPT Auto remover for NPC which have to be removed has been written
2:14LINK
LINK Some more link code written in order to make Tag scanning easier from non Field Flow scripts
2:05VERIFIED
VERIFIED File names appear to be in order
2:04MAPSCRIPT
MAPSCRIPT The system should now play Oregon by Wicky77 when the city is still populated, and Water Prelude by Kevin McLeod once the city is deserted
1:55SASKIA
SASKIA Empty mapscript for Gagolton
1:55NOTE
NOTE still a lot to do though
1:55MAP
MAP A few base settings for Gagolton have be set up....
1:39TECHNO
TECHNO Note to self... I've decided to make all NPCs (and barriers) that have to disappear as a result of emptying the city have a tag suffixed with "_DISA" (Short for "disappear")
1:38NOTE
NOTE Gagolton is not a normal city... After all this is the city that will be empty after you defeated the next boss... This requires a very careful approach on matters and not to mention, on the mapscript
1:36TRANSFER
TRANSFER Gagolton Map
1:14UNDESIREABLE
1:01TEST
TEST Take VI
1:01FIXED
FIXED SASKIA Syntax Errors
0:59FIXED
FIXED Achievement fixed for real now?
0:53TEST
TEST Take V
0:52SCRIPT
SCRIPT Aziella Defeating this boss will now unlock the city of Gagolton
0:30WORLDMAP
WORLDMAP Gagolton
0:29STUPIDITY
STUPIDITY It really goes beyond ANY level of stupidity
0:28CONFIRMED
CONFIRMED Boss works, except for one tiny stupid issue
0:24FIXED
FIXED Achievement Mountain King was broken
0:18TEST
TEST Take IV
0:18DONE
DONE NumVar check for new moves
0:09TEST
TEST Take III
0:09FIXED
FIXED Unlabelled Hero fix
0:06TEST
TEST Take II
0:06FIXED
FIXED Filename typo
0:03TEST
TEST And now to test the boss -- Take I
0:03LINK
LINK Linked to Game Jolt
0:02ACHIEVEMENT
ACHIEVEMENT Hall of the Mountain King
0:00BOSS
BOSS Mountain King
- = 8 Feb 2020 = -
23:55TRANSFER
TRANSFER Art Mountain King
23:44ARENA
ARENA Yasathar's temple
23:37VERIFIED
VERIFIED All is fine there
23:37MUSIC
MUSIC Script check
23:36SASKIA
SASKIA Boss Script worked out
22:53MAP
MAP Additions for showing heroes for scenario
22:49CHECKED
CHECKED Scenario looks to be in order
22:46TRANSFER
TRANSFER Scenario for Yasathar's temple
22:30SASKIA
SASKIA At this moment his will force an error
22:30LINK
LINK Boss link made
20:15JUDGMENT
JUDGMENT Merya Absolutely terrible but the best I can do... for now
20:10TEST
TEST Take VI
20:10CONFIRMED
CONFIRMED Progress
20:07TEST
TEST Take V
20:07FIXED
FIXED And a few blockmap issues?
20:05FIXED
FIXED I think I got PART of the problem....
20:01FAILURE
FAILURE These housekeepings always come at the worst possible moment, eh?
20:00TEST
TEST Take IV
20:00DEBUG
DEBUG Extra debug lines will have to tell me what the fuck is going on here!
19:56BUG
BUG This is NOTHING near what it should look like
19:54TEST
TEST Take III
19:53FIXED
FIXED And that fixes everything, I hope....
19:53GO
GO Recompiled
19:53SOLVED
SOLVED Ah, my fixed Go script (I refuse to call it an application... Go doesn't come near that level) was not written in .exe form
19:48TEST
TEST Take II will have to note if that fixes or at least voids what just happened.... But I am really beyond what could cause that...
19:47FIXED
FIXED At least I fixed an illegal group call
19:46HUH
HUH I have NO idea at all what is happen now!
19:42LINK
LINK Linked the world map to this place
19:40STUPIDITY
STUPIDITY As I realized I forgot something very important
19:40NOTE
NOTE Take Cancelled!
19:28TEST
TEST And as soon as that's done I've set the system to immediately start test Take I
19:28JCR6
JCR6 That will condemn me to a music rebuild, however that shouldn't take too long
19:26MUSIC
MUSIC Angevin will once again be the music used here
19:18MAPSCRIPT
MAPSCRIPT I've set up the MapScript to appear and disappear accordingly
18:57SASKIA
SASKIA I've set up an empty script.... SASKIA does not really come into play here except for the boss and for unlocking the city of Gagolton, before that comes into play I first have other things to take care of
17:22STATUS
STATUS Dernor Still a lot of scripting to do... Particularly in this place
17:22MAP
MAP Yasathar's Temple
17:08CONFIRMED
CONFIRMED Break-wall in Naked Rocks Cave works
16:44FIXED
FIXED Blocked exit
16:41STATUS
STATUS I am now preparing the game for the next mission, which is Yasathar's temple.... That will not really be a dungeon, but rather a scenario hub, however a boss will be present there, and not a very nice one.... But that comes later!
16:40CONFIRMED
CONFIRMED All appears well now
13:18TEST
TEST Irravonia Take VI
13:18FIXED
FIXED Blockmap issues
13:16FIXED
FIXED Variable defined that will prevent Aldarus coming back over and over
13:16FIXED
FIXED Party should disappear after defeating Aldarus
13:14CONFIRMED
CONFIRMED At least the battle against Aldarus appears to work now, but I need to take care of one tiny little thing
13:04FAILURE
FAILURE The mouse clicks are still not completely in order.... I think a complete system reset may be required, and in the worst case scenario a new mouse
13:04TEST
TEST Okay, let's now start Take V for real!
13:03FAILURE
FAILURE Just as I thought.... Closing some tabs in my browser helps a bit
13:02FAILURE
FAILURE And my system has more and more trouble registering my mouse clicks.... I wonder why
13:01STATUS
STATUS Oh, sorry.... I was taken up by a few unexpected real-life things
12:25TEST
TEST Take V
12:25FIXED
FIXED There was also a case error furtheron on the script, though
12:24CONFIRMED
CONFIRMED That fix has been confirmed
12:20TEST
TEST Take IV
12:20VOID
VOID Let's force it to do things right then
12:19FAILURE
FAILURE I see, the foe compiler busted
12:07TEST
TEST Take III Will have to tell me if that is true
12:05DEBUG
DEBUG So some extra debug lines have been put in place for that
12:05TECHNO
TECHNO The most obvious explanation could only come from not properly copied statistics.... I need to find out if that is true and why that could possibly happen
12:03HUH
HUH Rebecca Random interval empty?
12:00TEST
TEST Take II
12:00FIXED
FIXED Shanda AI syntax errors
11:55BITBUCKET
BITBUCKET Probably more here, but I don't care about that
11:55GITHUB
GITHUB Aziella 20 commits pushed
11:54TEST
TEST So Let's start on Take I
11:54GENERATION
GENERATION Merya Boss Record will be generated on the way
11:54NOTE
NOTE I'll push them soon
11:54UPDATED
UPDATED Dernor Repositories
11:53REMOVED
REMOVED False item record
11:51LINK
LINK Rebecca Linked the script to the boss record
11:50NOTE
NOTE And always copy Eric's statistics, so leveling him up prior to this fight is pretty much senseless
11:50SCRIPT
SCRIPT Scyndi Aldarus will follow a specific order on moves
11:38BOSS
BOSS Aldarus
11:37ITEM
ITEM Brendor Katana
11:33NOTE
NOTE Pushing will be done later, though
11:32UPDATED
UPDATED Irravonia Loads of commits to be done
11:30ABILITY
ABILITY Aldarus Severing Strike
11:28SCRIPT
SCRIPT Eric AutoHelp will automatically respond to this new situation now
11:25CHARACTER
CHARACTER Rebecca will learn this move once Aldarus is killed (and I mean killed, not defeated in the encounters you have before).
11:16ABILITY
ABILITY Lay on hands
11:13STATUS
STATUS The boss fight will not yet start, though....
10:59FIXED
FIXED A missing "defeat" part in the Black Dragon SASKIA script
10:59MAPSCRIPT
MAPSCRIPT Boss config
10:44ACHIEVEMENT
ACHIEVEMENT "Are you paying attention? Or are you looking to the woman in the red dress?"
10:44FIXED
FIXED Scyndi Missing ingame achievement for defeating the black dragon
10:28TRANSFER
TRANSFER Aldarus boss art
- = 7 Feb 2020 = -
23:19STATUS
STATUS And that will do for now... The boss fight itself will be scripted later!
23:14TEST
TEST Take XVI - Let's just try that again.... Windows must have had a kind of fuck up on me....
23:12FAILURE
FAILURE Build failure
23:10TEST
TEST Take XV
23:10FIXED
FIXED Dupe label in SASKIA scipt
23:09STATUS
STATUS That gets part one of this script fixed, but things do not work out AFTER the cage falls
23:05TEST
TEST Take XIV
23:04EXPERIMENT
EXPERIMENT Will this end it all?
22:56TEST
TEST Scyndi Scorpio Take XIII
22:56DEBUG
DEBUG And an extra debug line
22:56EXPERIMENT
EXPERIMENT Small code adaption
22:56COCKROACH
COCKROACH WHAT THE FUCK IS THAT?
22:51TEST
TEST Take XII
22:51FIXED
FIXED Link state error
22:46TEST
TEST Take XI
22:46FIXED
FIXED Huh????
22:42TEST
TEST Take X
22:42FIXED
FIXED I think this fixes the issue with the non-correction of the OnyxBang object, and going to the cage in stead
22:39STATUS
STATUS Not there yet, though
22:39FIXED
FIXED I think I fixed the cage taking too long to come down
22:37STATUS
STATUS That is MUCH of improvement, but we're not there yet as a lot is still NOT in order!
22:33TEST
TEST IX
22:32NALA
NALA Needs to be rebuilt
22:32FIXED
FIXED Brendor Fixes the next issue
22:32BUBBLE
BUBBLE Added
22:32BUBBLE
BUBBLE No boolean manipulation in Kthura API?
22:07TEST
TEST Take VIII
22:07CONFIRMED
CONFIRMED At least the routines are NO LONGER ignored
22:07FIXED
FIXED Boolean transfer error in Map linkage routines
21:50TEST
TEST Take VII
21:50EXPERIMENT
EXPERIMENT Hopefully this solves the problem
21:48INVESTIGATION
INVESTIGATION Aha... Now the logs confirm a few things I already suspected
21:43TEST
TEST Take VI
21:42EXPERIMENT
EXPERIMENT Let's try this!
21:42HUH
HUH WTF???
21:39TEST
TEST Take V
21:39FUCKYOU
FUCKYOU Nothing happening under the hood????
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