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
19:28LINK
LINKThat link back up has been established now
19:27LINK
LINKI've linked the stairway to the base floor.... At least that works one way now
18:01STATUS
STATUSBRB
18:01FIXED
FIXEDStairs issue
17:56TEST
TESTTake V
17:56FIXED
FIXEDBlockmap issue
17:56CONFIRMED
CONFIRMEDHookspot works now
17:51TEST
TESTTake IV
17:51FIXED
FIXEDEric And while I was at it I fixed the swap exit points
17:51FIXED
FIXEDI think
17:49INVESTIGATION
INVESTIGATIONBut the internal debug features already answered why that is, so that is easy to fix
17:49BUG
BUGNope!
17:45TEST
TESTTake III
17:45FIXED
FIXEDI hope
17:45BUG
BUGHookspot doesn't work
17:28TEST
TESTTake II
17:22STATUS
STATUSAt this point in my savegame Scyndi should learn "Vitalize"
17:22CONFIRMED
CONFIRMEDEric learns "Neutralize poison" accordingly
17:22FIXED
FIXEDSecret passage
16:50TEST
TESTTake I
16:50NOTE
NOTEThis area can eventually chain back to area 001, where Scyndi can use her whip to get you out of here (that is, if the boss weren't in the way at the exit), but that link has not yet been set up, causing the stairway down to ignore you
16:49MAP
MAPArea 008
16:19ITEM
ITEMWarrior's vest
15:37TEST
TESTAnother test then.....
15:37MAP
MAPput onto the map
15:36ITEM
ITEMSteel Dagger
15:32REMOVED
REMOVEDFalse Clock record
15:30FIXED
FIXEDItem Config
15:26BUG
BUGNothing happens
15:19TEST
TESTLet's test how Irravonia acts
15:18BUG
BUGAnd for some reason NJCR was acting up on me....
15:18NOTE
NOTEI'll get into the others later
15:17JCR6
JCR6Packed
15:08ART
ARTAziella I've animated Irravonia's attack with her wand....
14:14TEST
TEST
14:13FIXED
FIXEDI hate that fucking randomizer fuction Lua comes with!
14:04NOTE
NOTEI really need to disembowel that code, I guess
14:04FIXED
FIXEDIllegal class call in Disembowel
13:58NOTE
NOTEDang! I should have counted them!
13:58TEST
TEST
13:58FIXED
FIXEDMissing Barrier
13:54FIXED
FIXEDMalformed boolean expression in Disembowel script
13:53FIXED
FIXEDEric not gaining skill EXP for Darkness
13:45TEST
TEST
13:45FIXED
FIXEDTreasure Tag
13:18STUPIDITY
STUPIDITY(It was a stupid little error, oh well).
13:18TEST
TEST
13:18FIXED
FIXEDMacro update
13:15TEST
TEST
13:15MAP
MAP008
12:58ITEM
ITEMCloak
1:04TEST
TEST
1:04FIXED
FIXEDVariable issue in Disembowel
0:18MAP
MAPPut these swords onto the map at in their respective chests
0:17FIXED
FIXEDMap Dominance Issue
0:17ITEM
ITEMKnight's Sword
- = 6 Feb 2020 = -
23:51TEST
TEST
23:51MAP
MAPArea 006
23:35CONFIRMED
CONFIRMEDMerya Seems to be right now!
23:28TEST
TEST
23:28FIXED
FIXEDSASKIA syntax error
23:23TEST
TESTAgain!
23:23FIXED
FIXEDevent would trigger again if you already found Eric
23:18NOTE
NOTEYou may have noticed that time was not on my side today... Oh well, shit happens, I suppose
23:18TEST
TESTI gotta test if this all works
23:09LINK
LINKLinked to map
23:09SASKIA
SASKIAFinding Eric Event
18:37STATUS
STATUSOrder of Onyx: Rondomo Making Eric and Brendor rejoin the group is now my first priority
18:37STATUS
STATUSStuff is now alright...
18:05CLOSED
18:02TEST
TESTTake III
18:02FIXED
FIXEDTarget issue in intimidate
17:48TEST
TESTTake II
17:48REMINDER
17:43CONFIRMED
CONFIRMEDMerya Denor cannot charm the same creature twice
17:38JCR6
JCR6Repackaged Music JCR already
17:33ABILITY
ABILITYWar Shout!
17:32MUSIC
MUSICI've downloaded Daily Beetle for the GJ Only dungeon here, but that comes later
17:08TEST
TESTAnd now to test the place with random encounters available
17:08GENERATION
GENERATIONSo the data I need here will be generated automatically from now on... Good!
17:08POWERSHELL
POWERSHELLI've set the swapkill generator in my build script
17:07MAP
MAPRandom encounters added
17:05ARENA
ARENAAzquakunda Prison
17:02FOE
FOEDernor Assassin
16:57CHARACTER
CHARACTERRegardless of difficulty setting, Merya can learn "Disembowel" when she has both her dagger and rogue skills set to 35+, regardless of difficulty settings
16:55SCRIPT
SCRIPTDisembowel effect
16:39ABILITY
ABILITYDisembowel
16:34FOE
FOEGuard Dog
16:29STATUS
STATUSThat brings us to the next step... The guard dog enemy ;)
16:29CHARACTER
CHARACTERI've linked Growl to Dernor and he can learn it when he manages to charm a Guard Dog
14:55ABILITY
ABILITYGrowl
1:36GAMEJOLT
GAMEJOLTUpdating in the meantime
1:35TEST
TESTTake III
1:35VOID
VOIDMarrilona A weird wall disappearance issue
1:31TEST
TESTTake II
1:31CONFIRMED
CONFIRMEDThe respawn reset works
1:31FIXED
FIXEDCell hide/show fix
1:26TEST
TESTI need to run a little test.... I am only gonna test if stuff works up to the moment Eric and Brendor would normally rejoin the group... For now those two will ignore you. If this all works my next target is to get the random encounters to work first, anyway.....
0:31MAPSCRIPT
MAPSCRIPTUpon reaching this floor for the first time the respawner will reset. This because you'll meet a boss at the exit... This was also the reason for some points of no-return in this dungeon
0:28NOTE
NOTEThis will be the area were Eric and Brendor will rejoin the party
0:28MAP
MAPArea 005
0:10STATUS
STATUSAnd I am glad that one is out of my way
0:10CLOSED
0:10FIXED
FIXED
- = 5 Feb 2020 = -
23:58RESULT
RESULTSCORE!!!
23:50EXPERIMENT
EXPERIMENTA manual fix in the generated script must tell me if a mistake I made was indeed what I think it is.... Since we're talking about a code generator I must fix the generator to make the fix real, or things will get broken on the next map, requiring a new generation
23:47TEST
TESTTake II
23:47FIXED
FIXED?
23:44SOLVED
SOLVEDRebecca Wait a minute
23:43DEBUG
DEBUGLet's run the game again and mess a bit with the debug log, shall we....
23:41NOTE
NOTEAlthough.... the kill swap script appears to be executed, which makes things even stranger!
23:39COCKROACH
COCKROACHNo effect
23:35TEST
TESTLet's see if it works.... :-/
23:35LINK
LINKShould be loaded now while the intro screen is loading... Since this is the first thing that will happen before anything else, this should work a few things out!
23:33CHECKED
CHECKEDas far as i can judge the generated NIL code looks good
23:32GO
GOCompleted (assuming it all works as it should)
23:20GO
GOIn order to tackle #92 I've now set up a quick Go skeleton that does at least scan successfully which maps are present inside the JCR6 resource
21:05STATUS
STATUSBut first a little break
21:05STATUS
STATUSBefore I move on #92 as this is really beginning to get onto my nerves....
21:04JUDGMENT
JUDGMENTGood
20:53TEST
TEST
20:53FIXED
FIXEDMaxFloor
20:44TEST
TEST
20:44MAP
MAPArea 004
19:22CONFIRMED
CONFIRMEDThat works
19:13TEST
TEST
19:13MAPSCRIPT
MAPSCRIPTActivated barrier switches
19:02TEST
TEST
19:02FIXED
FIXEDMissing exit
18:25MAP
MAPArea 003
12:23STATUS
STATUSEverything works the way it should now....
12:19TEST
TESTTake V
12:19FIXED
FIXEDAha... So that is why
12:18COCKROACH
COCKROACH Scyndi fix ignored (the error even shows stuff no longer even mentioned in the source code)
12:15TEST
TEST Take V
12:15FIXED
FIXEDWrong zone tag activation
12:15STUPIDITY
STUPIDITYMoron!
12:10TEST
TESTTake IV
12:10FIXED
FIXEDLink Tag Check error
11:19TEST
TESTTake III
11:19SOLVED
SOLVEDYeah, that was the reason why nothing happened at all
11:19FIXED
FIXEDInvalid mapscript name
11:18BUG
BUGNothing happens
11:13TEST
TESTTake II
11:13FIXED
FIXED
11:12STUPIDITY
STUPIDITYForgtten "Next" tag
11:09TEST
TESTLet's try... Take I
11:09MAPSCRIPT
MAPSCRIPTI've also tried to write a script which would automatically hide all secrets Merya scan scan for, and hopefully that works
11:08LINK
LINKAnd linked everything together
11:08MAP
MAPArea 002
10:49TUTORIAL
TUTORIALScript to load Merya's scan tutorial written
10:48MAPSCRIPT
MAPSCRIPTCreate mapscript for Azquakunda
0:11STATUS
STATUSSo far.... for now!
0:04SCENARIO
SCENARIOA few minimal adaptions, but other than that this is cool!
0:04CHECKED
CHECKEDScenario
- = 4 Feb 2020 = -
23:59TRANSFER
TRANSFERScenario text for Azquakunda prison
23:48TEST
TESTSmall test
23:48MAP
MAPArea 001
23:34TEST
TESTBrendor NEXT!
23:33FIXED
FIXEDWrong exit tag in Azquakunda prison
23:32HUH
HUHSomething's not right here
23:29TEST
TESTI can throw in a little test to see how things are going
23:24MAP
MAPSome needed config taken care of
23:20SASKIA
SASKIANiets.saskia copied as base script.... No alias as I am damn sure more SASKIA scripting is gonna be required here
23:18WORLDMAP
WORLDMAPLinked to the first room of Azquakunda prison
23:02MAP
MAPArea 000 Azquakunda Prison
22:46TRANSFER
TRANSFERTransferred Azquakunda Textures
22:43STATUS
STATUSIt took too long before the right enemies appeared... I quit this for now, and I'll move on, or this will take forever
20:06TEST
TESTTake XV
20:05FIXED
FIXEDMissing "end" in Dernor's PowerUp script
19:56BITBUCKET
BITBUCKETUpdated
19:56GITHUB
GITHUBUpdated
19:54STATUS
STATUSIt was a bit hard to run the tests when the computer crashes on that crap, you know!
19:53CHARACTER
CHARACTERDone!
19:50STATUS
STATUSWhile we are at it, let's go for Merya as well
19:49CHARACTER
CHARACTERPresent now for Dernor
19:35BUG
BUGAh yeah, I need a proper skill up script for Dernor and Merya... I really forgot about that!
19:33TEST
TESTTake XIV will be started, but I may do this is phases as my food comes first
19:33DONE
DONEput some leftover Chinese food in my microweave as I need to eat.... I'm hungry
19:14FIXED
FIXEDAP issue for bloodsucker
19:14CONFIRMED
CONFIRMEDCharming DOES lead to a new move.... so far things work... All I got to check now is the prevention of dupe charms
19:11TEST
TESTTake XIII
19:11NOTE
NOTEI can confirm that the charming appears to be working now, but I do not know if dupe charms work or if the spells granted this way work.... But that will be the next step, however an empty RENC bar forced me into a new take
18:52TEST
TESTIrravonia Take XII
18:52FIXED
FIXEDNow fixed then?
18:52COCKROACH
COCKROACHNo!
17:56TEST
TESTTake XI
17:55STATUS
STATUSI had to stop halfway this take, because of a visitor arriving here.... Now that he's left I can start a new take
16:10FIXED
FIXEDAlias fix, as I coincidentally found out the pollen move aliases were wrong.... Lesser important at this moment, but before I forget!
16:08TEST
TESTTake X
16:08FIXED
FIXEDThat fixes the issue?
16:08DONE
DONEAdded
16:07SOLVED
SOLVED"Reg/" required
15:54TEST
TESTIX
15:54DEBUG
DEBUGLog confirms an invalid boolean outcome on the foe check.... Now some more lines to get a better picture!
15:46TEST
TESTTake VIII
15:46DEBUG
DEBUGMoar debug needed as I did not get the info I need... At least I know the charm survives the first check and performs the most outer checking loop, but it comes out with no matches, and that is something I must short out
15:39TEST
TESTTake VII
15:39DEBUG
DEBUGSome debug lines must tell me why charm requests are ignored
15:33NOTE
NOTEThat doesn't cover all stuff though
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