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19:28 | LINK | That link back up has been established now |
19:27 | LINK | I've linked the stairway to the base floor.... At least that works one way now |
18:01 | STATUS | BRB |
18:01 | FIXED | Stairs issue |
17:56 | TEST | Take V |
17:56 | FIXED | Blockmap issue |
17:56 | CONFIRMED | Hookspot works now |
17:51 | TEST | Take IV |
17:51 | FIXED | And while I was at it I fixed the swap exit points |
17:51 | FIXED | I think |
17:49 | INVESTIGATION | But the internal debug features already answered why that is, so that is easy to fix |
17:49 | BUG | Nope! |
17:45 | TEST | Take III |
17:45 | FIXED | I hope |
17:45 | BUG | Hookspot doesn't work |
17:28 | TEST | Take II |
17:22 | STATUS | At this point in my savegame Scyndi should learn "Vitalize" |
17:22 | CONFIRMED | Eric learns "Neutralize poison" accordingly |
17:22 | FIXED | Secret passage |
16:50 | TEST | Take I |
16:50 | NOTE | This 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 |
16:49 | MAP | Area 008 |
16:19 | ITEM | Warrior's vest |
15:37 | TEST | Another test then..... |
15:37 | MAP | put onto the map |
15:36 | ITEM | Steel Dagger |
15:32 | REMOVED | False Clock record |
15:30 | FIXED | Item Config |
15:26 | BUG | Nothing happens |
15:19 | TEST | Let's test how Irravonia acts |
15:18 | BUG | And for some reason NJCR was acting up on me.... |
15:18 | NOTE | I'll get into the others later |
15:17 | JCR6 | Packed |
15:08 | ART | I've animated Irravonia's attack with her wand.... |
14:14 | TEST | |
14:13 | FIXED | I hate that fucking randomizer fuction Lua comes with! |
14:04 | NOTE | I really need to disembowel that code, I guess |
14:04 | FIXED | Illegal class call in Disembowel |
13:58 | NOTE | Dang! I should have counted them! |
13:58 | TEST | |
13:58 | FIXED | Missing Barrier |
13:54 | FIXED | Malformed boolean expression in Disembowel script |
13:53 | FIXED | Eric not gaining skill EXP for Darkness |
13:45 | TEST | |
13:45 | FIXED | Treasure Tag |
13:18 | STUPIDITY | (It was a stupid little error, oh well). |
13:18 | TEST | |
13:18 | FIXED | Macro update |
13:15 | TEST | |
13:15 | MAP | 008 |
12:58 | ITEM | Cloak |
1:04 | TEST | |
1:04 | FIXED | Variable issue in Disembowel |
0:18 | MAP | Put these swords onto the map at in their respective chests |
0:17 | FIXED | Map Dominance Issue |
0:17 | ITEM | Knight's Sword |
- = 6 Feb 2020 = - | ||
23:51 | TEST | |
23:51 | MAP | Area 006 |
23:35 | CONFIRMED | Seems to be right now! |
23:28 | TEST | |
23:28 | FIXED | SASKIA syntax error |
23:23 | TEST | Again! |
23:23 | FIXED | event would trigger again if you already found Eric |
23:18 | NOTE | You may have noticed that time was not on my side today... Oh well, shit happens, I suppose |
23:18 | TEST | I gotta test if this all works |
23:09 | LINK | Linked to map |
23:09 | SASKIA | Finding Eric Event |
18:37 | STATUS | Making Eric and Brendor rejoin the group is now my first priority |
18:37 | STATUS | Stuff is now alright... |
18:05 | CLOSED | |
18:02 | TEST | Take III |
18:02 | FIXED | Target issue in intimidate |
17:48 | TEST | Take II |
17:48 | REMINDER | |
17:43 | CONFIRMED | Denor cannot charm the same creature twice |
17:38 | JCR6 | Repackaged Music JCR already |
17:33 | ABILITY | War Shout! |
17:32 | MUSIC | I've downloaded Daily Beetle for the GJ Only dungeon here, but that comes later |
17:08 | TEST | And now to test the place with random encounters available |
17:08 | GENERATION | So the data I need here will be generated automatically from now on... Good! |
17:08 | POWERSHELL | I've set the swapkill generator in my build script |
17:07 | MAP | Random encounters added |
17:05 | ARENA | Azquakunda Prison |
17:02 | FOE | Assassin |
16:57 | CHARACTER | Regardless of difficulty setting, Merya can learn "Disembowel" when she has both her dagger and rogue skills set to 35+, regardless of difficulty settings |
16:55 | SCRIPT | Disembowel effect |
16:39 | ABILITY | Disembowel |
16:34 | FOE | Guard Dog |
16:29 | STATUS | That brings us to the next step... The guard dog enemy ;) |
16:29 | CHARACTER | I've linked Growl to Dernor and he can learn it when he manages to charm a Guard Dog |
14:55 | ABILITY | Growl |
1:36 | GAMEJOLT | Updating in the meantime |
1:35 | TEST | Take III |
1:35 | VOID | A weird wall disappearance issue |
1:31 | TEST | Take II |
1:31 | CONFIRMED | The respawn reset works |
1:31 | FIXED | Cell hide/show fix |
1:26 | TEST | I 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..... |
0:31 | MAPSCRIPT | Upon 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 |
0:28 | NOTE | This will be the area were Eric and Brendor will rejoin the party |
0:28 | MAP | Area 005 |
0:10 | STATUS | And I am glad that one is out of my way |
0:10 | CLOSED | |
0:10 | FIXED | |
- = 5 Feb 2020 = - | ||
23:58 | RESULT | SCORE!!! |
23:50 | EXPERIMENT | A 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 |
23:47 | TEST | Take II |
23:47 | FIXED | ? |
23:44 | SOLVED | Wait a minute |
23:43 | DEBUG | Let's run the game again and mess a bit with the debug log, shall we.... |
23:41 | NOTE | Although.... the kill swap script appears to be executed, which makes things even stranger! |
23:39 | COCKROACH | No effect |
23:35 | TEST | Let's see if it works.... :-/ |
23:35 | LINK | Should 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! |
23:33 | CHECKED | as far as i can judge the generated NIL code looks good |
23:32 | GO | Completed (assuming it all works as it should) |
23:20 | GO | In 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 |
21:05 | STATUS | But first a little break |
21:05 | STATUS | Before I move on #92 as this is really beginning to get onto my nerves.... |
21:04 | JUDGMENT | Good |
20:53 | TEST | |
20:53 | FIXED | MaxFloor |
20:44 | TEST | |
20:44 | MAP | Area 004 |
19:22 | CONFIRMED | That works |
19:13 | TEST | |
19:13 | MAPSCRIPT | Activated barrier switches |
19:02 | TEST | |
19:02 | FIXED | Missing exit |
18:25 | MAP | Area 003 |
12:23 | STATUS | Everything works the way it should now.... |
12:19 | TEST | Take V |
12:19 | FIXED | Aha... So that is why |
12:18 | COCKROACH | fix ignored (the error even shows stuff no longer even mentioned in the source code) |
12:15 | TEST | Take V |
12:15 | FIXED | Wrong zone tag activation |
12:15 | STUPIDITY | Moron! |
12:10 | TEST | Take IV |
12:10 | FIXED | Link Tag Check error |
11:19 | TEST | Take III |
11:19 | SOLVED | Yeah, that was the reason why nothing happened at all |
11:19 | FIXED | Invalid mapscript name |
11:18 | BUG | Nothing happens |
11:13 | TEST | Take II |
11:13 | FIXED | |
11:12 | STUPIDITY | Forgtten "Next" tag |
11:09 | TEST | Let's try... Take I |
11:09 | MAPSCRIPT | I've also tried to write a script which would automatically hide all secrets Merya scan scan for, and hopefully that works |
11:08 | LINK | And linked everything together |
11:08 | MAP | Area 002 |
10:49 | TUTORIAL | Script to load Merya's scan tutorial written |
10:48 | MAPSCRIPT | Create mapscript for Azquakunda |
0:11 | STATUS | So far.... for now! |
0:04 | SCENARIO | A few minimal adaptions, but other than that this is cool! |
0:04 | CHECKED | Scenario |
- = 4 Feb 2020 = - | ||
23:59 | TRANSFER | Scenario text for Azquakunda prison |
23:48 | TEST | Small test |
23:48 | MAP | Area 001 |
23:34 | TEST | NEXT! |
23:33 | FIXED | Wrong exit tag in Azquakunda prison |
23:32 | HUH | Something's not right here |
23:29 | TEST | I can throw in a little test to see how things are going |
23:24 | MAP | Some needed config taken care of |
23:20 | SASKIA | Niets.saskia copied as base script.... No alias as I am damn sure more SASKIA scripting is gonna be required here |
23:18 | WORLDMAP | Linked to the first room of Azquakunda prison |
23:02 | MAP | Area 000 Azquakunda Prison |
22:46 | TRANSFER | Transferred Azquakunda Textures |
22:43 | STATUS | It took too long before the right enemies appeared... I quit this for now, and I'll move on, or this will take forever |
20:06 | TEST | Take XV |
20:05 | FIXED | Missing "end" in Dernor's PowerUp script |
19:56 | BITBUCKET | Updated |
19:56 | GITHUB | Updated |
19:54 | STATUS | It was a bit hard to run the tests when the computer crashes on that crap, you know! |
19:53 | CHARACTER | Done! |
19:50 | STATUS | While we are at it, let's go for Merya as well |
19:49 | CHARACTER | Present now for Dernor |
19:35 | BUG | Ah yeah, I need a proper skill up script for Dernor and Merya... I really forgot about that! |
19:33 | TEST | Take XIV will be started, but I may do this is phases as my food comes first |
19:33 | DONE | put some leftover Chinese food in my microweave as I need to eat.... I'm hungry |
19:14 | FIXED | AP issue for bloodsucker |
19:14 | CONFIRMED | Charming DOES lead to a new move.... so far things work... All I got to check now is the prevention of dupe charms |
19:11 | TEST | Take XIII |
19:11 | NOTE | I 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 |
18:52 | TEST | Take XII |
18:52 | FIXED | Now fixed then? |
18:52 | COCKROACH | No! |
17:56 | TEST | Take XI |
17:55 | STATUS | I had to stop halfway this take, because of a visitor arriving here.... Now that he's left I can start a new take |
16:10 | FIXED | Alias fix, as I coincidentally found out the pollen move aliases were wrong.... Lesser important at this moment, but before I forget! |
16:08 | TEST | Take X |
16:08 | FIXED | That fixes the issue? |
16:08 | DONE | Added |
16:07 | SOLVED | "Reg/" required |
15:54 | TEST | IX |
15:54 | DEBUG | Log confirms an invalid boolean outcome on the foe check.... Now some more lines to get a better picture! |
15:46 | TEST | Take VIII |
15:46 | DEBUG | Moar 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 |
15:39 | TEST | Take VII |
15:39 | DEBUG | Some debug lines must tell me why charm requests are ignored |
15:33 | NOTE | That doesn't cover all stuff though |
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