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
21:22TEST
TEST Take IV
21:22DEBUG
DEBUG I need to sort this out!
21:21HUH
HUH WTF?
21:18TEST
TEST Take III
21:18FIXED
FIXED Did I fix the cage not coming down?
21:18TEST
TEST Take II
21:11FIXED
FIXED Fixing Aldarus event being ignored in the process
21:10LINK
LINK Linked the SASKIA script to the zone on the map
21:09FIXED
FIXED Aldarus should NOT have been visible from the start
21:03NOTE
NOTE WISH ME LUCK!!!!
21:03TEST
TEST But I can at least test how things work so far.....
21:03WORLDMAP
WORLDMAP Irravonia I've made a record for Yasathar's temple which will unlock once Aldarus is defeated.... The game will for now crash as soon as the battle starts, though
21:02SASKIA
SASKIA Aldarus
20:53LINK
LINK Link code for the SASKIA scriptout
20:52MAPSCRIPT
MAPSCRIPT Set up the meganism which will activate the cage
20:52SITE
SITE I've unlinked a devlog entry causing trouble... I do not know what was in there, but it's likely caused by wrong keyboard setting as the software updating this devlog does not like non-ascii characters
20:47MAP
MAP Prepared for the boss fight scenario
20:40MAP
MAP Trap cage now put onto the map, but it's invisible while not in use
20:12NOTE
NOTE At LAST!
20:11STATUS
STATUS Everything is cool now!
20:05TEST
TEST Take III
20:05FIXED
FIXED Mistagging breaking the link
19:55TEST
TEST Take II
19:52FIXED
FIXED Squashed a cockroach
19:32TEST
TEST Take I
19:32NOTE
NOTE Alpha testers who may be gaining access before I set that boss fight up, don't think it's a good idea to go back to the world map unchecked, as the next location to go to will NOT unlock without fighting that boss, so sorry!
19:28NOTE
NOTE The room where the boss will be can be reached now, but the boss will not appear yet
19:28LINK
LINK That link back up has been established now
19:27LINK
LINK I've linked the stairway to the base floor.... At least that works one way now
18:01STATUS
STATUS BRB
18:01FIXED
FIXED Stairs issue
17:56TEST
TEST Take V
17:56FIXED
FIXED Blockmap issue
17:56CONFIRMED
CONFIRMED Hookspot works now
17:51TEST
TEST Take IV
17:51FIXED
FIXED Eric And while I was at it I fixed the swap exit points
17:51FIXED
FIXED I think
17:49INVESTIGATION
INVESTIGATION But the internal debug features already answered why that is, so that is easy to fix
17:49BUG
BUG Nope!
17:45TEST
TEST Take III
17:45FIXED
FIXED I hope
17:45BUG
BUG Hookspot doesn't work
17:28TEST
TEST Take II
17:22STATUS
STATUS At this point in my savegame Scyndi should learn "Vitalize"
17:22CONFIRMED
CONFIRMED Eric learns "Neutralize poison" accordingly
17:22FIXED
FIXED Secret passage
16:50TEST
TEST Take I
16:50NOTE
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
16:49MAP
MAP Area 008
16:19ITEM
ITEM Warrior's vest
15:37TEST
TEST Another test then.....
15:37MAP
MAP put onto the map
15:36ITEM
ITEM Steel Dagger
15:32REMOVED
REMOVED False Clock record
15:30FIXED
FIXED Item Config
15:26BUG
BUG Nothing happens
15:19TEST
TEST Let's test how Irravonia acts
15:18BUG
BUG And for some reason NJCR was acting up on me....
15:18NOTE
NOTE I'll get into the others later
15:17JCR6
JCR6 Packed
15:08ART
ART Aziella I've animated Irravonia's attack with her wand....
14:14TEST
TEST
14:13FIXED
FIXED I hate that fucking randomizer fuction Lua comes with!
14:04NOTE
NOTE I really need to disembowel that code, I guess
14:04FIXED
FIXED Illegal class call in Disembowel
13:58NOTE
NOTE Dang! I should have counted them!
13:58TEST
TEST
13:58FIXED
FIXED Missing Barrier
13:54FIXED
FIXED Malformed boolean expression in Disembowel script
13:53FIXED
FIXED Eric not gaining skill EXP for Darkness
13:45TEST
TEST
13:45FIXED
FIXED Treasure Tag
13:18STUPIDITY
STUPIDITY (It was a stupid little error, oh well).
13:18TEST
TEST
13:18FIXED
FIXED Macro update
13:15TEST
TEST
13:15MAP
MAP 008
12:58ITEM
ITEM Cloak
1:04TEST
TEST
1:04FIXED
FIXED Variable issue in Disembowel
0:18MAP
MAP Put these swords onto the map at in their respective chests
0:17FIXED
FIXED Map Dominance Issue
0:17ITEM
ITEM Knight's Sword
- = 6 Feb 2020 = -
23:51TEST
TEST
23:51MAP
MAP Area 006
23:35CONFIRMED
CONFIRMED Merya Seems to be right now!
23:28TEST
TEST
23:28FIXED
FIXED SASKIA syntax error
23:23TEST
TEST Again!
23:23FIXED
FIXED event would trigger again if you already found Eric
23:18NOTE
NOTE You may have noticed that time was not on my side today... Oh well, shit happens, I suppose
23:18TEST
TEST I gotta test if this all works
23:09LINK
LINK Linked to map
23:09SASKIA
SASKIA Finding Eric Event
18:37STATUS
STATUS Order of Onyx: Rondomo Making Eric and Brendor rejoin the group is now my first priority
18:37STATUS
STATUS Stuff is now alright...
18:05CLOSED
18:02TEST
TEST Take III
18:02FIXED
FIXED Target issue in intimidate
17:48TEST
TEST Take II
17:48REMINDER
17:43CONFIRMED
CONFIRMED Merya Denor cannot charm the same creature twice
17:38JCR6
JCR6 Repackaged Music JCR already
17:33ABILITY
ABILITY War Shout!
17:32MUSIC
MUSIC I've downloaded Daily Beetle for the GJ Only dungeon here, but that comes later
17:08TEST
TEST And now to test the place with random encounters available
17:08GENERATION
GENERATION So the data I need here will be generated automatically from now on... Good!
17:08POWERSHELL
POWERSHELL I've set the swapkill generator in my build script
17:07MAP
MAP Random encounters added
17:05ARENA
ARENA Azquakunda Prison
17:02FOE
FOE Dernor Assassin
16:57CHARACTER
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
16:55SCRIPT
SCRIPT Disembowel effect
16:39ABILITY
ABILITY Disembowel
16:34FOE
FOE Guard Dog
16:29STATUS
STATUS That brings us to the next step... The guard dog enemy ;)
16:29CHARACTER
CHARACTER I've linked Growl to Dernor and he can learn it when he manages to charm a Guard Dog
14:55ABILITY
ABILITY Growl
1:36GAMEJOLT
GAMEJOLT Updating in the meantime
1:35TEST
TEST Take III
1:35VOID
VOID Marrilona A weird wall disappearance issue
1:31TEST
TEST Take II
1:31CONFIRMED
CONFIRMED The respawn reset works
1:31FIXED
FIXED Cell hide/show fix
1:26TEST
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.....
0:31MAPSCRIPT
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
0:28NOTE
NOTE This will be the area were Eric and Brendor will rejoin the party
0:28MAP
MAP Area 005
0:10STATUS
STATUS And I am glad that one is out of my way
0:10CLOSED
0:10FIXED
FIXED
- = 5 Feb 2020 = -
23:58RESULT
RESULT SCORE!!!
23:50EXPERIMENT
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
23:47TEST
TEST Take II
23:47FIXED
FIXED ?
23:44SOLVED
SOLVED Rebecca Wait a minute
23:43DEBUG
DEBUG Let's run the game again and mess a bit with the debug log, shall we....
23:41NOTE
NOTE Although.... the kill swap script appears to be executed, which makes things even stranger!
23:39COCKROACH
COCKROACH No effect
23:35TEST
TEST Let's see if it works.... :-/
23:35LINK
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!
23:33CHECKED
CHECKED as far as i can judge the generated NIL code looks good
23:32GO
GO Completed (assuming it all works as it should)
23:20GO
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
21:05STATUS
STATUS But first a little break
21:05STATUS
STATUS Before I move on #92 as this is really beginning to get onto my nerves....
21:04JUDGMENT
JUDGMENT Good
20:53TEST
TEST
20:53FIXED
FIXED MaxFloor
20:44TEST
TEST
20:44MAP
MAP Area 004
19:22CONFIRMED
CONFIRMED That works
19:13TEST
TEST
19:13MAPSCRIPT
MAPSCRIPT Activated barrier switches
19:02TEST
TEST
19:02FIXED
FIXED Missing exit
18:25MAP
MAP Area 003
12:23STATUS
STATUS Everything works the way it should now....
12:19TEST
TEST Take V
12:19FIXED
FIXED Aha... 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
FIXED Wrong zone tag activation
12:15STUPIDITY
STUPIDITY Moron!
12:10TEST
TEST Take IV
12:10FIXED
FIXED Link Tag Check error
11:19TEST
TEST Take III
11:19SOLVED
SOLVED Yeah, that was the reason why nothing happened at all
11:19FIXED
FIXED Invalid mapscript name
11:18BUG
BUG Nothing happens
11:13TEST
TEST Take II
11:13FIXED
FIXED
11:12STUPIDITY
STUPIDITY Forgtten "Next" tag
11:09TEST
TEST Let's try... Take I
11:09MAPSCRIPT
MAPSCRIPT I've also tried to write a script which would automatically hide all secrets Merya scan scan for, and hopefully that works
11:08LINK
LINK And linked everything together
11:08MAP
MAP Area 002
10:49TUTORIAL
TUTORIAL Script to load Merya's scan tutorial written
10:48MAPSCRIPT
MAPSCRIPT Create mapscript for Azquakunda
0:11STATUS
STATUS So far.... for now!
0:04SCENARIO
SCENARIO A few minimal adaptions, but other than that this is cool!
0:04CHECKED
CHECKED Scenario
- = 4 Feb 2020 = -
23:59TRANSFER
TRANSFER Scenario text for Azquakunda prison
23:48TEST
TEST Small test
23:48MAP
MAP Area 001
23:34TEST
TEST Brendor NEXT!
23:33FIXED
FIXED Wrong exit tag in Azquakunda prison
23:32HUH
HUH Something's not right here
23:29TEST
TEST I can throw in a little test to see how things are going
23:24MAP
MAP Some needed config taken care of
23:20SASKIA
SASKIA Niets.saskia copied as base script.... No alias as I am damn sure more SASKIA scripting is gonna be required here
23:18WORLDMAP
WORLDMAP Linked to the first room of Azquakunda prison
23:02MAP
MAP Area 000 Azquakunda Prison
22:46TRANSFER
TRANSFER Transferred Azquakunda Textures
22:43STATUS
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
20:06TEST
TEST Take XV
20:05FIXED
FIXED Missing "end" in Dernor's PowerUp script
19:56BITBUCKET
BITBUCKET Updated
19:56GITHUB
GITHUB Updated
19:54STATUS
STATUS It was a bit hard to run the tests when the computer crashes on that crap, you know!
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