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15:33 | CHARACTER | Linked to character |
15:30 | ABILITY | Spores |
15:26 | BUG | no crashes, but charm does nothing at all, so my quest to sort out why has begun! |
14:53 | TEST | Take VI |
14:53 | FIXED | And so I could easily fixed a broken enemy referrence |
14:52 | FIXED | Refixed KTE |
1:08 | STATUS | But that is for tomorrow |
1:08 | BUG | Okay.... I see the death cap is not well tagged in the Kthura map |
0:49 | TEST | Take VI |
0:49 | TECHNO | I was right, this was a fault that would have caused a crash anyway even in "pure" Lua code |
0:48 | FIXED | Syntax error |
0:33 | TEST | Take V |
0:33 | STATUS | Getting the position of this error in the code, this is likely the last direct NIL error, but who knows what is to come |
0:32 | FIXED | Another one, of a different kind this time |
0:27 | TEST | Take IV |
0:27 | FIXED | Another |
0:14 | TEST | Take III |
0:14 | FIXED | Bad referrence |
0:04 | TEST | Take II |
0:03 | FIXED | I should have added an extra #accept |
- = 3 Feb 2020 = - | ||
23:55 | TEST | Take I |
23:55 | STATUS | Assuming there are no bugs (wishful thinking) everything should work now, except of animals NOT yet appearing in charmed spells... That comes later |
23:32 | DONE | Charm check |
23:30 | NOTE | Which is now still an empty bool function, but hey, everything goes step by step! |
23:29 | LINK | Link to charm checker |
22:25 | STATUS | So that'll be the next step in this operation. |
22:24 | NOTE | This does NOT yet cause Dernor to learn new moves, oh no.... the checker for that is not yet available |
22:23 | DONE | Add Done Charming itself works now, or at least if there are no bugs, as nothing has been tested yet! |
19:13 | UPDATED | |
17:28 | STATUS | I'll start later on the actual first things to do for the charm move, as my time is too short now to even consider starting on that! |
17:27 | SCRIPT | Anti-Boss protection for the "Gone" status.... |
17:27 | STUDY | Taken a quick look at a few things I needed to know before really turning things to code |
17:27 | UPDATED | vUpdate |
- = 2 Feb 2020 = - | ||
23:32 | STATUS | And I guess this is where it must end as I really can't focus anymore |
23:31 | SCRIPT | The Gone status change. This status change is basically set up to make "Charm", "SmokeBomb", "Void", and "Blow Away" possible |
23:25 | STATUS | Since I am not exactly clear minded anymore I won't do much, as I cannot focus that well right now, but I have a few things I can do.... |
23:24 | STATUS | Well that appears to be in order for now |
22:11 | STATUS | Right, time to sort a few things out... Dernor's charm move is more integrated into the battle system than any other move or spell.... The charm move itself will NOT yet work, but any parse errors can cause the combat routine not to function |
13:59 | STATUS | My time's up for today... Or at least for the next couple of hours.... I'll have to wait with the charming itself.... |
11:58 | STATUS | And that will do for now when it comes to actual moves to learn... More will have to be added later. |
11:57 | CHARACTER | A few non-charm spells added to Dernor's sheet |
11:46 | DATABASE | I've adepted the pollen moves for usage by a playable character |
11:41 | NOTE | And with that Dernor might well be the only character who has more moves at his disposal when you have a Game Jolt account.... Cool! |
11:40 | CHARACTER | I've configured Dernor with the possibility to charm the flowers in Botanica |
11:09 | NOTE | With that stuff is not yet guaranteed to work when the actual charming begins |
11:09 | STATUS | Adding the other moves I've listed so far is easy now |
11:08 | CONFIRMED | Alright! |
11:06 | TEST | |
11:06 | CONFIG | Now one for which multiple enemies can be charmed (you'll only need one of them, not all) |
11:04 | CONFIRMED | Of moves of which only one enemy can be charmed this works at least |
10:52 | TEST | I need to put this to the test, of coure! |
10:52 | DONE | The autohelp should now be able to tell you what Dernor should charm in order to obtain a move |
10:46 | NOTE | Please note, Charm still does nothing at all, but at least the game should no longer crash when you try to use it now |
10:46 | LINK | I've linked his first ability to this skeleton |
10:46 | SKELETON | Trying to work out an environment for Dernor's charming |
0:19 | STATUS | The time is now right to start on charm, but as it's late at night now, this will have to wait... |
0:07 | CONFIRMED | The stuff I want to work, does work, good! |
- = 1 Feb 2020 = - | ||
23:46 | TEST | Take III |
23:46 | VOID | Bad enemy ref |
23:28 | TEST | Take II |
23:28 | FIXED | Misnamed base SASKIA script |
23:28 | TEST | Take I |
23:17 | STATUS | First I will test the dungeon itself now.... Since there are a lot of enemies Dernor will be able to charm I will after that try if I can get that part to work.... One thing at the time goes best, eh? |
23:08 | CONFIG | random treasure |
23:08 | CONFIG | Random encounters for the plains |
23:02 | UPDATED | |
22:52 | ARENA | Grass Plains |
22:48 | NOTE | Trying to go there now will crash the game |
22:48 | WORLDMAP | Azquakunda prison |
22:47 | LINK | Exit linked to the map and also has to unlock Azquakunda prison |
22:43 | FIXED | Okay Geany works again |
22:35 | FAILURE | For some reason geany is no longer able to highlight nil files.... |
22:33 | BUBBLE | Project file set to alias this script for all dungeons needing it |
22:32 | SASKIA | Script for dungeons without any scenario or special things in general (like the grass plains is) |
22:30 | JCR6 | NJCR is now repackaging my music resource |
22:30 | LUA | I needed no changes for Azquakunda prison here.... Well that's at least something easy, then.... |
22:30 | LUA | Set up my music script to include the Alias for the Plains music |
22:25 | NOTE | Not there yet, though |
22:25 | LINK | Linked the map properly to the world map |
22:24 | NOTE | This LOOKS like the laziest dungeon I created, but nothing could be further from the truth.... I had some trouble in the original game doing this right, and in this remake I also had to take some silly stuff in mind |
22:05 | MAP | Grass plains |
21:13 | STATUS | Watching "Wie is de Mol?" |
21:13 | BACKUP | in between |
20:11 | STATUS | Time to prepare of the grass plains |
20:07 | REMINDER | |
20:05 | CONFIRMED | That seems to be OK now |
19:56 | TEST | Take XIX |
19:56 | EXPERIMENT | Let's try this.... I hope that fixes all this crap |
19:54 | NOTE | I wonder why this appears 3 times, by the way |
19:53 | TECHNO | ActSplit = { [1] = "SASKIA", [2] = "Blenchy"} ActSplit = { [1] = "SASKIA", [2] = "Blenchy"} ActSplit = { [1] = "SASKIA", [2] = "Blenchy"}The index #2 would not have existed if the error thrown was true (as it would be a NIL value and thus be elimiated by Lua). |
19:52 | RESULT | The logs eliminate any possibility of what happens here.... But since it still happens, there must be some breach somewhere. |
19:52 | TEST | Take XVIII |
19:47 | DEBUG | Whatever is happening, it's bullshit.... Let's make a more proper analysis here |
19:33 | TEST | Take XVII |
19:33 | STATUS | No more silly things? |
19:33 | FIXED | |
19:32 | STUPIDITY | Syntax Error |
19:30 | TEST | Take XVI |
19:30 | FIXED | ??? |
19:28 | BUG | I really need to fix the direct SASKIA link issue (whatever caused it, as it is not possible... Or at least it shouldn't be... Earlier code tied to it worked, so why doesn't it work anymore?) |
19:21 | TEST | Take XV |
19:21 | DONE | Last two needed areas |
19:18 | CONFIRMED | The Merya spot here works, though |
19:04 | XNA_ISSUE | |
19:04 | SITE | Added tag XNA_ISSUE |
18:51 | TEST | Take XIV |
18:51 | SECRET | Cross roads... the hidden exit to the madhouse |
18:48 | DONE | ANother mark |
18:48 | CONFIRMED | Good! |
18:29 | TEST | Take XIII |
18:29 | FIXED | Missing link to world map |
18:24 | TEST | Take XII |
18:24 | FIXED | that |
18:22 | BUG | But found a blockmap issue in the Hidden Bushes |
18:22 | CONFIRMED | Secret |
18:22 | TEST | Take XI |
18:22 | DONE | White Dragon Cave |
18:18 | CONFIRMED | Works! |
17:54 | MAP | Tagged secret passage Dragon Crack Forest |
17:52 | CONFIRMED | Works |
17:47 | TEST | Take X |
17:47 | SECRET | There's a travel emblem there you know! |
17:47 | MAP | Merya Scan point in Weniaria's temple |
17:44 | CONFIRMED | Well the detection and showing the results itself appears to be working instantly.... Cool |
17:37 | NOTE | The first circle effect appears to work at it should, good! |
17:37 | TEST | Take Take IX |
17:37 | FIXED | Bad tags |
17:31 | TEST | Take VIII |
17:31 | DONE | I've added an Update to the mapscript of the Exams Ruins, but I wonder why that is needed |
17:30 | HUH | WTF? |
17:24 | TEST | Take VII |
17:24 | FIXED | Boolean expression error |
17:18 | TEST | Take VI |
17:18 | FIXED | False switch closure removed |
17:10 | TEST | Take V |
17:10 | POWERSHELL | Doing that |
17:09 | NALA | must be recompiled as a result |
17:09 | FIXED | Syntax error in TQMG code in C# |
17:08 | BUG | Well still no good, but at least an error that makes sense |
17:04 | TEST | Take IV |
17:03 | FIXED | That has now been fixed of course! |
17:03 | SOLVED | Taking a look at the JCR6 output I saw that Merya.nil was not even included in the Personal Skill folder.... That was not allowed to be possible of course, so some investigation was needed, and what do we see.... A reference to a required library was wrong |
16:56 | TEST | Take III |
16:56 | DEBUG | MoAR then..... |
16:55 | HUH | No debug information is shown whatsoever |
16:20 | TEST | Take II |
16:20 | DEBUG | Debugging is impossible without more information, but I how the #say tag will provide more information |
16:18 | COCKROACH | Kaboom.... Don't start up, and no PROPER error message either, except for that importing has failed.... That's FAR from informative |
16:15 | TEST | So let's go for it! Take I |
16:14 | TECHNO | First of all, I'm gonna see if all parse errors are gone, well that's easy, as Merya has been put in the lead in my last save game, everything will crash if that savegame has been loaded when parse errors still exist, however, once all parse errors have been accounted for, I need to put this to the test in an actual dungeon, and then dungeons I already have come to mind. Some of them already got points Merya's ability should react to, you know |
16:12 | SCRIPT | I've scripted Merya's personal action, but I am far from sure if it works.... |
13:25 | STATUS | But first I need a break |
13:25 | STATUS | And with that I can start to script out Merya's scan move |
13:25 | NALA | Must be recompiled of course |
13:24 | LINK | Everythin linked together now |
13:24 | NIL | Link code written |
13:14 | LINK | So that automatically link NALA to TQMG, but I'm not there yet |
13:13 | BUBBLE | I have placed a link to TQMG in the BUBBLE API |
12:01 | C# | Expanded the TQMG module with a circle function |
11:45 | NOTE | clicking it does nothing at this point..... |
11:45 | SCRIPT | This button should now appear when you put Merya in the lead |
11:16 | ART | Button for Merya's personal action |
0:53 | TEST | Take V |
0:53 | FIXED | Fix in requirement config |
0:52 | FIXED | Bug in this force set up |
0:46 | TEST | Test Take IV |
0:46 | VOID | To void this issue |
0:46 | STATUS | I didn't wanna, but i gotta resort to DIRTY CODE STRAIGHT FROM HELL! |
0:44 | NOTE | (Thank goodness there is only one more playable character left... Not counting the guest, but that guest will be rather easy, compared to the others). |
0:44 | FIXED | Bug not showing what Merya needs to unlock new moves |
0:39 | TEST | Take III |
0:39 | FIXED | Fixed? |
0:38 | BUG | For some reason.... Neither Dernor's nor Merya's skill levels were accepted by the character initatator |
0:33 | TEST | Take II |
0:33 | FIXED | Charm reference |
0:29 | TEST | Here goes nothing |
0:29 | STATUS | Well Now I can at least check up Merya's ability sheet.... |
0:29 | TODO | |
0:28 | TODO | |
0:26 | TODO | |
0:24 | CHARACTER | And the moves have been tied to Merya's ability sheet |
0:22 | ABILITY | Follow Me |
0:20 | ABILITY | Fast Draw |
0:13 | ABILITY | Backstab |
0:10 | ABILITY | Intimidate |
0:05 | NOTE | That one will be safe to use (once Merya has it unlocked, that is). |
0:05 | ABILITY | Virus Stab |
0:03 | NOTE | Trying to use this move in combat will for now also crash the game |
0:03 | ABILITY | Pickpocket |
- = 31 Jan 2020 = - | ||
23:59 | CHARACTER | For now all Dernor can do is Charm and crash the game in the process, but at least he has an ability sheet for now, and that is something I can start working with tomorrow |
23:57 | NOTE | Trying to use this move in combat will until I scripted this out crash the game |
23:56 | ABILITY | Charm |
22:54 | STATUS | BRB |
22:53 | BITBUCKET | Will follow soon.... Just wait for it |
22:53 | GITHUB | Updated |
22:50 | BACKUP | But before that is to happen first a backup, and while it runs I'll be taking a break |
22:50 | NOTE | Please note that putting Dernor and Merya in the lead is still a bad idea, and that their ability sheets are still crashing the game... Those parts have simply not been scripted yet |
22:49 | CONFIRMED | All is cool now.... |
22:47 | TEST | Now? |
22:46 | FIXED | Forced a fix, as this was pretty stupid, and not worth reloading stuff for |
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