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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 |
23:33 | SASKIA |  Klazien |
23:24 | STORE |  Klazien's items |
23:19 | ITEM |  Panacea |
22:58 | ITEM |  Lion's Heart |
22:57 | ITEM |  Pixie Dust |
22:55 | ITEM |  Voice Herb |
22:53 | C# | Wendicka Runtime Preparational work |
11:11 | CONFIRMED |  Clam |
11:04 | MAP |  Clam |
10:56 | SASKIA |  Clam |
10:46 | STORE |  Added them to Clam's stock |
10:44 | ITEM |  Silk Toga |
10:41 | ITEM |  Crimson Dress |
10:38 | ITEM |  Light Chainmail |
0:41 | STORE |  Clam (weapons part as he'll also sell armor) |
- = 7 Mar 2020 = - |
23:32 | NOTE |  The Tier 7 items for team Rebecca come later (although Eric's Tier 7 weapon is the same as Rebecca's, as only their ultimate weapons are different). |
23:31 | ITEM |  These are (of course) the tier 7 weapons of the members of Team Eric.... Please note, that Irravonia is not included due to her special status when it comes to attacks due to her being a wand user |
23:30 | ITEM |  Steel Bolt |
23:28 | ITEM |  Skull Crusher |
23:26 | ITEM |  Sword of Justice |
22:56 | TEST |  Bank |
22:56 | MAP |  Replaced the stand from Pic to Obstacle.... This because I do not want to spook up the engine more than I have to |
22:52 | FIXED |  So I can close that issue! |
22:52 | CONFIRMED | |
22:50 | EXPERIMENT | |
22:48 | NOTE |  Ah, yes.... I guess I need to improvise, eh? |
22:47 | STATUS |  First the bank though, as I'm now doing 2 things in once! |
22:47 | COCKROACH |  Apparantly NOT! |
22:45 | FIXED | |
22:43 | TEST |  Bank |
22:43 | LINK |  This should automatically link the bank to the script |
22:43 | MAP |  Bank |
22:41 | SASKIA |  Bank |
19:33 | UPDATED | |
19:31 | MEDICAL |  As I was a bit close to exhausting myself, I also limited my work today |
19:29 | BUG | |
19:29 | C# | Work on Wendicka done |
- = 6 Mar 2020 = - |
23:44 | MAP |  Zyona |
23:10 | MAP |  Tamara |
22:11 | MAP |  Gnook |
22:11 | STATUS |  It's cool now! |
21:58 | TEST |  Take B |
21:58 | FIXED |  Ah! |
21:58 | BUG |  For some odd reason, all my work is igored |
21:30 | TEST |  Take A |
21:30 | LINK |  And linked everything together |
21:30 | DONE |  I've set the no-go zones for Rayal City |
21:08 | TRANSFER |  Scenario for Rayal City |
17:34 | C# | I did complete the Wendicka parser (not half as hard as the Scyndi parser which comes later). |
14:11 | NOTE |  Exhaustion is kicking in, so I must force myself a rest every now and then.... Also note that I am experimenting on my new version of the Wendicka scripting system, which *may* even be used on my next proejcts (for this game that's too late). |
0:44 | TEST |  And I guess my repo is also right again, but this will now be tested in the process |
0:44 | TEST |  Let's see if it work snow |
0:43 | JCR6 |  Let's pack that again |
0:30 | FAILURE |  Just what I needed! A music package failure on a moment like this! |
0:26 | FAILURE |  There some issues with the devlog repository... I hope I can fix those soon.... (If you see this message, it's likely fixed, though) |
0:10 | TEST |  Let's check it out! |
- = 5 Mar 2020 = - |
23:56 | JCR6 |  Repacking :( |
23:56 | MUSIC |  "Divertimento K131" linked to Rayal city |
23:53 | LINK |  City linked properly to world map |
23:35 | SASKIA |  Template |
20:02 | CHEAT |  But I could easily cheat my way around that with the way I placed guards here |
20:01 | FAILURE |  Some textures were missing |
20:01 | TRANSFER |  Map Rayal City Square |
- = 4 Mar 2020 = - |
21:56 | TEST |  Herondo |
21:56 | LINK |  Herondo |
21:56 | SASKIA |  Herondo |
21:56 | STONEMASTER | Herondo |
20:57 | STATUS |  So far stuff works |
20:52 | TEST |  And let's do this AGAIN! |
20:52 | FIXED |  Party reform ignored |
20:51 | FIXED |  Worldmap tag errors |
20:46 | TEST |  Let's try this again! |
20:46 | FIXED |  Code typos |
20:42 | TEST |  Let's see if this works |
20:41 | LINK |  That links the map to the split-up part |
20:41 | SASKIA |  Go back to bed |
20:40 | TUTORIAL |  Split |
20:16 | LINK |  Linked it to the map |
20:16 | MAPSCRIPT |  Eric start config |
20:13 | WORLDMAP |  I've (ab)used the worldmap database in order to make the choice between Eric or Rebecca's scenario |
20:08 | WORLDMAP |  Fruuskbrando -- That is the first of the two missions for Eric after all |
20:06 | MUSIC |  When you can pick what you want to do first... Eric's or Rebecca's mission I've set Rebecca's theme by Widzy as background music |
19:58 | MAP |  Placed a "Start_Split" exit in order to start Eric's part first |
9:08 | OFFTOPIC |  TRUTH! 
|
0:11 | STATUS |  I'll skip the last part for now, as from here the party will split in two for awhile, and that will need extra coding, and it's late! |
0:00 | MAPSCRIPT |  Made all ways back possible |
- = 3 Mar 2020 = - |
23:42 | HUH |  The game is doing things that should NOT be possible in any kind of scenario, and yet, they happen |
23:20 | ACHIEVEMENT |  What has been said is for you alone |
22:22 | TEST |  Take II |
22:22 | FIXED |  Several cosmetic bugs |
22:15 | TEST |  Oracle |
22:15 | MAPSCRIPT |  Oracle |
21:21 | TRANSFER |  Sprite Oracle |
19:42 | TEST | |
19:42 | MAPSCRIPT |  Crack can be passed now |
18:27 | MAPSCRIPT |  Automated dominance correction |
17:46 | MAPSCRIPT |  Now the places will only show when the time is right |
16:22 | TEST |  Take II |
16:21 | FIXED |  Syntax Error |
16:18 | TEST |  Let's see! |
16:18 | DONE |  I've blocked both exits in the "night" scene... This because it's only there for show.... There had to be an exit somewhere |
- = 2 Mar 2020 = - |
12:36 | FIXED |  Exit tag typo |
12:32 | SECRET |  It is NOT a bug that Eric walks VERY far when encountering Merya's room.... Her sexual attitude scares him, and thus going as far away as possible |
12:31 | DONE |  Eric's refusal to enter other people's rooms |
1:19 | MYSTERY |  I may some other time try to figure out why the scenario editor acts so oddly after moving stuff.... |
1:18 | NOTE |  And that will have to do, I suppose |
1:18 | FIXED |  Missing portrait |
1:18 | FIXED |  Wrong scenario text (as left over from old game) |
1:05 | TEST |  OP HOOP VAN ZEGEN! |
1:04 | NOTE |  For now I did some stuff manually, but why it worked before on much more complex text, and now not on simple text is COMPLETELY beyond me.... (not a single line of code was altered, so....) |
0:57 | NOTE |  I am also forced to redo the transfer |
0:54 | NOTE |  This may take time though |
0:54 | BACKUP |  Before I continue I'll be running a mini-backup, to ensure that if this damage happens again, I can recover it more quickly |
0:51 | MYSTERY |  How the damage could be is beyond me, though |
0:51 | FIXED |  And some damage caused fixed |
0:51 | RECOVERED |  All data recovered |
0:19 | STATUS |  I really hope I can recover stuff.... Good thing I ran the backup tool this morning |
0:18 | FAILURE |  Scenario file damage |
0:17 | TEST |  Let's see if it works |
0:17 | LINK |  Link script |
0:12 | SCENARIO |  Auto-corrections |
0:11 | NOTE |  A few data settings put out right |
0:10 | TRANSFER |  Scenario transfer |
0:09 | SASKIA |  Temp script copied, as I need it later! |
0:09 | LINK |  Link to Rayal castle by night |
- = 29 Feb 2020 = - |
16:56 | NOTE |  A side project of mine has seen some work today.... As NIL is far from ideal, I am experimenting with my own scripting engine.... |
11:58 | NOTE |  Nor is the link script to this map and the required SASKIA script etc. etc. etc.... |
11:57 | MAP |  Night Map prepared for the meeting with the Oracle.... Although the Oracle herself is not yet there |
1:09 | FIXED |  Some blockmap issues |
0:54 | FIXED |  Mistagging |
0:35 | SASKIA |  King Herondo first time |
0:35 | MAPSCRIPT |  King Herondo first time |
0:10 | TEST |  Again! |
0:10 | FIXED |  Code typo (sigh) |
0:04 | FIXED |  False Katha display |
0:04 | FIXED |  False party pop |
- = 28 Feb 2020 = - |
23:59 | TEST | |
23:59 | VOID |  Lack of space issue entrance guards |
23:58 | MAP |  Guard Wessel |
23:58 | MAP |  King placed.... Speaking to him will crash the game for now, though! |
23:50 | CHECKED |  Scenario |
23:37 | TRANSFER |  Art Katha |
23:37 | TRANSFER |  Art King Herondo |
22:16 | COSMETIC |  Hmmmm..... Not that it matters, but it's not cool.... :-/ |
22:12 | TEST |  Let's see if that works! |
22:12 | MAP |  Tagged that guards |
22:11 | MAPSCRIPT |  Guards at the entrance |
21:50 | CONFIRMED |  All is fine concering Scharum.... for now |
21:37 | TEST |  Test Scharum Take VIII |
21:37 | STATUS |  I do need to test though, if the others get their moves, and only if Scharum is defeated.... Let's do a quick check |
21:37 | CONFIRMED |  At least I can be sure Eric appears to learn his Scharum ability.... |
21:30 | TEST |  Scharum Take VIII |
21:29 | FIXED |  Eric ability error |
21:29 | SASKIA |  Chapter announcement |
20:30 | TEST |  Scharum Take VII |
20:30 | FIXED |  Reference error |
20:22 | TEST |  Scharum Take VI |
20:22 | LINK |  Scharum fights linked to combat engine in order to unlock the moves Scharum can teach you! |
20:04 | TEST |  Scharum Take V |
20:04 | FIXED |  Alias error |
19:54 | TEST |  Scharum Take IV |
19:54 | VOID |  Did I get around that? |
19:53 | FUCKYOU |  crashing for the sake of crashing.... |
19:45 | TEST |  Scharum Take III |
19:45 | FIXED |  Missing SASKIA Label |
19:41 | TEST |  Scharum Take II |
19:41 | FIXED |  Code Typo |
19:38 | TEST |  Scharum |
19:38 | BOSS |  Scharum |
19:37 | LINK |  Scharum |
19:37 | SASKIA |  Scharum |
19:25 | MAPSCRIPT |  Scharum can be fought.... *IF* I actually linked him to the map and *IF* his combat data was actually set..... |
17:54 | BUBBLE |  Alias for Scharum |
15:18 | MAP |  Scharum is also in place, but trying to talk to him now will crash the game |
15:17 | MAP |  A few guards put in |
12:42 | NOTE |  Although the data has been written succesfully by it, oddly enough |
12:42 | FAILURE |  It appears that the SQL dump of TBBS was too much for Geany to handle, so it froze |
11:21 | STATUS |  Cool! |
11:17 | FIXED |  Secret Zoning Error |
11:05 | TEST | |
11:05 | COSMETIC |  Player Dominance auto-correct |
11:04 | JUDGMENT |  Cool! |
11:04 | FIXED |  Take V |
10:26 | FIXED |  Issues with the garden |
10:25 | FIXED |  Listed the secret Passage |
10:23 | STATUS |  The base code works... Now I need to get it to work with the Kthura Objects of which a few coordinates must be changed to get this to work completely |
10:19 | TEST |  Take IV |
10:18 | FIXED |  MOAR |
10:15 | TEST |  Take III |
10:15 | FIXED |  ZA_Action illegal function calls |
10:06 | TEST |  Take II |
10:06 | NALA |  Recompiling |
10:06 | FIXED |  Bad fuction definition in Kthura link script |
1:41 | TEST |  Another (and last one, I hope) |
1:40 | FIXED |  C# Syntax errors |
1:36 | FIXED |  Link error |
1:16 | TEST |  Let's throw this to da test |
1:15 | TODO | |
1:14 | MAPSCRIPT |  And scripted when to appear disappear |
1:13 | MAP |  Zones marked that should only be seen when asked for |
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