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19:53CHARACTER
CHARACTER Done!
19:50STATUS
STATUS While we are at it, let's go for Merya as well
19:49CHARACTER
CHARACTER Present now for Dernor
19:35BUG
BUG Ah yeah, I need a proper skill up script for Dernor and Merya... I really forgot about that!
19:33TEST
TEST Take XIV will be started, but I may do this is phases as my food comes first
19:33DONE
DONE put some leftover Chinese food in my microweave as I need to eat.... I'm hungry
19:14FIXED
FIXED AP issue for bloodsucker
19:14CONFIRMED
CONFIRMED Charming DOES lead to a new move.... so far things work... All I got to check now is the prevention of dupe charms
19:11TEST
TEST Take XIII
19:11NOTE
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
18:52TEST
TEST Irravonia Take XII
18:52FIXED
FIXED Now fixed then?
18:52COCKROACH
COCKROACH No!
17:56TEST
TEST Take XI
17:55STATUS
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
16:10FIXED
FIXED Alias fix, as I coincidentally found out the pollen move aliases were wrong.... Lesser important at this moment, but before I forget!
16:08TEST
TEST Take X
16:08FIXED
FIXED That fixes the issue?
16:08DONE
DONE Added
16:07SOLVED
SOLVED "Reg/" required
15:54TEST
TEST IX
15:54DEBUG
DEBUG Log confirms an invalid boolean outcome on the foe check.... Now some more lines to get a better picture!
15:46TEST
TEST Take VIII
15:46DEBUG
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
15:39TEST
TEST Take VII
15:39DEBUG
DEBUG Some debug lines must tell me why charm requests are ignored
15:33NOTE
NOTE That doesn't cover all stuff though
15:33CHARACTER
CHARACTER Linked to character
15:30ABILITY
ABILITY Spores
15:26BUG
BUG no crashes, but charm does nothing at all, so my quest to sort out why has begun!
14:53TEST
TEST Take VI
14:53FIXED
FIXED And so I could easily fixed a broken enemy referrence
14:52FIXED
FIXED Refixed KTE
1:08STATUS
STATUS But that is for tomorrow
1:08BUG
BUG Okay.... I see the death cap is not well tagged in the Kthura map
0:49TEST
TEST Eric Take VI
0:49TECHNO
TECHNO I was right, this was a fault that would have caused a crash anyway even in "pure" Lua code
0:48FIXED
FIXED Syntax error
0:33TEST
TEST Take V
0:33STATUS
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
0:32FIXED
FIXED Another one, of a different kind this time
0:27TEST
TEST Take IV
0:27FIXED
FIXED Another
0:14TEST
TEST Take III
0:14FIXED
FIXED Bad referrence
0:04TEST
TEST Take II
0:03FIXED
FIXED I should have added an extra #accept
- = 3 Feb 2020 = -
23:55TEST
TEST Take I
23:55STATUS
STATUS Assuming there are no bugs (wishful thinking) everything should work now, except of animals NOT yet appearing in charmed spells... That comes later
23:32DONE
DONE Charm check
23:30NOTE
NOTE Which is now still an empty bool function, but hey, everything goes step by step!
23:29LINK
LINK Link to charm checker
22:25STATUS
STATUS So that'll be the next step in this operation.
22:24NOTE
NOTE This does NOT yet cause Dernor to learn new moves, oh no.... the checker for that is not yet available
22:23DONE
DONE Add Done Charming itself works now, or at least if there are no bugs, as nothing has been tested yet!
19:13UPDATED
17:28STATUS
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!
17:27SCRIPT
SCRIPT Anti-Boss protection for the "Gone" status....
17:27STUDY
STUDY Taken a quick look at a few things I needed to know before really turning things to code
17:27UPDATED
UPDATED vUpdate
- = 2 Feb 2020 = -
23:32STATUS
STATUS Aziella And I guess this is where it must end as I really can't focus anymore
23:31SCRIPT
SCRIPT The Gone status change. This status change is basically set up to make "Charm", "SmokeBomb", "Void", and "Blow Away" possible
23:25STATUS
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....
23:24STATUS
STATUS Well that appears to be in order for now
22:11STATUS
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
13:59STATUS
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....
11:58STATUS
STATUS And that will do for now when it comes to actual moves to learn... More will have to be added later.
11:57CHARACTER
CHARACTER A few non-charm spells added to Dernor's sheet
11:46DATABASE
DATABASE I've adepted the pollen moves for usage by a playable character
11:41NOTE
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!
11:40CHARACTER
CHARACTER I've configured Dernor with the possibility to charm the flowers in Botanica
11:09NOTE
NOTE With that stuff is not yet guaranteed to work when the actual charming begins
11:09STATUS
STATUS Adding the other moves I've listed so far is easy now
11:08CONFIRMED
CONFIRMED Irravonia Alright!
11:06TEST
TEST
11:06CONFIG
CONFIG Now one for which multiple enemies can be charmed (you'll only need one of them, not all)
11:04CONFIRMED
CONFIRMED Of moves of which only one enemy can be charmed this works at least
10:52TEST
TEST I need to put this to the test, of coure!
10:52DONE
DONE The autohelp should now be able to tell you what Dernor should charm in order to obtain a move
10:46NOTE
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
10:46LINK
LINK I've linked his first ability to this skeleton
10:46SKELETON
SKELETON Trying to work out an environment for Dernor's charming
0:19STATUS
STATUS The time is now right to start on charm, but as it's late at night now, this will have to wait...
0:07CONFIRMED
CONFIRMED The stuff I want to work, does work, good!
- = 1 Feb 2020 = -
23:46TEST
TEST Take III
23:46VOID
VOID Merya Bad enemy ref
23:28TEST
TEST Take II
23:28FIXED
FIXED Misnamed base SASKIA script
23:28TEST
TEST Take I
23:17STATUS
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?
23:08CONFIG
CONFIG random treasure
23:08CONFIG
CONFIG Random encounters for the plains
23:02UPDATED
22:52ARENA
ARENA Grass Plains
22:48NOTE
NOTE Trying to go there now will crash the game
22:48WORLDMAP
WORLDMAP Azquakunda prison
22:47LINK
LINK Exit linked to the map and also has to unlock Azquakunda prison
22:43FIXED
FIXED Okay Geany works again
22:35FAILURE
FAILURE For some reason geany is no longer able to highlight nil files....
22:33BUBBLE
BUBBLE Project file set to alias this script for all dungeons needing it
22:32SASKIA
SASKIA Script for dungeons without any scenario or special things in general (like the grass plains is)
22:30JCR6
JCR6 NJCR is now repackaging my music resource
22:30LUA
LUA I needed no changes for Azquakunda prison here.... Well that's at least something easy, then....
22:30LUA
LUA Set up my music script to include the Alias for the Plains music
22:25NOTE
NOTE Not there yet, though
22:25LINK
LINK Linked the map properly to the world map
22:24NOTE
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
22:05MAP
MAP Grass plains
21:13STATUS
STATUS Watching "Wie is de Mol?"
21:13BACKUP
BACKUP in between
20:11STATUS
STATUS Dernor Time to prepare of the grass plains
20:07REMINDER
20:05CONFIRMED
CONFIRMED That seems to be OK now
19:56TEST
TEST Take XIX
19:56EXPERIMENT
EXPERIMENT Let's try this.... I hope that fixes all this crap
19:54NOTE
NOTE I wonder why this appears 3 times, by the way
19:53TECHNO
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).
19:52RESULT
RESULT The logs eliminate any possibility of what happens here.... But since it still happens, there must be some breach somewhere.
19:52TEST
TEST Take XVIII
19:47DEBUG
DEBUG Whatever is happening, it's bullshit.... Let's make a more proper analysis here
19:33TEST
TEST Take XVII
19:33STATUS
STATUS No more silly things?
19:33FIXED
FIXED
19:32STUPIDITY
STUPIDITY Syntax Error
19:30TEST
TEST Take XVI
19:30FIXED
FIXED ???
19:28BUG
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?)
19:21TEST
TEST Take XV
19:21DONE
DONE Last two needed areas
19:18CONFIRMED
CONFIRMED The Merya spot here works, though
19:04XNA_ISSUE
19:04SITE
SITE Added tag XNA_ISSUE
18:51TEST
TEST Take XIV
18:51SECRET
SECRET Cross roads... the hidden exit to the madhouse
18:48DONE
DONE ANother mark
18:48CONFIRMED
CONFIRMED Rebecca Good!
18:29TEST
TEST Take XIII
18:29FIXED
FIXED Missing link to world map
18:24TEST
TEST Take XII
18:24FIXED
FIXED that
18:22BUG
BUG But found a blockmap issue in the Hidden Bushes
18:22CONFIRMED
CONFIRMED Secret
18:22TEST
TEST Take XI
18:22DONE
DONE White Dragon Cave
18:18CONFIRMED
CONFIRMED Works!
17:54MAP
MAP Tagged secret passage Dragon Crack Forest
17:52CONFIRMED
CONFIRMED Works
17:47TEST
TEST Take X
17:47SECRET
SECRET There's a travel emblem there you know!
17:47MAP
MAP Merya Scan point in Weniaria's temple
17:44CONFIRMED
CONFIRMED Well the detection and showing the results itself appears to be working instantly.... Cool
17:37NOTE
NOTE The first circle effect appears to work at it should, good!
17:37TEST
TEST Take Take IX
17:37FIXED
FIXED Bad tags
17:31TEST
TEST Take VIII
17:31DONE
DONE I've added an Update to the mapscript of the Exams Ruins, but I wonder why that is needed
17:30HUH
HUH WTF?
17:24TEST
TEST Take VII
17:24FIXED
FIXED Boolean expression error
17:18TEST
TEST Take VI
17:18FIXED
FIXED Scyndi False switch closure removed
17:10TEST
TEST Take V
17:10POWERSHELL
POWERSHELL Doing that
17:09NALA
NALA must be recompiled as a result
17:09FIXED
FIXED Syntax error in TQMG code in C#
17:08BUG
BUG Well still no good, but at least an error that makes sense
17:04TEST
TEST Take IV
17:03FIXED
FIXED That has now been fixed of course!
17:03SOLVED
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
16:56TEST
TEST Take III
16:56DEBUG
DEBUG MoAR then.....
16:55HUH
HUH No debug information is shown whatsoever
16:20TEST
TEST Take II
16:20DEBUG
DEBUG Debugging is impossible without more information, but I how the #say tag will provide more information
16:18COCKROACH
COCKROACH Kaboom.... Don't start up, and no PROPER error message either, except for that importing has failed.... That's FAR from informative
16:15TEST
TEST So let's go for it!

Take I

16:14TECHNO
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
16:12SCRIPT
SCRIPT I've scripted Merya's personal action, but I am far from sure if it works....
13:25STATUS
STATUS But first I need a break
13:25STATUS
STATUS And with that I can start to script out Merya's scan move
13:25NALA
NALA Must be recompiled of course
13:24LINK
LINK Everythin linked together now
13:24NIL
NIL Link code written
13:14LINK
LINK So that automatically link NALA to TQMG, but I'm not there yet
13:13BUBBLE
BUBBLE I have placed a link to TQMG in the BUBBLE API
12:01C#
Brendor Expanded the TQMG module with a circle function
11:45NOTE
NOTE clicking it does nothing at this point.....
11:45SCRIPT
SCRIPT This button should now appear when you put Merya in the lead
11:16ART
ART Button for Merya's personal action
0:53TEST
TEST Take V
0:53FIXED
FIXED Fix in requirement config
0:52FIXED
FIXED Bug in this force set up
0:46TEST
TEST Test Take IV
0:46VOID
VOID To void this issue
0:46STATUS
STATUS I didn't wanna, but i gotta resort to DIRTY CODE STRAIGHT FROM HELL!
0:44NOTE
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).
0:44FIXED
FIXED Bug not showing what Merya needs to unlock new moves
0:39TEST
TEST Take III
0:39FIXED
FIXED Fixed?
0:38BUG
BUG For some reason.... Neither Dernor's nor Merya's skill levels were accepted by the character initatator
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