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 |
1:26 | TEST |  Take XI |
1:26 | FIXED |  "nil"???? |
1:19 | TEST |  Take X |
1:19 | STATUS |  But I see progress now |
1:19 | FIXED |  missing declaration |
1:16 | TEST |  Take IX |
1:16 | FIXED |  Illegal class called |
1:15 | STUPIDITY |  Idiot |
1:12 | TEST |  Take VIII |
1:12 | FIXED |  AH! Found the issue, I think..... And hopefully it's fixed |
1:11 | BUG |  This does NOT make sense (the line numbers in particular)  |
1:04 | TEST |  Take VIII |
1:04 | FIXED |  In Lua it's random.... Not rand |
1:01 | TEST |  Take VII |
1:01 | FIXED |  Another lacking "self" (And I wonder how much more of those I'll encounter). |
0:58 | TEST |  Take VI |
0:58 | FIXED |  Some data I forgot added |
0:55 | TEST |  Take V |
0:54 | FIXED |  Declaration fault |
0:52 | TEST |  Take IV |
0:52 | FIXED |  Another one found and tackled |
0:52 | FIXED |  Which was only a missing self, but hey, this is already better than those silly errors I had before |
0:50 | BUG |  FINALLY! The first AI bug..... That is what I am doing this for! |
0:48 | TEST |  III |
0:48 | STATUS |  Dang! And then the REAL complicated stuff has not yet even been called! |
0:48 | FIXED |  Arena referrence |
0:46 | TEST |  Take II |
0:46 | STATUS |  Not a good start if the link to the boss has a silly error like that! |
0:45 | FIXED |  Link-up case error |
0:43 | TEST |  Take I |
0:42 | STATUS |  And now for the moment suprème |
0:42 | LINK |  That should link it all together |
0:42 | MAPSCRIPT |  Link code |
0:19 | SASKIA |  Still a few lines of SASKIA script needed, I suppose |
0:18 | STATUS |  Assuming that everything works (which I doubt), the hard work is done, however now I need to link the boss to the map |
0:17 | SCRIPT |  Decide AI |
0:10 | NOTE |  NOT gonna be easy |
0:10 | STATUS |  Now I gotta setup the the AI so it can decide the Crystal's moves |
0:06 | SCRIPT |  Elemental Charge for Big Crystal |
0:03 | NOTE |  Still not there yet! |
0:02 | CONFIG |  Elements |
0:01 | TECHNO |  Not gonna explain, but it's important! |
0:01 | SCRIPT |  Effect Lose Charge |
- = 30 Jan 2020 = - |
23:43 | STATUS |  NOT there yet, though.... |
23:43 | ENHANCEMENT |  The AI can now respond to the kinds of attacks a player does to a boss... Particularly to how this boss works this is important |
23:38 | STATUS |  Unfortunately the challenging part has only JUST begun.... :( |
23:37 | STATUS |  Another step closer! |
23:37 | ABILITY |  Terra Charge |
23:36 | ABILITY |  Aer Charge |
23:35 | ABILITY |  Ignis Charge |
23:35 | ABILITY |  Aqua Charge |
23:34 | STATUS |  Only HALF the work is done now.... Well almost, as there are some more things to be done |
23:31 | ABILITY |  Richter |
23:30 | ABILITY |  Beaufort |
23:29 | ABILITY |  Pascal |
23:25 | CHECKLIST | |
23:22 | ABILITY |  Fahrenheit |
23:09 | SKELETON |  Empty script for the bosses' AI script |
23:08 | NOTE |  It should be noted that the boss will do nothing yet, and even ignore you when you approach it.... This is a special boss, so some special measures are to be taken here.... |
23:08 | BOSS |  Big Crystal |
22:59 | CONFIRMED |  Everything up to the boss works |
22:42 | TEST |  sssiiiiiiiiiiiigh! |
22:42 | FIXED |  Returner error |
22:34 | TEST |  test again! |
22:34 | FIXED |  Transfer related error |
22:30 | TEMPLATE |  I've expanded the will templates over all playable characters now, although the system will NOT pick that up... yet! |
22:28 | FIXED |  Target error |
22:23 | TEST |  Let's test! |
22:23 | CONFIG |  Random encounters Naked Rocks caves |
22:16 | FOE |  Bat |
22:05 | SCRIPT |  Drain effect |
21:46 | ABILITY |  Bloodsucker |
20:58 | STATUS |  This is the boss area, but before we get to the boss I'll first get the random encounters done.... That is after I had a little break! |
20:57 | MAP |  Area 007 |
20:50 | TRANSFER |  Boss |
20:30 | TEST |  Let's see |
20:30 | FIXED |  I think I fixed a hook spot |
20:13 | TEST |  Let's see |
20:13 | MAP |  area 006 |
19:45 | TEST |  Take III |
19:45 | FIXED |  A few more nasty fixes done |
17:56 | TEST |  Take II |
17:56 | FIXED |  Fixed that |
17:56 | BUG |  the Hookspots did not work |
17:56 | CONFIRMED |  And the Healing Herb can be obtained |
17:56 | CONFIRMED |  Irrafly works |
17:52 | TEST |  Let's try |
17:51 | MAP |  Area 004 |
17:36 | ITEM |  Healing Herb |
12:49 | CLOSED | |
12:30 | FIXED |  Okay, I think I fixed that now |
12:24 | JUDGMENT |  It will have to do for now, but a bit more fine tuning is definitely required |
12:21 | COSMETIC |  Fine Tuning |
12:21 | JUDGMENT |  Almost there |
12:08 | TEST |  Take wieviel? |
12:08 | NALA |  must be recompiled AGAIN!!!! |
12:08 | FIXED |  Link error between NIL and C# |
11:23 | TEST |  Again? |
11:23 | NALA |  Requires me to compile NALA again, though |
11:22 | FIXED |  Fixed the issue cause by this.... |
11:22 | STUPIDITY |  DON'T EVER TRY TO BE FAST, JEROEN! |
11:11 | TEST |  Again! |
11:11 | STATUS |  SIGH! |
11:11 | NALA |  Recompiling |
11:11 | KTHURA |  Done? |
11:11 | C# | And here too |
11:11 | NIL |  Let's make it |
11:11 | HUH |  No "Moving" property? |
11:05 | TEST |  And so we can test all this shit again! |
11:05 | JCR6 |  And thanks to NJCR written in C#, allowing me to toss away my Go application, this goes a LOT faster now |
11:04 | POWERSHELL |  which I just did |
11:04 | NALA |  even though that requires me to rebuild NALA |
11:04 | VOID |  Best way to go then is to rename the line command.... Easier way to go |
11:04 | VOID |  Ah.... I get it now... The scenario routine also has a "line" identifier |
10:59 | TEST |  And run another test! |
10:59 | NALA |  Let's try that again then |
10:59 | FAILURE |  "nil" value for line... This is NOT possible unless the recompilation of NALA went wrong.... AGAIN! |
10:54 | TEST |  Gotta test that of course |
10:54 | FIXED | |
10:36 | HUH |  No matter! |
10:36 | HUH |  And now it works? |
10:36 | POWERSHELL |  Let's run that script again |
10:35 | HUH |  But from VisualStudio it succeeds? |
10:35 | FAILURE |  That failed from my PowerShell script |
10:34 | NALA |  And NALA will have to be recompiled... AGAIN! |
10:34 | LINK |  And so C# and NIL have linked this |
10:33 | NIL |  Link up code |
9:40 | BUBBLE |  Added to the Bubble MonoGame engine |
9:36 | C# | I've linked my experimental Bresenham routine to TQMG |
9:27 | JCR6 |  I've aliassed this template to Young Irravonia and Shanda... This is the easiest way to make sure they have no personal will, but won't crash the game in the process.... |
9:15 | TEMPLATE |  Character will |
9:14 | SITE |  Added tag TEMPLATE |
0:15 | STATUS |  Well that's a concern for later! |
0:03 | STATUS |  I hope I can now also properly try to find out why #106 is still an issue, and if worst comes to worst, I may have to do some very idiotic drastic measures..... I hope I don't have to, though.... |
0:02 | CONFIRMED |  All is cool now... Or so it seems! |
0:00 | NOTE |  Should work now, but hey, ya never know! |
- = 29 Jan 2020 = - |
23:59 | TEST |  Take III |
23:59 | TECHNO |  NOT gonna explain this any further sorry! |
23:59 | FIXED |  Aha! Just a mistag of the block area |
23:57 | BUG |  But the hookspot does NOT |
23:57 | TUTORIAL |  Works |
23:53 | TEST |  Take II |
23:53 | FIXED |  Mistagged hook spot |
23:49 | TEST |  Let's see! |
23:49 | STATUS |  Will it work? |
23:49 | TUTORIAL |  Linked to this room |
23:49 | MAP |  Area 004 |
23:35 | CONFIRMED |  Yup! Yup! Yup! |
23:33 | TEST |  Let's see now! |
23:33 | STATUS |  I hope |
23:33 | LINK |  So NOW it's linked.... |
23:33 | FIXED |  ZA_Enter link forgotten |
23:28 | TEST |  Let's see! |
23:28 | LINK |  Link back to the shore side |
23:24 | CONFIRMED |  It all works.... |
23:17 | TEST |  I can test a few things already though, so let's go! |
23:14 | LINK |  Link to entering scenario |
23:14 | NOTE |  the link back isn't there yet! |
23:14 | LINK |  Link from outside to inside |
22:57 | SASKIA |  A SASKIA script created, which I expect to remain empty forever.... |
22:57 | MAP |  Area 003 |
22:15 | TECHNO |  And due to the old system and new system being a bit incompatible here, this may save me a lot of work later! |
22:15 | STATUS |  Confirmed As far as I can tell everything works now |
22:14 | FIXED |  Lists not updated properly in the process |
22:10 | C# |  I've enhanced my scenario editor with a tag mover... I fear I may need this some more, so it's pretty important that this will work properly.... |
22:10 | BACKUP |  Safety backup as data CAN get lost during this process |
21:36 | JUDGMENT |  All is cool now! |
21:14 | TEST |  Take VIII |
21:14 | NOTE |  I still can't get used to the randomizer being random and not rand like in most programming languages.... This is not a NIL issue... NIL has no random support itself and merely uses the Lua routine.... Lua is threfore to blame for this one! |
21:10 | TEST |  Take VII |
21:10 | FIXED |  Code )] typo |
20:52 | TEST |  Take VI |
20:52 | FIXED | |
20:52 | FUCKYOU |  forgot "self" |
20:49 | TEST |  Take V |
20:49 | COSMETIC |  And I forgot to put in the clouds |
20:49 | FIXED |  I think |
20:47 | BUG |  Almost there, but not quite |
20:43 | TEST |  Take IV |
20:43 | FIXED |  Syntax error |
20:39 | TEST |  Take III |
20:39 | FIXED |  Arena reference |
20:36 | TEST |  Take II |
20:36 | FAILURE |  Virus scanner blocking out tools that may never be blocked in the process |
20:34 | TEST |  Take I |
20:34 | NOTE |  Wish me luck! |
20:34 | STATUS |  Time for testing |
20:16 | FIXED |  BlockMap Issue on cave entrance |
20:15 | ARENA |  Ouside on Naked Rocks |
19:19 | MAP |  Random encounters configured for outside |
19:06 | FOE |  Croc |
18:48 | ABILITY |  Croc Bite |
17:59 | TRANSFER |  Art Croc |
17:54 | STATUS |  A lot of real-life stuff got in my way today |
12:40 | C# | Preparational work for Stach's used file feature |
12:32 | CONFIRMED |  That appears to be working, at least! |
12:24 | TEST |  Let's see if the treasure chests work accordingly |
12:10 | NOTE |  But that comes later though |
12:10 | GENERATION |  Jukebox data generated |
12:10 | GO |  Written a quick generator for the Jukebox data..... |
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