The credits will be done later, though..... Let's first get to move onto testing all that comes before that, and the credits will be done, likely tomorrow... Also because this *is* gonna take some extra generating work before I can even get started on stuff.... Yeah, believe it folks, cause it's true... (Unfortunately)
22:21
STATUS
And from there, I think scripting the end credits will be most prudent, however that ain't so easy as it appears...
22:20
SASKIA
I've set up the event here.... This is where SASKIA can be a bit fragile though, but I hope this works the way it should....
21:56
MAP
End hub 1
21:30
OFFTOPIC
Rarely could a kid amaze me this much..... But Darci did amaze me..... REALLY!
20:33
KTHURA
What I'm about to do now is dirty development straight from the bog of eternal stench, but it's the most risk-free method to do this.... I'm gonna add the Map Hubs for the ending part to the Keep....
I hate doing it this way, but it's really the safest way to go...
Honest!
20:31
SASKIA
Uh-oh!
19:44
STATUS
I'll get into what to do next later....
19:27
CONFIRMED
Everything appears to be cool now!
19:22
TEST
TAKE III
19:22
FIXED
And a party pop is desirable for the final boss, eh... I mean... come on!
19:21
FIXED
A few mixed up functions called
19:00
TEST
TAKE II
19:00
FIXED
Well, that takes care of that
18:59
STUPIDITY
SASKIA != NIL
18:54
TEST
And nobody knows if this will work... so
TAKE I!
18:54
SASKIA
More script code about this
18:54
MAPSCRIPT
Fade effect
18:00
MAP
Big Hall Adapted for end story
15:26
SASKIA
Direct post-boss scenario
12:57
STATUS
I need a break now, but I'll soon be "back for more!"
12:56
CONFIRMED
So far everthing is right in order!
12:46
TEST
And now a little test is in order!
12:42
STATUS
Goes without saying but the post-boss stuff comes later!
12:42
LINK
Link to the not yet-existing fight #2 made... For now this too is nothing more but a little pop-up
12:42
LINK
And linked together
12:38
MAPSCRIPT
Mover of the bang location scripted
12:28
SASKIA
Intermezzo
12:20
CONFIRMED
All is cool.... Well... for now!
12:17
TEST
Quick verification of things
12:15
MAP
Added some stuff I need for the scenario between the two fights
11:40
CONFIRMED
This all works!
11:17
LINK
And that links fight #1 to the event... even though that "fight" is now only a pop-up
11:16
SASKIA
Script up to fight round #1!
10:57
MAPSCRIPT
I've set up to combat set up functions.... Both would cause an error now if the boss fights were turned on.... Since this is not the case they should now only cause me a small popup so I can see the fight is being skipped.
10:54
TECHNO
Since a lot of scripting will be involved in this matter, I think it will be more prudent to make it possible to skip fighting when I'm about to test the script around the boss fight. The boss fight itself is on the development side less important when it comes to the story scripting as it's merely one of the events taking place, and making sure those fights work as they should is more of an issue when the story scripts around them actually work. If I can just manage to get that done by simply turning a macro on or off, this would help me greatly!
10:50
DONE
I've set up a SKIP_DZGJYMZA macro.....
- = 5 Jul 2020 = -
22:19
VERIFIED
Okay, all clear.... it seems
22:13
TEST
let's see what happens now
22:13
FAILURE
Windows has been a bit bugging on a few things... Didn't hurt now, but can be bothersome in the future
22:02
CONFIRMED
That all works
21:52
TEST
Take II
21:51
FIXED
SASKIA Syntax error
21:48
TEST
Let's see
21:38
LINK
Link up script
21:38
SASKIA
Pre-round 1
9:38
NOTE
Savegames in which the green dragon has already been defeated will be fixed automatically
If you didn't have it yet, the game will award it anyway if the King Slime is dead
1:52
FIXED
King Slime achievement not awarded
1:51
FIXED
Bitter tears achievements were triggered wrongly
1:48
STATUS
That's not something I should concern myself about now!
1:48
HUH
Aziella's shooting has become bugged
1:31
STATUS
Only if you played the original you know what I mean, and if you didn't play the original, then you gotta wait a little longer!
1:30
VOID
Eric's special status would cause a crash.... That has been voided....
1:27
BOOST
Elemental weaknesses boss
1:14
TEST
Take XXVII
1:14
FIXED
Leftover old time conflict
1:09
TEST
Take XXVI
1:09
FIXED
Syntax error
0:46
TEST
Take XXV
0:46
FIXED
Code typo
0:39
TEST
Take XXIV
0:39
INVESTIGATION
Expanded the logging features so I can get more clarity on matters.... Are the abilities the boss searches for properly mastered?
0:37
INVESTIGATION
The log confirmed now that it's indeed 0 abilities that are copied.... Now to find out why that is
0:32
TEST
Take XXIII
0:32
VOID
.....
0:32
COCKROACH
.....
0:27
TEST
Take XXII
0:27
VOID
nil end bug in NIL
0:22
TEST
Take XXI
0:21
DEBUG
I've added an extra line which can provide me a few answers... maybe?
- = 4 Jul 2020 = -
22:43
TECHNO
I KNEW this wouldn't be easy!
22:42
INVESTIGATION
I need a break now, but investigating this matter will now be my priority
22:42
BUG
All the boss will do is "Study" so something is NOT right here....
22:35
TEST
Take XX
22:35
FIXED
Mathematical fault of a very severe kind in the stat copy routine of studying
22:34
FIXED
Case error in Eric's ability list script
22:29
TEST
Take XIX
22:28
FIXED
#pure error
22:23
TEST
Take XVIII
22:22
STATUS
The animation does now work as it should, although a bit of fine tuning *can* be in order due to the flip, but I hope not
22:22
ART
The think art has been flipped as this will work out better in the total animation
22:20
FIXED
SIGH!
22:14
FIXED
Missing local declaration (which is required in NIL)
22:08
TEST
Take XVII
22:08
VOID
Old code conflicting with the new situation
22:07
NOTE
Not there, yet!
22:07
COSMETIC
Coordniate fine tuning
22:02
TEST
Take XVI
22:02
FIXED
alpha addition check fault
22:02
COSMETIC
coordinate fine-tuning
22:00
VOID
Referrence issue
21:55
TEST
Take XV
21:55
FIXED
Thanks to the previous fix I could see it was a case error
21:49
TEST
Take XIV
21:49
POWERSHELL
Running compile scripe
21:49
NALA
Nala must be rebuild
21:49
FIXED
My Blue Screen of Death was not set up well for alternate alpha setups..... This has been properly set up now.... Downside is.....
21:45
BUG
Okay, now this is beyond strange.... All I see is a black screen
21:41
TEST
Take XIII
21:38
DEBUG
Some markers which should make it easier to trace errors, as things are not clear due to Lua's Directory shortening method, which is in this case catastrophical
21:38
FIXED
Index error
21:30
TEST
Take XII
21:30
FAILURE
Build failure
21:30
TEST
Take XI
21:26
FIXED
Leftover code from old time causing conflicts now!
21:19
TEST
Take XI
21:17
NOTE
Not that I expected that at this point, but okay....
21:17
POWERSHELL
I must rerun my nala compile script though
21:17
NALA
More precise hotspotting
21:05
TEST
Take X
21:05
STATUS
This should mean that the AI is at least able to set the "Study" well... But let's not cry victory too soon!
21:04
FIXED
Missing "end"
20:59
TEST
Take IX
20:59
STATUS
Time to resume the work!
20:58
DONE
I ate my dinner
20:29
FIXED
Cancel the boss when about to study can crash the AI in the next turn
20:23
TEST
Take VIII
20:23
VOID
Okay....
20:23
HUH
20:16
TEST
Take VII
20:16
FIXED
Missing parameter error
20:16
STUPIDITY
Jeroen! Je bent een eikel!
20:11
TEST
Take VI
20:11
STATUS
Now I can resumt the action until the oven is ready
20:11
DONE
Got it!
20:10
DONE
Okay, that's done... I do need a little snack in the meantime, though
20:04
TODO
Before I get on to take VI... I'm getting hungry, so I'm gonna put some food in the oven....
20:04
FIXED
Lack of "self"
19:59
TEST
Take V
19:59
FIXED
Conflicts
19:53
TEST
Take IV
19:53
FIXED
Keyword case error
19:49
TEST
Take III
19:49
FIXED
Study Target error
19:44
TEST
Take II
19:44
FIXED
Missing initiation in AI
19:38
TEST
Take I (out of MMMMMMMMMM, I think?)
19:37
STATUS
And now the moment suprème has come.... The time this can be put to the test.....
Wish me luck!
19:36
SASKIA
Post boss
19:36
SASKIA
Boss start up
19:24
VERIFIED
Music file
19:07
GAMEJOLT
Linking them now to their Game Jolt counter parts!
19:07
ACHIEVEMENT
More Bitter Tears!
19:03
ACHIEVEMENT
No mercy for the soldiers! No mercy for the king!
19:00
STATUS
Well, that ends the basis, but I'm not there yet.... After all, the script that starts this battle has not yet been written, so that will be the next step
19:00
ABILITY
Study
18:58
SPELLANI
Study
17:54
TRANSFER
Think icon for the Study ability spellani
17:08
STATUS
It's all not over yet, but I think most of the important trouble has been taken care of..... I will now need a break first.
17:07
CHARACTER
And those are assigned to be learned by Aziella.... Required levels differ per difficulty setting
17:07
ABILITY
Shield
17:04
ABILITY
Protect
16:50
ABILITY
Hyper
16:39
ABILITY
Double Bolt
16:31
ABILITY
Blunt
16:03
NOTE
Now due to the way the current timer has been setup, and the many slowdowns I am experiencing in the game, I won't add this to Aziella's spell list yet... This to prevent trouble.... One spell is not worth that much trouble this specific spell can give.
16:02
ABILITY
Accelerator
15:37
DONE
Lunch.... Yeah I was a bit late... I know
14:55
DONE
Taken a shower
14:15
CHARACTER
Eric can learn this ability.... requirements vary based on the chosen difficulty setting
14:15
ABILITY
Bacteria sword
14:02
STATUS
Not there yet, though.... FAR from it!
14:00
NOTE
Extra feature that was not present in the original game is that the boss will copy the target's statistics when studying them. The copied stat will after that be multiplied based on the player's chosen difficulty setting!
13:59
SCRIPT
Study abilities
13:42
LINK
Set up a link for AI access from abilities
13:29
CONFIRMED
Apparently yes
13:29
TEST
The lied down again where she did cause trouble before... Is everything fine now?
13:25
AI
I've scripted the basis of Blenchy's AI.... Of course it needs to be noted that a lot of stuff this AI needs for extra is not yet present... It's just the AI itself....
12:27
FAILURE
The rest of the story I won't repeat... Got lost because the cat lied down on some cables crashing this devlog.... Geez... why are computers too delicate to handle homes were cats live?