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
21:15SCENARIO
SCENARIOAdaptions made to make it all correct in the new game
21:12TRANSFER
TRANSFERShanda's scenario
18:43MAP
MAPAnd made some adaptions for the new game.....
18:43TRANSFER
TRANSFERIrravonia Transferred the map to the Kthura engine
17:52CONFIRMED
CONFIRMEDEverything is the way it should be
17:50TEST
TESTTake II (Can you believe that?)
17:50FIXED
FIXEDSyntax error
17:49FIXED
FIXEDEmpty scenario page removed
17:47TEST
TESTBut error or no error, I can test if I get the error I wanted to get
17:47NOTE
NOTEOf course, since the map itself does not yet exist, the link will cause an error... for now
17:42LINK
LINKWhich links the game to the dungeon
17:42SASKIA
SASKIAAnd set up a saskia processing script
17:41MAPSCRIPT
MAPSCRIPTI've set up the fisherman who will take you to Shanda
- = 10 Dec 2019 = -
23:01TEST
TESTTake V
23:00DONE
DONEMax money protection (you cannot buy what you cannot afford)
23:00CONFIRMED
CONFIRMEDWorks
22:57TEST
TESTTake IV
22:57FIXED
FIXEDLink error
22:57STUPIDITY
STUPIDITYI solved it
22:56TEST
TESTTake III
22:56DEBUG
DEBUGLet's see what this line gives me
22:55BUG
BUGBuying does not, and that was supposed to be the easy part.... :-/
22:55CONFIRMED
CONFIRMEDHoverhelp works
22:52TEST
TESTAnd this we DO need a Take II (Sigh!)
22:52FAILURE
FAILUREResource file corrupt
22:50TEST
TESTAnd Take I and let's hope the ONLY take!
22:49LINK
LINKLinked that all together
22:49DONE
DONEBuying function
22:49DONE
DONEEric Help generation
22:43DONE
DONEHover detection
22:21DONE
DONESome more work to get the shops done... at least the buying part... All I need to do is to make sure the hover detection works, the help text works, and the actual buying... The latter is the easiest part, but only possible when the former has been done.
21:57DONE
DONEAdded the numbers showing how many you already got in stock yourself
19:50BACKUP
BACKUPAnd run the backup in the the background
19:50TODO
TODOTime to prepare dinner....
19:37TEST
TESTWell, one more test, but no trouble should be expected....
19:37STORE
STOREAdded to shop hoer's stock
19:36ITEM
ITEMPhoenix
19:34STATUS
STATUSFINALLY!!!!!
19:33TEST
TESTTake XI
19:33FIXED
FIXEDBad math
19:30TEST
TESTTake X
19:30FIXED
FIXEDFixing that stupid action!
19:30LINK
LINKDone that now, anyway
19:30STUPIDITY
STUPIDITYI did forget to link the tab to the table I set up for that, though....
19:30FIXED
FIXEDFINALLY!
19:29TEST
TESTTake IX
19:27FUCKYOU
FUCKYOUGuesss.....
19:24TEST
TESTTake VIII
19:24FAILURE
FAILUREI wonder how many more of those I'll have to endure
19:24FIXED
FIXEDIrravonia Interstate link error
19:20TEST
TESTTake VII
19:20FIXED
FIXEDDestructive interstate link
19:17TEST
TESTTake VI
19:17FIXED
FIXEDAziella Interstate link error
19:14TEST
TESTTake V
19:14FIXED
FIXEDSyntax Error
19:13TEST
TESTTake IV
19:11FIXED
FIXEDCode typo
19:08TEST
TESTTake III
19:08FIXED
FIXEDBad marco referrence
19:07TEST
TESTTake II
19:07FIXED
FIXEDLack of self
18:00NALA
NALAHad to be rebuild as a result
17:46NIL
NILI've upgraded NIL with quick modifiers... It's still pretty primitive though
17:45DONE
DONEI've done the work to make the stock appear
- = 8 Dec 2019 = -
20:12CONFIRMED
CONFIRMEDIt works!
20:05TEST
TESTTake XII
20:05FIXED
FIXEDSyntax error
20:02TEST
TESTTake XI
20:01DONE
DONESelling items should work now
19:33TEST
TESTTake X
19:33COSMETIC
COSMETICAltering the y coordinate of the sell price
19:31TEST
TESTTake IX
19:30FIXED
FIXEDIllegal table usage
19:24BUG
BUGAlthough a new issue arises in the process....
19:24CONFIRMED
CONFIRMEDYeah, it's fixed
19:22TEST
TESTTake VIII
19:22FIXED
FIXED(I hope)
19:05COCKROACH
COCKROACHMerya Still no good, eh?
19:03TEST
TESTTake VII
19:02FIXED
FIXEDThat has been fixed
19:02NOTE
NOTEBut that could be because none of the items were marked as "sellable"
19:02NOTE
NOTENothing happened
19:00TEST
TESTTake VI
19:00DONE
DONESell price put in
17:25CONFIRMED
CONFIRMEDThat took care of the little devil!
17:21TEST
TESTTake V
17:21EXPERIMENT
EXPERIMENTLet's see
17:21SOLVED
SOLVEDI think I found the issue
17:20CONFIRMED
CONFIRMEDThis cockroach also affects the normal fieldmenu screen.... Meaning we got indeed a structural issue
17:17COCKROACH
COCKROACHFor some reason the inventory screen still "locks" the other tabs, and there is no reason why that can happen, but it happens, and as long as I cannot find the reason why this bug cannot be fixed....
17:12TEST
TESTTake IV (Or doesn't it?)
17:12PLAN
PLAN"Sell" should just use the inventory screen plus the sell prices... The latter does not yet work (the pre-config will help to make it happen, at least that's the intension), but the former should
17:07STATUS
STATUSAll appears fine now!
17:04FIXED
FIXEDMore issues with SASKIA's jmp instruction I see
16:58TEST
TESTTake III
16:58FIXED
FIXEDMisformed instruction in SASKIA
16:53TEST
TESTTake II
16:53DEBUG
DEBUGLet's see why SASKIA caused a crash
16:51SASKIA
SASKIAI've linked the shop hoer to SASKIA.... Silly me of course that wasn't going to work and I've set up SASKIA for a reason...
16:50FAILURE
FAILUREDid my devlogger crash?
16:43NOTE
NOTEShop itself is alright, but in a callback only surrounding, I guess a different approach was needed, eh?
16:36MAPSCRIPT
MAPSCRIPTShopHoer will link to the store routine, although it's just two empty tabs now....
16:35LINK
LINKLink code to quickly access a merchant's stock
15:38CONFIG
CONFIGSome pre-config for merchants
15:33GAMEJOLT
GAMEJOLTSite preparations
14:33SCREENSHOT
14:32SCREENSHOT
14:27ART
ARTBuy and Sell buttons.... As I wanted them to be clear I made them text base, although I drew the letters manually
- = 7 Dec 2019 = -
20:54STATUS
STATUSI'm gonna call it for today! See ya!
20:54BUG
BUGDernor #94 But that is a later concern
20:53CONFIRMED
CONFIRMEDIt works! At last!
20:48TEST
TESTTake XXV
20:48FIXED
FIXEDAnd I fixed that... at least this should work now!
20:47SOLVED
SOLVEDI think the fact that I used the wrong variable as indexer is the source of all evil!
20:47BUG
BUGNo more crashes, but the move is not registered as "learned" and not only that, Rebecca keeps trying to learn the move, over and over and over!
20:42TEST
TESTTake XXIV
20:42FIXED
FIXEDIllegal constructor call
20:39TEST
TESTTake XXIII
20:37FIXED
FIXEDMetatable indexing error
20:34TEST
TESTTake XXII
20:34FIXED
FIXEDField name incorrect
20:30TEST
TESTTake XXI
20:30FIXED
FIXEDNow that's done, so no no more issues, I suppose
20:30FAILURE
FAILUREAnd thus the fix was ignored
20:30STUPIDITY
STUPIDITYForgot to save before rebuilding the game
20:26TEST
TESTTake XX
20:26FIXED
FIXEDThat should fix a certain issue
20:26SCRIPT
SCRIPTCallback for BoxText Background....
20:25FAILURE
FAILUREDevlog HMTL generation lag
20:23NOTE
NOTEThat does not yet mean everything's fine now, but at least I got something to continue on
20:22MYSTERY
MYSTERYThe log confirms my claim below.... That's a branch of programming that never made any sense, but it happens countless times.... oddly enough
20:20TEST
TESTTake XIX
20:20EXPERIMENT
EXPERIMENTSometimes modifying something and bringing it back EXACTLY the way it was "fixes" something, so let's see
20:20DONE
DONEBrought code back to its original (by the way not broken) form
20:14TEST
TESTRebecca Take XVIII
20:13FIXED
FIXEDIllegal function call?
20:13FUCKYOU
FUCKYOUYeah.... right!
20:11TEST
TESTTake XVII
20:11EXPERIMENT
EXPERIMENTWhat will happen if....
20:11TEST
TESTTake XVII (log checking)
20:08HUH
HUHBoxtext not loaded! That is a lie.... How do I know... Because the music and the arena could not be loaded either if the claim was true...
20:04TEST
TESTTake XVI
20:04FIXED
FIXEDAnother target issue
20:02BACKUP
BACKUPRunnin gin the background
20:01TEST
TESTTake XV
20:01VOID
VOIDTarget issue
19:59TEST
TESTTake XIV
19:59FIXED
FIXEDTag error
19:56TEST
TESTTake XIII
19:56FIXED
FIXEDCase Error
19:56STATUS
STATUSGetting closer!
19:53TEST
TESTTake XII
19:53VOID
VOIDDirty code straight from Hell!
19:51TEST
TESTTake XI
19:51FIXED
FIXEDDeclaration error
19:51TEST
TESTtake X
19:49FIXED
FIXEDAbilities mastered from the start should not be checked at all, so "Start" should never have come up here!
19:47TEST
TESTTake IX
19:46DEBUG
DEBUGScyndi So some extra debug info will have to do!
19:46INVESTIGATION
INVESTIGATIONI need to find out what happened here
19:43BUG
BUG
19:06TEST
TESTtake VIII
19:06FIXED
FIXEDWrong property name
19:03FIXED
FIXEDTest Take VII
19:02FIXED
FIXEDIllegal class call
19:00TEST
TESTTake VI
19:00FIXED
FIXEDWrong set of brackets?
18:58TEST
TESTTake V
18:58FIXED
FIXEDUse ref error
18:56TEST
TESTtake IV
18:56VOID
VOIDIssue
18:53FIXED
FIXEDNo dirty style table definitions in NIL, Jeroen! You KNOW that!
18:51TEST
TESTTake III
18:51FIXED
FIXEDWTF was I doing?
18:48TEST
TESTTake II
18:48FIXED
FIXEDVar typo
18:46TEST
TESTAnd let's pray it works pretty quickly...

Take I

18:45DONE
DONESet up the new ability announcement text
18:42NOTE
NOTEI do realize I forgot something, so I do need to take care of that!
18:42DONE
DONEI've set up a system that SHOULD teach new abilities if the requirments are met... I doubt this will go right in one go, and I expect tons of cockroaches, but we'll have to see
17:35TODO
TODOcheck the food in my kitchen
17:35SCRIPT
SCRIPTMeta table for quick finding skills for characters
17:16DONE
DONEpreparations for learning new moves
16:31STATUS
STATUSBrendor Let's make sure all my repositories are up-to-date... and get myself a well-deserved break, as my work today may not look much, but it was more complex than it looked!
16:30STATUS
STATUSHowever I need to take a break now, so I'll keep that for later, likely tonight.... Since this is an important part of the game, I want to do this right... It's not likely I need tons of code for that, but the code I need to write is not really easy to formulate right... That is not a NIL issue... That is just the difficulties of coding in general!
16:29PLAN
PLANJust as in the original game, the plan is to make nothing happen on the moment you get the required levels to learn a new ability but to replace the attack move on the moment you get the required level (or other requirements for that matter). The way I set things up now, does not really allow that approach, but I did find a way to cheat my way through....
15:25TEST
TESTTake V
15:25FUCKYOU
FUCKYOUWrong static function name?
15:06TEST
TESTTake IV
15:06DONE
DONEextra #use
15:04TEST
TESTLet's check!
15:04FIXED
FIXEDThe no appearing messages should be fixed now, though
14:54CONFIRMED
CONFIRMEDThe sound does work, though!
14:54BUG
BUGNo crashes but the lv up message does not appear
14:52TEST
TESTTake II
14:52FIXED
FIXEDForgotten declaration
14:50TEST
TESTTake I
14:49NOTE
NOTENew moves will NOT yet be unlocked, this comes later!
14:48TEST
TESTI can at least test if leveling up works in general
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