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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134
2:08BUG
BUG Always charge, but never the attack itself
1:59TEST
TEST Take XVIII.... I guess eighteen takes ain't so bad.... Not even half I expected with these results already
1:58STATUS
STATUS Other than that stuff looks like it's working
1:58FIXED
FIXED Swapped display names
1:53TEST
TEST Take XVII
1:53EXPERIMENT
EXPERIMENT Maybe this will cause the counter-element to be the weakness in stead of an absorb
1:53BUG
BUG Not yet quite
1:49TEST
TEST Take XVI
1:49FIXED
FIXED Scyndi And also wrong enemies names in each record
1:49STUPIDITY
STUPIDITY Well put in the wrong database field that is
1:48FIXED
FIXED missng arguments
1:44TEST
TEST Brendor Take XV
1:44FIXED
FIXED Returner error
1:37TEST
TEST Take XV
1:37FIXED
FIXED Moar of those
1:34TEST
TEST Take XIV
1:34NERF
NERF And defense will now always be max
1:34FIXED
FIXED Illegal class call
1:31TEST
TEST Take XIII
1:31FIXED
FIXED Whatever
1:31TEST
TEST Take XII
1:27FIXED
FIXED False fatal on goblin warrior (unrelated)
1:26TEST
TEST Take XI
1:26FIXED
FIXED "nil"????
1:19TEST
TEST Take X
1:19STATUS
STATUS But I see progress now
1:19FIXED
FIXED missing declaration
1:16TEST
TEST Take IX
1:16FIXED
FIXED Illegal class called
1:15STUPIDITY
STUPIDITY Idiot
1:12TEST
TEST Take VIII
1:12FIXED
FIXED AH! Found the issue, I think..... And hopefully it's fixed
1:11BUG
BUG This does NOT make sense (the line numbers in particular)
1:04TEST
TEST Merya Take VIII
1:04FIXED
FIXED In Lua it's random.... Not rand
1:01TEST
TEST Take VII
1:01FIXED
FIXED Irravonia Another lacking "self"

(And I wonder how much more of those I'll encounter).

0:58TEST
TEST Take VI
0:58FIXED
FIXED Some data I forgot added
0:55TEST
TEST Take V
0:54FIXED
FIXED Declaration fault
0:52TEST
TEST Take IV
0:52FIXED
FIXED Another one found and tackled
0:52FIXED
FIXED Which was only a missing self, but hey, this is already better than those silly errors I had before
0:50BUG
BUG FINALLY! The first AI bug..... That is what I am doing this for!
0:48TEST
TEST III
0:48STATUS
STATUS Dang! And then the REAL complicated stuff has not yet even been called!
0:48FIXED
FIXED Arena referrence
0:46TEST
TEST Take II
0:46STATUS
STATUS Not a good start if the link to the boss has a silly error like that!
0:45FIXED
FIXED Link-up case error
0:43TEST
TEST Take I
0:42STATUS
STATUS And now for the moment suprème
0:42LINK
LINK That should link it all together
0:42MAPSCRIPT
MAPSCRIPT Link code
0:19SASKIA
SASKIA Still a few lines of SASKIA script needed, I suppose
0:18STATUS
STATUS Assuming that everything works (which I doubt), the hard work is done, however now I need to link the boss to the map
0:17SCRIPT
SCRIPT Decide AI
0:10NOTE
NOTE NOT gonna be easy
0:10STATUS
STATUS Now I gotta setup the the AI so it can decide the Crystal's moves
0:06SCRIPT
SCRIPT Elemental Charge for Big Crystal
0:03NOTE
NOTE Eric Still not there yet!
0:02CONFIG
CONFIG Elements
0:01TECHNO
TECHNO Not gonna explain, but it's important!
0:01SCRIPT
SCRIPT Effect Lose Charge
- = 30 Jan 2020 = -
23:43STATUS
STATUS NOT there yet, though....
23:43ENHANCEMENT
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
23:38STATUS
STATUS Unfortunately the challenging part has only JUST begun.... :(
23:37STATUS
STATUS Another step closer!
23:37ABILITY
ABILITY Terra Charge
23:36ABILITY
ABILITY Aer Charge
23:35ABILITY
ABILITY Ignis Charge
23:35ABILITY
ABILITY Aqua Charge
23:34STATUS
STATUS Only HALF the work is done now.... Well almost, as there are some more things to be done
23:31ABILITY
ABILITY Richter
23:30ABILITY
ABILITY Beaufort
23:29ABILITY
ABILITY Pascal
23:25CHECKLIST
23:22ABILITY
ABILITY Fahrenheit
23:09SKELETON
SKELETON Empty script for the bosses' AI script
23:08NOTE
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....
23:08BOSS
BOSS Big Crystal
22:59CONFIRMED
CONFIRMED Everything up to the boss works
22:42TEST
TEST sssiiiiiiiiiiiigh!
22:42FIXED
FIXED Returner error
22:34TEST
TEST test again!
22:34FIXED
FIXED Aziella Transfer related error
22:30TEMPLATE
TEMPLATE I've expanded the will templates over all playable characters now, although the system will NOT pick that up... yet!
22:28FIXED
FIXED Target error
22:23TEST
TEST Let's test!
22:23CONFIG
CONFIG Random encounters Naked Rocks caves
22:16FOE
FOE Bat
22:05SCRIPT
SCRIPT Drain effect
21:46ABILITY
ABILITY Bloodsucker
20:58STATUS
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!
20:57MAP
MAP Area 007
20:50TRANSFER
TRANSFER Boss
20:30TEST
TEST Let's see
20:30FIXED
FIXED I think I fixed a hook spot
20:13TEST
TEST Let's see
20:13MAP
MAP area 006
19:45TEST
TEST Take III
19:45FIXED
FIXED A few more nasty fixes done
17:56TEST
TEST Take II
17:56FIXED
FIXED Fixed that
17:56BUG
BUG the Hookspots did not work
17:56CONFIRMED
CONFIRMED And the Healing Herb can be obtained
17:56CONFIRMED
CONFIRMED Irrafly works
17:52TEST
TEST Let's try
17:51MAP
MAP Area 004
17:36ITEM
ITEM Healing Herb
12:49CLOSED
12:30FIXED
FIXED Okay, I think I fixed that now
12:24JUDGMENT
JUDGMENT It will have to do for now, but a bit more fine tuning is definitely required
12:21COSMETIC
COSMETIC Fine Tuning
12:21JUDGMENT
JUDGMENT Almost there
12:08TEST
TEST Take wieviel?
12:08NALA
NALA must be recompiled AGAIN!!!!
12:08FIXED
FIXED Link error between NIL and C#
11:23TEST
TEST Again?
11:23NALA
NALA Requires me to compile NALA again, though
11:22FIXED
FIXED Fixed the issue cause by this....
11:22STUPIDITY
STUPIDITY DON'T EVER TRY TO BE FAST, JEROEN!
11:11TEST
TEST Again!
11:11STATUS
STATUS SIGH!
11:11NALA
NALA Recompiling
11:11KTHURA
KTHURA Done?
11:11C#
And here too
11:11NIL
NIL Let's make it
11:11HUH
HUH No "Moving" property?
11:05TEST
TEST And so we can test all this shit again!
11:05JCR6
JCR6 And thanks to NJCR written in C#, allowing me to toss away my Go application, this goes a LOT faster now
11:04POWERSHELL
POWERSHELL which I just did
11:04NALA
NALA even though that requires me to rebuild NALA
11:04VOID
VOID Best way to go then is to rename the line command.... Easier way to go
11:04VOID
VOID Ah.... I get it now... The scenario routine also has a "line" identifier
10:59TEST
TEST Dernor And run another test!
10:59NALA
NALA Let's try that again then
10:59FAILURE
FAILURE "nil" value for line... This is NOT possible unless the recompilation of NALA went wrong.... AGAIN!
10:54TEST
TEST Gotta test that of course
10:54FIXED
FIXED I hope I fixed #106
10:36HUH
HUH No matter!
10:36HUH
HUH And now it works?
10:36POWERSHELL
POWERSHELL Let's run that script again
10:35HUH
HUH But from VisualStudio it succeeds?
10:35FAILURE
FAILURE That failed from my PowerShell script
10:34NALA
NALA And NALA will have to be recompiled... AGAIN!
10:34LINK
LINK And so C# and NIL have linked this
10:33NIL
NIL Link up code
9:40BUBBLE
BUBBLE Added to the Bubble MonoGame engine
9:36C#
I've linked my experimental Bresenham routine to TQMG
9:27JCR6
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....
9:15TEMPLATE
TEMPLATE Character will
9:14SITE
SITE Added tag TEMPLATE
0:15STATUS
STATUS Well that's a concern for later!
0:03STATUS
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....
0:02CONFIRMED
CONFIRMED All is cool now... Or so it seems!
0:00NOTE
NOTE Should work now, but hey, ya never know!
- = 29 Jan 2020 = -
23:59TEST
TEST Take III
23:59TECHNO
TECHNO NOT gonna explain this any further sorry!
23:59FIXED
FIXED Aha! Just a mistag of the block area
23:57BUG
BUG Rebecca But the hookspot does NOT
23:57TUTORIAL
TUTORIAL Works
23:53TEST
TEST Take II
23:53FIXED
FIXED Mistagged hook spot
23:49TEST
TEST Let's see!
23:49STATUS
STATUS Will it work?
23:49TUTORIAL
TUTORIAL Linked to this room
23:49MAP
MAP Area 004
23:35CONFIRMED
CONFIRMED Yup! Yup! Yup!
23:33TEST
TEST Let's see now!
23:33STATUS
STATUS I hope
23:33LINK
LINK So NOW it's linked....
23:33FIXED
FIXED ZA_Enter link forgotten
23:28TEST
TEST Let's see!
23:28LINK
LINK Link back to the shore side
23:24CONFIRMED
CONFIRMED It all works....
23:17TEST
TEST I can test a few things already though, so let's go!
23:14LINK
LINK Link to entering scenario
23:14NOTE
NOTE the link back isn't there yet!
23:14LINK
LINK Link from outside to inside
22:57SASKIA
SASKIA A SASKIA script created, which I expect to remain empty forever....
22:57MAP
MAP Area 003
22:15TECHNO
TECHNO And due to the old system and new system being a bit incompatible here, this may save me a lot of work later!
22:15STATUS
STATUS Confirmed As far as I can tell everything works now
22:14FIXED
FIXED Lists not updated properly in the process
22:10C#
Scyndi 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....
22:10BACKUP
BACKUP Dernor Safety backup as data CAN get lost during this process
21:36JUDGMENT
JUDGMENT All is cool now!
21:14TEST
TEST Take VIII
21:14NOTE
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!
21:10TEST
TEST Take VII
21:10FIXED
FIXED Code )] typo
20:52TEST
TEST Take VI
20:52FIXED
FIXED
20:52FUCKYOU
FUCKYOU forgot "self"
20:49TEST
TEST Take V
20:49COSMETIC
COSMETIC And I forgot to put in the clouds
20:49FIXED
FIXED I think
20:47BUG
BUG Almost there, but not quite
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