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
18:51TEST
TEST Take III
18:51FIXED
FIXED WTF was I doing?
18:48TEST
TEST Take II
18:48FIXED
FIXED Var typo
18:46TEST
TEST And let's pray it works pretty quickly...

Take I

18:45DONE
DONE Set up the new ability announcement text
18:42NOTE
NOTE I do realize I forgot something, so I do need to take care of that!
18:42DONE
DONE I'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
TODO check the food in my kitchen
17:35SCRIPT
SCRIPT Meta table for quick finding skills for characters
17:16DONE
DONE preparations for learning new moves
16:31STATUS
STATUS Brendor 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
STATUS However 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
PLAN Just 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
TEST Take V
15:25FUCKYOU
FUCKYOU Wrong static function name?
15:06TEST
TEST Take IV
15:06DONE
DONE extra #use
15:04TEST
TEST Let's check!
15:04FIXED
FIXED The no appearing messages should be fixed now, though
14:54CONFIRMED
CONFIRMED The sound does work, though!
14:54BUG
BUG No crashes but the lv up message does not appear
14:52TEST
TEST Take II
14:52FIXED
FIXED Forgotten declaration
14:50TEST
TEST Take I
14:49NOTE
NOTE New moves will NOT yet be unlocked, this comes later!
14:48TEST
TEST I can at least test if leveling up works in general
14:48LINK
LINK I've linked the achievements to the max levels... however if this fully works the way it should is very extremely hard to test, especially given the current situation.
13:25GAMEJOLT
GAMEJOLT Done!
13:01NOTE
NOTE and that covers the characters I currently have... Of course, now I must link them all to Game Jolt
12:59ACHIEVEMENT
ACHIEVEMENT I ain't afraid of no quake (reference to how Duke Nukem mocked the game Quake... prior to the release of Quake, btw)
12:55ACHIEVEMENT
ACHIEVEMENT This world of water (reference to the same named 1980 song by New Musik)
12:53ACHIEVEMENT
ACHIEVEMENT Fångad av en Stormvind (Reference to the winning Eurovision Song Contest entry by Carola from Sweden)
12:50ACHIEVEMENT
ACHIEVEMENT We don't need no water let the motherf**r burn! (Reference to Fire-Water-Burn by the Bloodhound Gang).
12:49ACHIEVEMENT
ACHIEVEMENT Priori Incantatum (reference to the same named phenomenon in the Harry Potter franchize)
12:45ACHIEVEMENT
ACHIEVEMENT Black Valvet (reference to the same named popsong)
12:44ACHIEVEMENT
ACHIEVEMENT Irravonia The cold never bothered me anyway (no need to explain that one).
12:43ACHIEVEMENT
ACHIEVEMENT The only brew for the brave and true comes from the green dragon (reference to Lord of the Rings, were Merry and Pippin sing this song while dancing on the table in a pub).
12:40ACHIEVEMENT
ACHIEVEMENT Vandaag is rood! (reference to a Dutch pop song by Marco Borsato)
12:38ACHIEVEMENT
ACHIEVEMENT The Sword of Justice (reference to the sword carried by Lady Justice)
12:38ACHIEVEMENT
ACHIEVEMENT Mysterious as the Dark Side of the Moon (reference to: "I'll make a man out of you" from Disney's Mulan)
12:33SCRIPT
SCRIPT Skill level up SHOULD work now, but the time's not yet right to test that, but I'm almost there!
12:06STATUS
STATUS Now that Rebecca has a full skill exp bar on her sword skills I can also easily test skill level up, so here goes
11:13BOOST
BOOST Heal in combat was VER Y VERY slow
11:13FIXED
FIXED mini-fix
11:12CONFIRMED
CONFIRMED All's good now!
11:04TEST
TEST Take V
11:04FIXED
FIXED sprintf error
11:01TEST
TEST Take IV
10:56FIXED
FIXED Tag failure
10:53TEST
TEST Take III
10:53FIXED
FIXED That has been fixed of course
10:53STUPIDITY
STUPIDITY Forgot to link the ability list to the combat situation
10:53INVESTIGATION
INVESTIGATION I wonder why
10:53BUG
BUG The ability list is shown blank
10:42TEST
TEST Take II
10:42FIXED
FIXED Missing comma.... doh!
10:40TEST
TEST Let's check it out - Take I
10:39LINK
LINK I made the link from the combat menu to the abilities screen, and except for the fact that AP are neither checked no subtracted yet, this should mean that abilities should work now
- = 6 Dec 2019 = -
22:48NOTE
NOTE And the 'RemoveAP' field will also do nothing ... yet!
22:48LINK
LINK I've set up a link between the ability selector and the combat routine... Howeve the combat routine will NOT yet ask for the ability selector so nothing will happen if you select an ability
22:35TEST
TEST Eric Take III
22:35FIXED
FIXED I hope I can fix it THIS way
22:29TEST
TEST Take II
22:29FIXED
FIXED Ah, a code typo in the declaration line
22:28FUCKYOU
FUCKYOU Fix ignored!
22:22FIXED
FIXED Class issue
22:19TEST
TEST Let's see if that has the effect I'm hoping for!
22:19ENHANCEMENT
ENHANCEMENT I've tried to link the item usage to this... This should fix a rather complicated to explain bug
22:11ENHANCEMENT
ENHANCEMENT I've set up a LM_Action system (LM = Left Mouse... An action to be taken from the status window when the left mouse mouse button has been pressed)
21:58CONFIRMED
CONFIRMED No parse errors, so i hope this works out!
21:54NOTE
NOTE The first level up will still cause some pain, but after that things should automatically fix up, and new characters should not suffer at all!
21:53FIXED
FIXED #93 ... Well at least I hope so....
21:31TEST
TEST Take IV
21:31FUCKYOU
FUCKYOU SIIIGH!
21:29TEST
TEST Take III
21:29FIXED
FIXED Macro issue in #pure
21:27TEST
TEST Take II
21:27FIXED
FIXED Syntax error
21:24TEST
TEST This should not take that much, but a little test is in order... Especially since the ability selector in battle will be based on this.
21:23NOTE
NOTE In easy mode the AP will minimally have a certain amound of AP based on the skill levels, anything below will be moved up... In casual mode it will always be that amount of points and in hard mode, it will be max
21:22SCRIPT
SCRIPT AP Reset
16:51MAP
MAP Random Treasures in Xenor Bushses North
16:50FIXED
FIXED Skill points not awarded
16:33TEST
TEST Another test
16:32FIXED
FIXED Broken enemy item drop
16:30MEDICAL
MEDICAL Aziella You'll have to forgive me that I'm suffering from a terrible headache
16:28TEST
TEST Lemme first check if Irravonia will indeed gain skill exp for using her missile wand now
16:24STORE
STORE Shop Hoer
16:24SITE
SITE Added tag STORE
16:01TEST
TEST And now a small test is in order
16:00NOTE
NOTE I always hate that about towns
16:00SCENARIO
SCENARIO And wrote their respective scenarios
16:00MAP
MAP Tagged the "useless" NPCs
15:30CONFIRMED
CONFIRMED Appears to be working
15:26TEST
TEST A quick test is in order
14:52MAPSCRIPT
MAPSCRIPT The Shop Hoer character will respond to you, however you will not yet have access to her stock, since I didn't work out merchants yet
14:46SCENARIO
SCENARIO Shop Hoer
14:38NOTE
NOTE Also note that the NPCs tagged will now crash the game as the scripts they refer to are not yet written
14:37MAP
MAP I've placed the NPCs for Doubline -- At this moment only the vendors and the guy giving access to Shanda's castle have been tagged.... The others are therefore not clickable and will be ignored
14:31TRANSFER
TRANSFER "Shop Hoer"
14:27FAILURE
0:33BACKUP
BACKUP Will be starting in 3-2-1
0:33STATUS
STATUS There are no NPCs in Doubline yet... They will soon be placed though, but not yet!
0:26TEST
TEST Another test
0:26FIXED
FIXED Blue savespot completely bogus
0:23TEST
TEST Let's see!
0:23LAZY
LAZY Not brilliant but it keeps one specific needless error from coming back over and over
0:17TEST
TEST Okay, does it work now?
0:17STUPIDITY
STUPIDITY DOH!
0:15TEST
TEST And another test
0:15FIXED
FIXED Merya Another Conflict
0:14TEST
TEST GRRRR!
0:14FIXED
FIXED No neg
0:12TEST
TEST Let's try that again!
0:12FIXED
FIXED No anyway
0:10FAILURE
FAILURE JCR file corrupted, let's try that again
0:09REMOVED
REMOVED Trash
0:09TEST
TEST Does it work, or does it not?
0:08NOTE
NOTE This is the only time this will happen, because Doubline is the only city you'll visit in chapter 1 and this is done because you cannot enter the worldmap in chapter 1, but in all other chapters you can
0:08LINK
LINK Linked Bushes to Doubline
- = 5 Dec 2019 = -
23:59TRANSFER
TRANSFER And that was a lot of work I tell ya
23:59MAP
MAP Doubline
21:09STATUS
STATUS See ya later
21:09STATUS
STATUS My primary concern will now be to get Doubline properly transferred into this game. It will look the same as in the original however NPCs may be placed a little bit different.
21:08STATUS
STATUS I'll get into abilities in combat later, as it's not important right now
21:07STATUS
STATUS More break time....
21:00TEST
TEST Take XXIX
21:00FIXED
FIXED Non-Attack spells were marked as such in the auto-help, but stating the attack had 0% power
20:55TEST
TEST Take XVIII
20:55VOID
VOID NIL issue
20:55TEST
TEST Taek XXVII
20:52STUDY
STUDY A few metatable things I had to know more about.... But that ain't gonna work, so I'll have to find my workabout, but that's not really that much of an issue
19:23TEST
TEST Take XXVI
19:23FIXED
FIXED Periods were commas were required
19:22TEST
TEST Take XXV
19:22CHARACTER
CHARACTER Dernor Moves attached to Rebecca
19:22ABILITY
ABILITY Penta Power Strike
19:21ABILITY
ABILITY Quatro Power Strike
19:21ABILITY
ABILITY Triple Power Strike
19:21ABILITY
ABILITY Double Power Strike
19:06TEST
TEST Take XXIV
19:06CHARACTER
CHARACTER Added that to Rebecca's start abilities
19:05ABILITY
ABILITY Quick Strike
19:04FIXED
FIXED Fixed it!
19:04STUPIDITY
STUPIDITY Looked at the wrong spot
19:01HUH
HUH a keyword without any additions or removal suddenly "unexpected"?
19:01TEST
TEST Take XXIII
18:57DONE
DONE Expanded IAA help with automated attacking information
18:50STATUS
STATUS THAT should do it!
18:48TEST
TEST Take XXII
18:48EXPERIMENT
EXPERIMENT Let's see what I can do to fix all this shit I created
18:48FAILURE
FAILURE I REALLY messed all this up
18:48TEST
TEST Take XXI
18:39EXPERIMENT
EXPERIMENT Things are still not fully right, but I think I'm making progress...
18:11TEST
TEST Take XX
18:11EXPERIMENT
EXPERIMENT Let's see
18:02HUH
HUH Things Are going pretty odd
17:53TEST
TEST Take XIX
17:53FIXED
FIXED I should have known
17:44TEST
TEST No idea if that works, so here goes nothing... Count on where we left... Take XVIII
17:44DONE
DONE Rebecca Set help generator for abilities
17:32BITBUCKET
BITBUCKET updated
17:32GITHUB
GITHUB Updated
17:32DONE
DONE Hover detection
16:41STATUS
STATUS But first I need a break.... See you when I'm all rested up... (and I needed that rest an hour before, but that F_____G cockroaches kept me from that)
16:40TODO
TODO Now I need to make sure the hover help for abilities works. That is telling what a move does if mastered, and what you need to do to master it when you haven't yet mastered it
16:39STATUS
STATUS Everything looks fine (for now)
16:37TEST
TEST Take XVII
16:36FIXED
FIXED AP cost not properly positioned
16:36BUG
BUG Still not good, but at least no more crashes...
16:34TEST
TEST Take XVI
16:34FIXED
FIXED was that the last of 'em?
16:34FUCKYOU
FUCKYOU SIIIIGH!
16:32SITE
SITE Auto-housekeeping slows me down... sigh
16:31TEST
TEST Take XV
16:30FIXED
FIXED ....
16:29TEST
TEST Take XIV
16:29FIXED
FIXED More fixes
16:29TEST
TEST Take XIII
16:29TEST
TEST Fixes
16:29TEST
TEST Take XII
16:25DONE
DONE Abilities mastered from the start will now be shown
16:20TEST
TEST Take XI
16:20FIXED
FIXED Case Error
16:17TEST
TEST Take X
16:17FIXED
FIXED Scyndi Typo
16:14TEST
TEST Take IX
16:12LINK
LINK I've made sure that as soon as a certain secret tag for a character is given, it gets the spells from a character you already have. The reason for this cannot be explained without giving away lethal spoilers.
16:11FIXED
FIXED Missing state
16:00TEST
TEST Take VIII
16:00FIXED
FIXED

16:00STUPIDITY
STUPIDITY Oh look another one... Basically two expressions were swapped.... DOH!
15:55TEST
TEST Take VII
15:55FIXED
FIXED I fixed that
15:55STUPIDITY
STUPIDITY Malformed boolean expression, doh!
15:53TEST
TEST Take VI
15:53DEBUG
DEBUG I've added some extra debug data to figure this out
15:53BUG
BUG It seems that certain values are not reset properly... Hmmmm
15:49TEST
TEST Take V
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