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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 |
20:10 | TEST |  Take VI |
20:10 | CONFIRMED |  Progress |
20:07 | TEST |  Take V |
20:07 | FIXED |  And a few blockmap issues? |
20:05 | FIXED |  I think I got PART of the problem.... |
20:01 | FAILURE |  These housekeepings always come at the worst possible moment, eh? |
20:00 | TEST |  Take IV |
20:00 | DEBUG |  Extra debug lines will have to tell me what the fuck is going on here! |
19:56 | BUG |  This is NOTHING near what it should look like |
19:54 | TEST |  Take III |
19:53 | FIXED |  And that fixes everything, I hope.... |
19:53 | GO |  Recompiled |
19:53 | SOLVED |  Ah, my fixed Go script (I refuse to call it an application... Go doesn't come near that level) was not written in .exe form |
19:48 | TEST |  Take II will have to note if that fixes or at least voids what just happened.... But I am really beyond what could cause that... |
19:47 | FIXED |  At least I fixed an illegal group call |
19:46 | HUH |  I have NO idea at all what is happen now! |
19:42 | LINK |  Linked the world map to this place |
19:40 | STUPIDITY |  As I realized I forgot something very important |
19:40 | NOTE |  Take Cancelled! |
19:28 | TEST |  And as soon as that's done I've set the system to immediately start test Take I |
19:28 | JCR6 |  That will condemn me to a music rebuild, however that shouldn't take too long |
19:26 | MUSIC |  Angevin will once again be the music used here |
19:18 | MAPSCRIPT |  I've set up the MapScript to appear and disappear accordingly |
18:57 | SASKIA |  I've set up an empty script.... SASKIA does not really come into play here except for the boss and for unlocking the city of Gagolton, before that comes into play I first have other things to take care of |
17:22 | STATUS |  Still a lot of scripting to do... Particularly in this place |
17:22 | MAP |  Yasathar's Temple |
17:08 | CONFIRMED |  Break-wall in Naked Rocks Cave works |
16:44 | FIXED |  Blocked exit |
16:41 | STATUS |  I am now preparing the game for the next mission, which is Yasathar's temple.... That will not really be a dungeon, but rather a scenario hub, however a boss will be present there, and not a very nice one.... But that comes later! |
16:40 | CONFIRMED |  All appears well now |
13:18 | TEST |  Take VI |
13:18 | FIXED |  Blockmap issues |
13:16 | FIXED |  Variable defined that will prevent Aldarus coming back over and over |
13:16 | FIXED |  Party should disappear after defeating Aldarus |
13:14 | CONFIRMED |  At least the battle against Aldarus appears to work now, but I need to take care of one tiny little thing |
13:04 | FAILURE |  The mouse clicks are still not completely in order.... I think a complete system reset may be required, and in the worst case scenario a new mouse |
13:04 | TEST |  Okay, let's now start Take V for real! |
13:03 | FAILURE |  Just as I thought.... Closing some tabs in my browser helps a bit |
13:02 | FAILURE |  And my system has more and more trouble registering my mouse clicks.... I wonder why |
13:01 | STATUS |  Oh, sorry.... I was taken up by a few unexpected real-life things |
12:25 | TEST |  Take V |
12:25 | FIXED |  There was also a case error furtheron on the script, though |
12:24 | CONFIRMED |  That fix has been confirmed |
12:20 | TEST |  Take IV |
12:20 | VOID |  Let's force it to do things right then |
12:19 | FAILURE |  I see, the foe compiler busted |
12:07 | TEST |  Take III Will have to tell me if that is true |
12:05 | DEBUG |  So some extra debug lines have been put in place for that |
12:05 | TECHNO |  The most obvious explanation could only come from not properly copied statistics.... I need to find out if that is true and why that could possibly happen |
12:03 | HUH |  Random interval empty? |
12:00 | TEST |  Take II |
12:00 | FIXED |  AI syntax errors |
11:55 | BITBUCKET |  Probably more here, but I don't care about that |
11:55 | GITHUB |  20 commits pushed |
11:54 | TEST |  So Let's start on Take I |
11:54 | GENERATION |  Boss Record will be generated on the way |
11:54 | NOTE |  I'll push them soon |
11:54 | UPDATED |  Repositories |
11:53 | REMOVED |  False item record |
11:51 | LINK |  Linked the script to the boss record |
11:50 | NOTE |  And always copy Eric's statistics, so leveling him up prior to this fight is pretty much senseless |
11:50 | SCRIPT |  Aldarus will follow a specific order on moves |
11:38 | BOSS |  Aldarus |
11:37 | ITEM |  Katana |
11:33 | NOTE |  Pushing will be done later, though |
11:32 | UPDATED |  Loads of commits to be done |
11:30 | ABILITY |  Aldarus Severing Strike |
11:28 | SCRIPT |  AutoHelp will automatically respond to this new situation now |
11:25 | CHARACTER |  Rebecca will learn this move once Aldarus is killed (and I mean killed, not defeated in the encounters you have before). |
11:16 | ABILITY |  Lay on hands |
11:13 | STATUS |  The boss fight will not yet start, though.... |
10:59 | FIXED |  A missing "defeat" part in the Black Dragon SASKIA script |
10:59 | MAPSCRIPT |  Boss config |
10:44 | ACHIEVEMENT |  "Are you paying attention? Or are you looking to the woman in the red dress?" |
10:44 | FIXED |  Missing ingame achievement for defeating the black dragon |
10:28 | TRANSFER |  Aldarus boss art |
- = 7 Feb 2020 = - |
23:19 | STATUS |  And that will do for now... The boss fight itself will be scripted later! |
23:14 | TEST |  Take XVI - Let's just try that again.... Windows must have had a kind of fuck up on me.... |
23:12 | FAILURE |  Build failure |
23:10 | TEST |  Take XV |
23:10 | FIXED |  Dupe label in SASKIA scipt |
23:09 | STATUS |  That gets part one of this script fixed, but things do not work out AFTER the cage falls |
23:05 | TEST |  Take XIV |
23:04 | EXPERIMENT |  Will this end it all? |
22:56 | TEST |  Take XIII |
22:56 | DEBUG |  And an extra debug line |
22:56 | EXPERIMENT |  Small code adaption |
22:56 | COCKROACH |  WHAT THE FUCK IS THAT? |
22:51 | TEST |  Take XII |
22:51 | FIXED |  Link state error |
22:46 | TEST |  Take XI |
22:46 | FIXED |  Huh???? |
22:42 | TEST |  Take X |
22:42 | FIXED |  I think this fixes the issue with the non-correction of the OnyxBang object, and going to the cage in stead |
22:39 | STATUS |  Not there yet, though |
22:39 | FIXED |  I think I fixed the cage taking too long to come down |
22:37 | STATUS |  That is MUCH of improvement, but we're not there yet as a lot is still NOT in order! |
22:33 | TEST |  IX |
22:32 | NALA |  Needs to be rebuilt |
22:32 | FIXED |  Fixes the next issue |
22:32 | BUBBLE |  Added |
22:32 | BUBBLE |  No boolean manipulation in Kthura API? |
22:07 | TEST |  Take VIII |
22:07 | CONFIRMED |  At least the routines are NO LONGER ignored |
22:07 | FIXED |  Boolean transfer error in Map linkage routines |
21:50 | TEST |  Take VII |
21:50 | EXPERIMENT |  Hopefully this solves the problem |
21:48 | INVESTIGATION |  Aha... Now the logs confirm a few things I already suspected |
21:43 | TEST |  Take VI |
21:42 | EXPERIMENT |  Let's try this! |
21:42 | HUH |  WTF??? |
21:39 | TEST |  Take V |
21:39 | FUCKYOU |  Nothing happening under the hood???? |
21:22 | TEST |  Take IV |
21:22 | DEBUG |  I need to sort this out! |
21:21 | HUH |  WTF? |
21:18 | TEST |  Take III |
21:18 | FIXED |  Did I fix the cage not coming down? |
21:18 | TEST |  Take II |
21:11 | FIXED |  Fixing Aldarus event being ignored in the process |
21:10 | LINK |  Linked the SASKIA script to the zone on the map |
21:09 | FIXED |  Aldarus should NOT have been visible from the start |
21:03 | NOTE |  WISH ME LUCK!!!! |
21:03 | TEST |  But I can at least test how things work so far..... |
21:03 | WORLDMAP |  I've made a record for Yasathar's temple which will unlock once Aldarus is defeated.... The game will for now crash as soon as the battle starts, though |
21:02 | SASKIA |  Aldarus |
20:53 | LINK |  Link code for the SASKIA scriptout |
20:52 | MAPSCRIPT |  Set up the meganism which will activate the cage |
20:52 | SITE |  I've unlinked a devlog entry causing trouble... I do not know what was in there, but it's likely caused by wrong keyboard setting as the software updating this devlog does not like non-ascii characters |
20:47 | MAP |  Prepared for the boss fight scenario |
20:40 | MAP |  Trap cage now put onto the map, but it's invisible while not in use |
20:12 | NOTE |  At LAST! |
20:11 | STATUS |  Everything is cool now! |
20:05 | TEST |  Take III |
20:05 | FIXED |  Mistagging breaking the link |
19:55 | TEST |  Take II |
19:52 | FIXED |  Squashed a cockroach |
19:32 | TEST |  Take I |
19:32 | NOTE |  Alpha testers who may be gaining access before I set that boss fight up, don't think it's a good idea to go back to the world map unchecked, as the next location to go to will NOT unlock without fighting that boss, so sorry! |
19:28 | NOTE |  The room where the boss will be can be reached now, but the boss will not appear yet |
19:28 | LINK |  That link back up has been established now |
19:27 | LINK |  I've linked the stairway to the base floor.... At least that works one way now |
18:01 | STATUS |  BRB |
18:01 | FIXED |  Stairs issue |
17:56 | TEST |  Take V |
17:56 | FIXED |  Blockmap issue |
17:56 | CONFIRMED |  Hookspot works now |
17:51 | TEST |  Take IV |
17:51 | FIXED |  And while I was at it I fixed the swap exit points |
17:51 | FIXED |  I think |
17:49 | INVESTIGATION |  But the internal debug features already answered why that is, so that is easy to fix |
17:49 | BUG |  Nope! |
17:45 | TEST |  Take III |
17:45 | FIXED |  I hope |
17:45 | BUG |  Hookspot doesn't work |
17:28 | TEST |  Take II |
17:22 | STATUS |  At this point in my savegame Scyndi should learn "Vitalize" |
17:22 | CONFIRMED |  Eric learns "Neutralize poison" accordingly |
17:22 | FIXED |  Secret passage |
16:50 | TEST |  Take I |
16:50 | NOTE |  This area can eventually chain back to area 001, where Scyndi can use her whip to get you out of here (that is, if the boss weren't in the way at the exit), but that link has not yet been set up, causing the stairway down to ignore you |
16:49 | MAP |  Area 008 |
16:19 | ITEM |  Warrior's vest |
15:37 | TEST |  Another test then..... |
15:37 | MAP |  put onto the map |
15:36 | ITEM |  Steel Dagger |
15:32 | REMOVED |  False Clock record |
15:30 | FIXED |  Item Config |
15:26 | BUG |  Nothing happens |
15:19 | TEST |  Let's test how Irravonia acts |
15:18 | BUG |  And for some reason NJCR was acting up on me.... |
15:18 | NOTE |  I'll get into the others later |
15:17 | JCR6 |  Packed |
15:08 | ART |  I've animated Irravonia's attack with her wand.... |
14:14 | TEST | |
14:13 | FIXED |  I hate that fucking randomizer fuction Lua comes with! |
14:04 | NOTE |  I really need to disembowel that code, I guess |
14:04 | FIXED |  Illegal class call in Disembowel |
13:58 | NOTE |  Dang! I should have counted them! |
13:58 | TEST | |
13:58 | FIXED |  Missing Barrier |
13:54 | FIXED |  Malformed boolean expression in Disembowel script |
13:53 | FIXED |  Eric not gaining skill EXP for Darkness |
13:45 | TEST | |
13:45 | FIXED |  Treasure Tag |
13:18 | STUPIDITY |  (It was a stupid little error, oh well). |
13:18 | TEST | |
13:18 | FIXED |  Macro update |
13:15 | TEST | |
13:15 | MAP |  008 |
12:58 | ITEM |  Cloak |
1:04 | TEST | |
1:04 | FIXED |  Variable issue in Disembowel |
0:18 | MAP |  Put these swords onto the map at in their respective chests |
0:17 | FIXED |  Map Dominance Issue |
0:17 | ITEM |  Knight's Sword |
- = 6 Feb 2020 = - |
23:51 | TEST | |
23:51 | MAP |  Area 006 |
23:35 | CONFIRMED |  Seems to be right now! |
23:28 | TEST | |
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