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 |
23:28 | FIXED |  SASKIA syntax error |
23:23 | TEST |  Again! |
23:23 | FIXED |  event would trigger again if you already found Eric |
23:18 | NOTE |  You may have noticed that time was not on my side today... Oh well, shit happens, I suppose |
23:18 | TEST |  I gotta test if this all works |
23:09 | LINK |  Linked to map |
23:09 | SASKIA |  Finding Eric Event |
18:37 | STATUS |  Making Eric and Brendor rejoin the group is now my first priority |
18:37 | STATUS |  Stuff is now alright... |
18:05 | CLOSED | |
18:02 | TEST |  Take III |
18:02 | FIXED |  Target issue in intimidate |
17:48 | TEST |  Take II |
17:48 | REMINDER | |
17:43 | CONFIRMED |  Denor cannot charm the same creature twice |
17:38 | JCR6 |  Repackaged Music JCR already |
17:33 | ABILITY |  War Shout! |
17:32 | MUSIC |  I've downloaded Daily Beetle for the GJ Only dungeon here, but that comes later |
17:08 | TEST |  And now to test the place with random encounters available |
17:08 | GENERATION |  So the data I need here will be generated automatically from now on... Good! |
17:08 | POWERSHELL |  I've set the swapkill generator in my build script |
17:07 | MAP |  Random encounters added |
17:05 | ARENA |  Azquakunda Prison |
17:02 | FOE |  Assassin |
16:57 | CHARACTER |  Regardless of difficulty setting, Merya can learn "Disembowel" when she has both her dagger and rogue skills set to 35+, regardless of difficulty settings |
16:55 | SCRIPT |  Disembowel effect |
16:39 | ABILITY |  Disembowel |
16:34 | FOE |  Guard Dog |
16:29 | STATUS |  That brings us to the next step... The guard dog enemy ;) |
16:29 | CHARACTER |  I've linked Growl to Dernor and he can learn it when he manages to charm a Guard Dog |
14:55 | ABILITY |  Growl |
1:36 | GAMEJOLT |  Updating in the meantime |
1:35 | TEST |  Take III |
1:35 | VOID |  A weird wall disappearance issue |
1:31 | TEST |  Take II |
1:31 | CONFIRMED |  The respawn reset works |
1:31 | FIXED |  Cell hide/show fix |
1:26 | TEST |  I need to run a little test.... I am only gonna test if stuff works up to the moment Eric and Brendor would normally rejoin the group... For now those two will ignore you. If this all works my next target is to get the random encounters to work first, anyway..... |
0:31 | MAPSCRIPT |  Upon reaching this floor for the first time the respawner will reset. This because you'll meet a boss at the exit... This was also the reason for some points of no-return in this dungeon |
0:28 | NOTE |  This will be the area were Eric and Brendor will rejoin the party |
0:28 | MAP |  Area 005 |
0:10 | STATUS |  And I am glad that one is out of my way |
0:10 | CLOSED | |
0:10 | FIXED | |
- = 5 Feb 2020 = - |
23:58 | RESULT |  SCORE!!! |
23:50 | EXPERIMENT |  A manual fix in the generated script must tell me if a mistake I made was indeed what I think it is.... Since we're talking about a code generator I must fix the generator to make the fix real, or things will get broken on the next map, requiring a new generation |
23:47 | TEST |  Take II |
23:47 | FIXED |  ? |
23:44 | SOLVED |  Wait a minute |
23:43 | DEBUG |  Let's run the game again and mess a bit with the debug log, shall we.... |
23:41 | NOTE |  Although.... the kill swap script appears to be executed, which makes things even stranger! |
23:39 | COCKROACH |  No effect |
23:35 | TEST |  Let's see if it works.... :-/ |
23:35 | LINK |  Should be loaded now while the intro screen is loading... Since this is the first thing that will happen before anything else, this should work a few things out! |
23:33 | CHECKED |  as far as i can judge the generated NIL code looks good |
23:32 | GO |  Completed (assuming it all works as it should) |
23:20 | GO |  In order to tackle #92 I've now set up a quick Go skeleton that does at least scan successfully which maps are present inside the JCR6 resource |
21:05 | STATUS |  But first a little break |
21:05 | STATUS |  Before I move on #92 as this is really beginning to get onto my nerves.... |
21:04 | JUDGMENT |  Good |
20:53 | TEST | |
20:53 | FIXED |  MaxFloor |
20:44 | TEST | |
20:44 | MAP |  Area 004 |
19:22 | CONFIRMED |  That works |
19:13 | TEST | |
19:13 | MAPSCRIPT |  Activated barrier switches |
19:02 | TEST | |
19:02 | FIXED |  Missing exit |
18:25 | MAP |  Area 003 |
12:23 | STATUS |  Everything works the way it should now.... |
12:19 | TEST |  Take V |
12:19 | FIXED |  Aha... So that is why |
12:18 | COCKROACH | |
12:15 | TEST |  Take V |
12:15 | FIXED |  Wrong zone tag activation |
12:15 | STUPIDITY |  Moron! |
12:10 | TEST |  Take IV |
12:10 | FIXED |  Link Tag Check error |
11:19 | TEST |  Take III |
11:19 | SOLVED |  Yeah, that was the reason why nothing happened at all |
11:19 | FIXED |  Invalid mapscript name |
11:18 | BUG |  Nothing happens |
11:13 | TEST |  Take II |
11:13 | FIXED | |
11:12 | STUPIDITY |  Forgtten "Next" tag |
11:09 | TEST |  Let's try... Take I |
11:09 | MAPSCRIPT |  I've also tried to write a script which would automatically hide all secrets Merya scan scan for, and hopefully that works |
11:08 | LINK |  And linked everything together |
11:08 | MAP |  Area 002 |
10:49 | TUTORIAL |  Script to load Merya's scan tutorial written |
10:48 | MAPSCRIPT |  Create mapscript for Azquakunda |
0:11 | STATUS |  So far.... for now! |
0:04 | SCENARIO |  A few minimal adaptions, but other than that this is cool! |
0:04 | CHECKED |  Scenario |
- = 4 Feb 2020 = - |
23:59 | TRANSFER |  Scenario text for Azquakunda prison |
23:48 | TEST |  Small test |
23:48 | MAP |  Area 001 |
23:34 | TEST |  NEXT! |
23:33 | FIXED |  Wrong exit tag in Azquakunda prison |
23:32 | HUH |  Something's not right here |
23:29 | TEST |  I can throw in a little test to see how things are going |
23:24 | MAP |  Some needed config taken care of |
23:20 | SASKIA |  Niets.saskia copied as base script.... No alias as I am damn sure more SASKIA scripting is gonna be required here |
23:18 | WORLDMAP |  Linked to the first room of Azquakunda prison |
23:02 | MAP |  Area 000 Azquakunda Prison |
22:46 | TRANSFER |  Transferred Azquakunda Textures |
22:43 | STATUS |  It took too long before the right enemies appeared... I quit this for now, and I'll move on, or this will take forever |
20:06 | TEST |  Take XV |
20:05 | FIXED |  Missing "end" in Dernor's PowerUp script |
19:56 | BITBUCKET |  Updated |
19:56 | GITHUB |  Updated |
19:54 | STATUS |  It was a bit hard to run the tests when the computer crashes on that crap, you know! |
19:53 | CHARACTER |  Done! |
19:50 | STATUS |  While we are at it, let's go for Merya as well |
19:49 | CHARACTER |  Present now for Dernor |
19:35 | BUG |  Ah yeah, I need a proper skill up script for Dernor and Merya... I really forgot about that! |
19:33 | TEST |  Take XIV will be started, but I may do this is phases as my food comes first |
19:33 | DONE |  put some leftover Chinese food in my microweave as I need to eat.... I'm hungry |
19:14 | FIXED |  AP issue for bloodsucker |
19:14 | CONFIRMED |  Charming DOES lead to a new move.... so far things work... All I got to check now is the prevention of dupe charms |
19:11 | TEST |  Take XIII |
19:11 | NOTE |  I can confirm that the charming appears to be working now, but I do not know if dupe charms work or if the spells granted this way work.... But that will be the next step, however an empty RENC bar forced me into a new take |
18:52 | TEST |  Take XII |
18:52 | FIXED |  Now fixed then? |
18:52 | COCKROACH |  No! |
17:56 | TEST |  Take XI |
17:55 | STATUS |  I had to stop halfway this take, because of a visitor arriving here.... Now that he's left I can start a new take |
16:10 | FIXED |  Alias fix, as I coincidentally found out the pollen move aliases were wrong.... Lesser important at this moment, but before I forget! |
16:08 | TEST |  Take X |
16:08 | FIXED |  That fixes the issue? |
16:08 | DONE |  Added |
16:07 | SOLVED |  "Reg/" required |
15:54 | TEST |  IX |
15:54 | DEBUG |  Log confirms an invalid boolean outcome on the foe check.... Now some more lines to get a better picture! |
15:46 | TEST |  Take VIII |
15:46 | DEBUG |  Moar debug needed as I did not get the info I need... At least I know the charm survives the first check and performs the most outer checking loop, but it comes out with no matches, and that is something I must short out |
15:39 | TEST |  Take VII |
15:39 | DEBUG |  Some debug lines must tell me why charm requests are ignored |
15:33 | NOTE |  That doesn't cover all stuff though |
15:33 | CHARACTER |  Linked to character |
15:30 | ABILITY |  Spores |
15:26 | BUG |  no crashes, but charm does nothing at all, so my quest to sort out why has begun! |
14:53 | TEST |  Take VI |
14:53 | FIXED |  And so I could easily fixed a broken enemy referrence |
14:52 | FIXED |  Refixed KTE |
1:08 | STATUS |  But that is for tomorrow |
1:08 | BUG |  Okay.... I see the death cap is not well tagged in the Kthura map |
0:49 | TEST |  Take VI |
0:49 | TECHNO |  I was right, this was a fault that would have caused a crash anyway even in "pure" Lua code |
0:48 | FIXED |  Syntax error |
0:33 | TEST |  Take V |
0:33 | STATUS |  Getting the position of this error in the code, this is likely the last direct NIL error, but who knows what is to come |
0:32 | FIXED |  Another one, of a different kind this time |
0:27 | TEST |  Take IV |
0:27 | FIXED |  Another |
0:14 | TEST |  Take III |
0:14 | FIXED |  Bad referrence |
0:04 | TEST |  Take II |
0:03 | FIXED |  I should have added an extra #accept |
- = 3 Feb 2020 = - |
23:55 | TEST |  Take I |
23:55 | STATUS |  Assuming there are no bugs (wishful thinking) everything should work now, except of animals NOT yet appearing in charmed spells... That comes later |
23:32 | DONE |  Charm check |
23:30 | NOTE |  Which is now still an empty bool function, but hey, everything goes step by step! |
23:29 | LINK |  Link to charm checker |
22:25 | STATUS |  So that'll be the next step in this operation. |
22:24 | NOTE |  This does NOT yet cause Dernor to learn new moves, oh no.... the checker for that is not yet available |
22:23 | DONE |  Add Done Charming itself works now, or at least if there are no bugs, as nothing has been tested yet! |
19:13 | UPDATED | |
17:28 | STATUS |  I'll start later on the actual first things to do for the charm move, as my time is too short now to even consider starting on that! |
17:27 | SCRIPT |  Anti-Boss protection for the "Gone" status.... |
17:27 | STUDY |  Taken a quick look at a few things I needed to know before really turning things to code |
17:27 | UPDATED |  vUpdate |
- = 2 Feb 2020 = - |
23:32 | STATUS |  And I guess this is where it must end as I really can't focus anymore |
23:31 | SCRIPT |  The Gone status change. This status change is basically set up to make "Charm", "SmokeBomb", "Void", and "Blow Away" possible |
23:25 | STATUS |  Since I am not exactly clear minded anymore I won't do much, as I cannot focus that well right now, but I have a few things I can do.... |
23:24 | STATUS |  Well that appears to be in order for now |
22:11 | STATUS |  Right, time to sort a few things out... Dernor's charm move is more integrated into the battle system than any other move or spell.... The charm move itself will NOT yet work, but any parse errors can cause the combat routine not to function |
13:59 | STATUS |  My time's up for today... Or at least for the next couple of hours.... I'll have to wait with the charming itself.... |
11:58 | STATUS |  And that will do for now when it comes to actual moves to learn... More will have to be added later. |
11:57 | CHARACTER |  A few non-charm spells added to Dernor's sheet |
11:46 | DATABASE |  I've adepted the pollen moves for usage by a playable character |
11:41 | NOTE |  And with that Dernor might well be the only character who has more moves at his disposal when you have a Game Jolt account.... Cool! |
11:40 | CHARACTER |  I've configured Dernor with the possibility to charm the flowers in Botanica |
11:09 | NOTE |  With that stuff is not yet guaranteed to work when the actual charming begins |
11:09 | STATUS |  Adding the other moves I've listed so far is easy now |
11:08 | CONFIRMED |  Alright! |
11:06 | TEST | |
11:06 | CONFIG |  Now one for which multiple enemies can be charmed (you'll only need one of them, not all) |
11:04 | CONFIRMED |  Of moves of which only one enemy can be charmed this works at least |
10:52 | TEST |  I need to put this to the test, of coure! |
10:52 | DONE |  The autohelp should now be able to tell you what Dernor should charm in order to obtain a move |
10:46 | NOTE |  Please note, Charm still does nothing at all, but at least the game should no longer crash when you try to use it now |
10:46 | LINK |  I've linked his first ability to this skeleton |
10:46 | SKELETON |  Trying to work out an environment for Dernor's charming |
0:19 | STATUS |  The time is now right to start on charm, but as it's late at night now, this will have to wait... |
0:07 | CONFIRMED |  The stuff I want to work, does work, good! |
- = 1 Feb 2020 = - |
23:46 | TEST |  Take III |
23:46 | VOID |  Bad enemy ref |
23:28 | TEST |  Take II |
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