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