ablused quick metatable (it can also automatically redirect any values for uniform Wendicka to the normal version of Wendicka).
19:27
TECHNO
I no this will cause the same data to be twice in the memory when you finish the prologue, and enter the main game, however this is the safest way to do it and it prevents loads of unwanted bugs. So take it or leave it!
19:26
APOLLO
And JCR6 will create a proper alias for this so the uniform version will basically get the same data....
19:26
CONFIG
I've added Wendicka's basic spell list to the configuration of abilities for her character
19:21
STATUS
AT LAST! IF FOUND WENDICKA'S SPELL LIST
19:17
UNDESIREABLE
This is getting more and more on my nerves.... Where are Wendicka's spells stored in the old game?
Oh, am I the holder of issue 1234 on Game Jolt? LOL.. Never realized it... But it is a fun number >> gamejolt/issue-tracker#1234
18:58
NOTE
I must thank the person who pointed me to the very good searching feature inside NotePad++
18:57
SEARCH
I need to find out the exact list of Wendicka's abilities.... This is hard, since I made a terrible disaster of this in the original game, I do need a big checkup to see how to cover that crap up....
I did some study to the way the old game handles new abilities, which is a bit terrible and I really wonder what I was thinking... At least this gives me a good way of thinking in how to deal with a few important things....
18:27
NOTE
At this moment it doesn't appear to be possible to detect Android, meaning that when you play the game in Android (if that port ever comes to be), Wendicka will insult Linux in stead (since Android uses the Linux kernel).... Nothing to do about that...
18:26
CONFIRMED
A quick test confirms this to be working
17:41
TECHNO
This was needed for the 4th wall break joke halfway this dungeon
17:25
VISUALSTUDIO
Compiling
17:25
NEIL
Link up code
17:25
APOLLO
API
17:22
C++
Platform to string
15:49
NOTE
As Crystal doesn't have the normal ability system but an ARMS system in stead, I've made sure the game points to that. The uniform version of Crystal doesn't have access to ARMS at all (important to note for New Game+ games), and the Cyborg version will for now only show a blank screen, as I need to be further in development to get this one done.....
0:05
CONFIG
Took a log of extra config this time.... Okay
0:03
BACKUP
Running!
0:03
NOTE
When it comes to new abilities, the rules remains the same.... Wendicka gets new abilities based on how many times she used an ability she already has.... Crystal will (once a cyborg) gain new abilities when finding arms in the field, ExHuRU/Rolf by the number of kills while in the front row, Yirl based on business points, for Foxy it will be completely random, and for Xenobi it will be based on his level.....
0:01
STATUS
The next step will be to configure Wendicka's ability list.... From there on I can easily set up the ability screen itself
Oh, is Einstein still blocking your view? Bad luck, maybe my message wasn't clear enough then yet. :-P
23:27
OFFTOPIC
For some reason these kinds of videos work very relaxing..... The ride starts in Toulouse and ends in Paris... Enjoy!
23:26
STATUS
that all appears to be working
23:21
TEST
Let's see if this works (can't think of a reason not to, but as game development has done crazier things... a test is in order)
23:21
DONE
Right!
23:19
TECHNO
I may first copy these basis scripts for all features.... Saves me a lot of crash risks during later tests
23:18
FIXED
Yeah... it appears fixed.... As long as things don't turn back the way they were.....
23:15
TEST
Take IV
23:14
HUH
I bet these guys are dancing the mamushka for the one responsible for that
23:12
HUH
How does a variable I replaced to be the way it was before I replaced it?
23:07
DEBUG
Let's put in some squares that have to tell me something
23:04
JUDGMENT
Nope, nope definitely now.... And the crash message I got for clicking the quit button shows that it tried to open the "switch party member" feature, and that is definitely NOT the way it should be!
23:01
TEST
Take III
23:01
FIXED
But I was right something WAS wrong here
23:00
JUDGMENT
It wasn't as bad as I thought.... Which surprises me actually....
22:57
TEST
Take II
22:56
NOTE
I say "I hope" as the behavior in general was pretty strange, so I am not quite sure the system understood me
22:56
FIXED
I hope
22:55
BUG
CLICK! Without clicking the system switches already... That's not good!
22:48
TEST
Let's go!
22:48
NOTE
Important note!
Clicking any icon that is not the inventory or the abilities icon, will (for now) crash the game
22:48
DONE
Clicking the icons should be possible now
22:44
COSMETIC
Red red wine.... Oh wait, I ain't a member of UB40... I mean I changed the character name to red in the field menu
22:39
NOTE
As both Crystal as Briggs cannot yet get abilities all they'll get a black screen. In Crystal's case, she'll get her abilities once the event has passed she becomes a cyborg, and Briggs is only a guest character. Wendicka will already get access to her lightning spells, although as that part has not yet been scripted all she'll get for now is also a blank screen, but that will be filled out.
22:29
SCRIPT
A basis has been set up for the ability screen
18:35
DEBUG
I've turned off the "#use" debug line.... I no longer need it (at least not at the present time, and I can reactivated easily), and this saves me tons of needless debug output on my console
18:08
STATUS
Since this is as far as I can go now I'll move #25 back to "todo" in my Kaban overview
18:06
STATUS
All is fine as far as I can go right now... Only when I get into the combat routine and stuff I can really get into the deep of this
18:01
TEST
Take III
18:01
FIXED
Illegal object call
17:57
TEST
Take II
17:57
FIXED
Code typo
17:48
TEST
Well, does it work?
17:47
NOTE
At the present time I cannot make use happen, as no items are usable at the current time
17:47
DONE
the "Use" icon should appear now
17:07
ART
"Use" icon
17:01
STATUS
Hey, the open clip art library is BACK!!! AT LAST!!!!!
17:00
STATUS
At least!
16:59
CONFIRMED
It works!
16:57
TEST
Take V
16:56
FIXED
that should do it!
16:56
FIXED
That fixes a part of the problem, but the rest is easy now!
16:50
TEST
Take IV
16:50
SOLVED
Please?
16:50
FUCKYOU
Now this is getting REALLY REALLY annoying!
16:47
TEST
Take III will have to confirme this..... (I hope)
16:46
FIXED
An fixed it
16:46
SOLVED
I hope I found it
16:46
INVESTIGATION
Why?
16:46
COCKROACH
Still NOTHING HAPPENS
16:43
TEST
Take II
16:43
FIXED
Ah.... Formula error
16:41
HUH
NOTHING HAPPENS
16:31
TEST
Take I
16:31
SCRIPT
Trashing items should work now
16:30
UPDATED
Version numbers
14:56
STATUS
Time for a break
14:56
CONFIRMED
That works
14:45
TEST
Take II
14:45
FIXED
Code typo
14:41
TEST
I have trouble concentrating... But let's go!
14:28
TODO
Time to feed my cat, Kitty
14:28
DONE
Trashcan should appear
14:26
DONE
Trashcan load
13:39
SEARCH
Trashcan
12:54
STATUS
All appears to be well
12:51
TEST
Take II
12:51
VOID
....
12:46
BUG
<SIIIIIIIIIGH!>
12:38
TEST
As I did need to do a bit of rescoping, I need to see if everything went well.... Let's say if no crashes happen I must asumme everything is alright
12:16
ENHANCEMENT
Inventory screen now able to deal with different situations.... (The ability screen, which I yet have to start on will also require this)
Now before I call it.... Let's see if I can fix that empty socket issue
1:48
CONFIRMED
That works
1:45
TEST
Take XVI
1:45
FIXED
???
1:35
TEST
Take XV
1:35
FIXED
Right, I think I fixed the return fault issue (although that should have caused a crash due to a non-existent character, so I'm a bit confused here, but let's see what happens, next)
1:30
TEST
Take XIV
1:30
FIXED
?
1:28
RESULT
CSAY>CallBack(FLOW_FIELDMENU)::Party.CallBack(1)
Fatal Error!
Error: [string "Script/Use/Anyway.NeilBundle/Dev.neil"]:51: bad argument #3 to 'SPRINTF' (number expected, got table)
State: FLOW_FIELDMENU
Da FUUUUUUUUUUUUUUCK!
1:27
TEST
Take XIII
1:22
DEBUG
Let's first find out if I can see why the item return doesn't work the way it's supposed to!
1:22
STATUS
ONE thing at the time
1:20
BUG
Clicking an empty socket crashes the game, and that's even wrose!
1:20
BUG
Item disappears when leaving the menu and is not returned
1:17
TEST
Take XII
1:17
FIXED
Class error
1:14
TEST
I'll count on - Take XI
1:05
DONE
Auto return item when leaving the field menu
0:58
TODO
Now I need to make sure that if people leave the field menu stuff is reset, as it may otherwise cause of pain (the savegame routine cannot pick this up, and I don't even plan to make it able to.... Too much risks)
0:58
STATUS
All bugs accounted for
0:53
TEST
Take X
0:52
FIXED
????
0:52
BUG
Replacement does not
0:52
NOTE
Empty slot works
0:48
TEST
Take IX
0:47
SOLVED
Part of the issue.... Which was merely a scoping thing
0:46
BUG
The log did show an important thing though.... The Placement routine is not even called at all at many times when it should be, which is to say... odd
0:45
FUCKYOU
Stupid " thing
0:42
TEST
Take VIII
0:41
DEBUG
An extra debug line now has to provide some answers, as this is getting stranger by the minute!
0:40
COCKROACH
Things are getting stranger and stranger!
0:36
TEST
Take VII
0:36
FIXED
Syntax error
0:32
TEST
Take VI
0:32
FORCE
let's try this
0:12
COCKROACH
But that's the only part that works
0:11
CONFIRMED
Placing an item in order to stack it up works
0:08
TEST
Take V
0:08
FIXED
And Fixed it
0:08
SOLVED
I think I found it
0:08
INVESTIGATION
Time to find out why that is!
0:08
COCKROACH
NOTHING HAPPENS AT ALL!
- = 16 Oct 2020 = -
23:52
TEST
Take IV
23:52
FIXED
Syntax error
23:48
TEST
Take III
23:48
FIXED
I think I fixed the replacement... I cannot yet be sure if it's fixed, but I think I did
23:46
DONE
Empty sockets are not addressed separately under the hood, to at least force this to be done right
23:45
FIXED
Will one problem is fixed... Wrong variable read.... But is this the actual issue?
23:44
INVESTIGATION
Question is how this could happen
23:43
BUG
Placing them back, either for stacking up or for replacement or even on empty slots does not
23:43
CONFIRMED
Taking items from their sockets work
23:42
CONFIRMED
No inventory screen for Briggs works
23:38
TEST
Take II
23:38
FIXED
Unknown identifier
23:35
TEST
Take I
23:35
SECURITY
Briggs' inventory will not show at all, for security reasons
23:35
SCRIPT
Taking and placing items should be possible now
20:26
NOTE
This had to work anyway, and it's also handier this way, as this will help me to get the first random encounters tested and keep Wendicka's and Crystal's level a bit more up to par... Although the calculations will remain the same, it is not unthinkable some small balancing issues may still come on the way, so this is why
20:24
CONFIRMED
That works
20:20
TEST
Take II
20:15
STUPIDITY
Group module issue
20:13
TEST
Let's see
20:12
LINK
So that link is complete at least
20:12
SCRIPT
Stairyway down
20:10
CONFIRMED
All's well.... so far!
20:09
TEST
Take II
20:08
FIXED
Code typo leading into a syntax error
20:07
TEST
Let's at least test if no crashes pop up
19:49
NOTE
Nothing is activated, this is all under the hood, but without this code, I cannot get anything to work on this department, and it's a vital part of the item system
19:48
SCRIPT
Preparational scripts to make dragging items possible
18:30
FAILURE
Up until now it still seems impossible to find a SIMPLE and ADEQUATELY WRITTEN document in getting lzma to work in C++.
17:22
C++
I did decide to try out if I can lzma to work... At least the library for VS2019 compiles, so that's a step in the good direction, right?
2:48
TEST
Take II
2:47
FIXED
Code typo
2:47
TEST
Take I
2:47
COSMETIC
DarkText effect on item amounts.... (It was too hard to read, but too important to be left unreadable)