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22:25 | LAZY | Property as a quick link to the chosen AI script |
21:45 | CHECKED | One important thing has been checked, as that could really spook things up if that was not right.... Fortunately that is all cool |
21:42 | STATUS | Before I can code an AI though there is still a lot of crap to do |
21:30 | GENERATION | And all adapted enemy data regenerated |
21:30 | C# | Now that took some work, but I got my foe-pre-compiler so far now that it will work out all actions, including the "system actions", which is something not used in the new version, but that is now all properly converted. Good! |
21:06 | STUDY | I've studied the data of the enemies in order to make sure I get the AI right |
21:06 | ABILITY | Attack |
16:34 | STATUS | Next stop: The Enemies Strike Back |
16:34 | TODO | |
16:32 | DONE | That settles it, then |
16:23 | TEST | Take XI |
16:22 | DONE | Elemental resistance was not yet properly covered, it seems |
15:58 | TEST | Take X |
15:58 | LAZY | Another bug prevention for later |
15:53 | TEST | Take IX |
15:50 | SPELLANI | Spark |
13:50 | STATUS | Not a real problem though.... It's easy to adept stuff for this ;) |
13:50 | STATUS | Okay, the crash happening now had to happen as I didn't yet put the SpellAni in for Wendicka's only ability yet (the only one she has at her disposal at this point of the game, that is, as she'll gain more... of course). |
13:46 | TEST | Take VIII |
13:46 | VOID | This asks for dirty code straight from Hell |
13:43 | TEST | Take VII |
13:43 | FIXED | Not all lines using a corrected function were adapted yet |
13:39 | TEST | Take VI |
13:39 | FIXED | Non-existant function called? |
13:35 | TEST | Take V |
13:35 | VOID | Naah! |
13:35 | FUCKYOU | "non-existent situation"? |
13:27 | TEST | Take IV |
13:27 | FIXED | Syntax error |
13:17 | TEST | Take III |
13:17 | FIXED | Bad Function setup |
12:37 | TEST | Take II |
12:37 | LAZY | Voided a stupid function call.... |
12:33 | TEST | Take I |
- = 9 Feb 2021 = - | ||
23:28 | STATUS | I must take my rest now, but I hope I can get the test on the move soon |
23:25 | DONE | Ability counter.... Very important for Foxy and most of all Wendicka... Those two can learn new abilities based on this (on Foxy a few other factors play a role) |
23:20 | LINK | Some last linkups done |
23:20 | CHECKLIST | |
23:17 | DONE | Abilties have been put in |
21:57 | CONFIRMED | That appears to be working |
21:53 | TEST | A little test |
21:53 | DONE | Hover detection abilities |
20:10 | STUDY | Abilities.... Here some workout is needed. |
18:12 | STATUS | Next stop, using spells/special abilities in combat. |
18:07 | CONFIRMED | All's cool now! Yay! |
18:02 | TEST | Take XXXII |
18:02 | FIXED | I think |
18:02 | STUPIDITY | Forgotten "return" command? |
18:02 | BUG | Not there yet though, as the inventory spook up is still an issue |
18:02 | CONFIRMED | Okay, that part is fixed |
17:59 | TEST | Take XXXI |
17:59 | POWERSHELL | Done |
17:59 | STUPIDITY | I had to rerun the barf script.... |
17:57 | TEST | Take XXX |
17:57 | FIXED | I think I got the bugger???? |
17:42 | TEST | Take XXIX |
17:42 | DEBUG | Extra line will have to give some clearance here |
17:42 | COCKROACH | Very well, resistance value is indeed 3, while it should be 6 |
17:36 | TEST | Take XXVIII |
17:36 | DEBUG | A debug line must explain why |
17:35 | COCKROACH | Nope... still damage |
17:32 | TEST | Take XXVII |
17:18 | GITHUB | Later concern but I did issue NeilProject/Neil#22 |
17:14 | CHECKED | The rest looks okay, though |
17:13 | NOTE | Which makes it evident that I need protection against dupe labels |
17:12 | FIXED | Ah, an error in the case statement |
17:11 | ANALYSIS | My savegame database analyser shows at least that the healing as an element is configured correctly |
14:52 | STATUS | I only need to push that to later.... |
14:52 | BUG | Item gets picked up in the field menu, that should not happen |
14:51 | BUG | Healing damages in stead of healing |
14:51 | BUG | Items substraction not happening the way it should |
14:47 | TEST | Take XXVI |
14:47 | FIXED | Bad field |
14:47 | TEST | Take XXV |
14:42 | FIXED | ..... GRRR! |
14:42 | FUCKYOU | CODE TYPO!!!! |
14:39 | TEST | Take XXIV |
14:39 | FUCKYOU | Forgot to declare..... URGH! |
14:36 | TEST | Take XXIII |
14:36 | CONFIRMED | At least the script no longer cancels for no reason, so way to go! |
14:36 | VOID | Not really a bug, but a bit of a downer in the way things work in my current script... I guess I need to work that one out properly later to prevent issues with other SpellAni transfers |
14:31 | TEST | Take XXII |
14:31 | FIXED | I think the cancelor should not trigger anymore now (at least, I hope so) |
14:28 | CONFIRMED | It does confirm the game no longer crashes on it and doesn't try to perform the move anyway, so this cockroach did benefit me in the end |
14:27 | NOTE | Although I now know how to fix that, don't worry |
14:27 | COCKROACH | Action still canceled without reason |
13:35 | TEST | Take XXI |
13:35 | FIXED | Conflict of data... I see that I made a few mistakes when setting up the character creator and that the effects were not only still visible in my savegame file, but also confusing me about what data to access |
13:34 | EXPERIMENT | Sorting a few things out |
13:21 | TEST | Take XX |
13:21 | DEBUG | Extra debug on why the item was rejected while the chosen socket was definitely not empty |
13:20 | FIXED | Gauge reset on rejection |
13:15 | GENERATION | Requires another script generation... A smaller one this time, though |
13:14 | FIXED | Broken IAA record |
13:13 | HUH | And the spellani is also called even after rejection.... That should not happen |
13:13 | HUH | Something went wrong with the SpellAni linkup |
13:09 | TEST | Take XIX |
13:09 | STUPIDITY | Something I should not have forgotten, but you know how some things go, eh? |
13:08 | FIXED | Linkup issue in items linker |
12:55 | TEST | Take XVIII |
12:55 | STATUS | Well what should be and what is are often two different things, and hardly related at all, so I gotta test stuff out now,eh? |
12:55 | LINK | And that should link everything together ready to resume the testing |
12:54 | SCRIPT | General healing effect |
12:49 | GITHUB | An updata on MyData that might be years overdue (oops) |
12:38 | FIXED | And fixed a few bugs that were in the original code, which were only a minor thing in Dyrt, but would be really terrible for Star Story |
12:36 | SPELLANI | I've copied the "glitter" effect from Dyrt and adapted the code a little |
12:01 | STUDY | Yikes.... What was my original engine a primitive one.... Having a separate spellani for group and single healing, why with my current technology that is no longer needed.... Well, I think I know a way to cover this... It's dirty, but it saves me the trouble to go through all records one by one |
11:58 | NOTE | All I can check now is if the game doesn't crash on that particular thing.... The items I got now are still a bit dependent on a non-existent SpellAni script, so I guess I need to cover that first |
11:57 | DONE | An item should now be taken away from you if you use one |
- = 8 Feb 2021 = - | ||
23:57 | STATUS | The game will (for safety reason) still crash, as there are still a few important things to be done, but the basis works now, which is good... right? |
23:56 | DUMMIED | No longer needed debug lines |
23:56 | CONFIRMED | that works |
23:51 | TEST | Take XVII |
23:51 | FIXED | Code typo |
23:47 | TEST | Take XVI |
23:47 | SOLVED | I think |
23:40 | TEST | Take XV |
23:40 | INVESTIGATION | What I did see though is that the hovering does always return false when used on the heroes... Even on briggs, yet why he still seems targetable and the girls appear not is still beyond me |
23:39 | FIXED | No icon for Guard |
23:33 | TEST | Take XIV |
23:33 | FIXED | C-String issue |
23:31 | TEST | Take XIII |
23:31 | VOID | GRRR! |
23:28 | TEST | Take XII |
23:28 | DEBUG | I've added an extra debug line that must gimme a few answers |
23:25 | BUG | But the question is still how come that Wendicka and Crystal are not being targeted |
23:25 | FIXED | Indiscriminate error |
23:22 | TEST | Take XI |
23:22 | FIXED | Does it work now? |
23:22 | FUCKYOU | Fix ignored |
23:22 | TEST | Take X |
23:15 | FIXED | I think I fixed that target issue... well part of it, as it appears that both Wendicka and Crystal are untargetable from the start... but why |
23:05 | TEST | TAKE IX |
23:04 | ABILITY | Guard - Will always miss for now, but that will make it easier not to let Briggs to be in my way |
23:01 | HUH | I could select the enemy and Briggs, but not Wendicka and not Crystal... WTF is going on here? |
23:01 | TEST | Take VIII |
22:54 | FIXED | Prefix issue? |
22:32 | TEST | Take VII |
22:32 | FIXED | Did I fix the argumentation? |
22:29 | TEST | Take VI |
22:29 | FIXED | Linkup elsewhere faulty |
22:28 | FIXED | Cancel feature did not properly link back to the combat |
22:23 | TEST | Take V |
22:23 | FIXED | ? |
22:23 | FUCKYOU | AARGH! |
22:19 | TEST | Take IV |
22:19 | VOID | Well? |
22:16 | TEST | Take II |
22:16 | FIXED | CRAP! |
22:11 | TEST | To work or not to work... that's the question Take I |
22:11 | LINK | I've linked everything together now |
20:07 | OFFTOPIC | Are you also tired of corona? We got over 30 other kinds of beer. |
18:59 | ENHANCEMENT | Although I think this is better |
18:56 | NOTE | This should affect both items and abilities, but the latter cannot yet be checked |
18:56 | SCRIPT | Cancel function |
17:04 | CHECKED | I did check out a few things |
15:09 | OFFTOPIC | Sometimes MAGA idiots know how to amuse the MAGA opposers :P Come one, this is just funny :P |
12:15 | STATUS | It works the way it has to work for now, but there is still a lot of work to be done here.... :-/ |
12:00 | TEST | Take VI |
12:00 | FIXED | AH! |
11:58 | TEST | Take V |
11:58 | FUCKYOU | What is happening here? |
11:50 | TEST | Take IV |
11:50 | FIXED | Syntax error in Field Menu script |
11:46 | TEST | Take III |
11:46 | FIXED | Identifier issue |
11:46 | TEST | Take II |
11:18 | FIXED | Scope error |
11:18 | TEST | Take I |
11:16 | STATUS | Since there's no link back, calling for items basically ends the game for now, but still I can test stuff out, and that is what I will do |
11:11 | LINK | The link to the selector has been made already, and should even work, however there is still a lot to be done. |
11:11 | SCRIPT | Scripted the functions that can be used to link the item selector to the combat flow |
- = 7 Feb 2021 = - | ||
23:40 | NOTE | Some unexpected stuff came in my way today, so I couldn't do as much as I planned |
23:35 | CONFIG | Set up for usage of items, ARMS and abilities in combat.... This setup will aslo help in switching party members |
23:32 | OFFTOPIC | LOL |
- = 6 Feb 2021 = - | ||
1:12 | STATUS | We'll see I guess... |
1:12 | STATUS | I think either items or abilities should be next |
1:10 | FIXED | Color changes on combatant actors due to "hurt" messages should not happen |
1:08 | CONFIRMED | It works |
1:02 | TEST | Take V |
1:02 | FIXED | ??? |
0:59 | TEST | And that brings us to Test IV |
0:59 | VOID | No "Cast" for Briggs |
0:55 | TEST | Take III |
0:54 | FIXED | Missing underscores |
0:51 | TEST | Take II |
0:50 | FIXED | Dupe declaration |
0:49 | TEST | Let's see if that works the way it should, eh? |
0:49 | LINK | Linked to the combat menu |
0:48 | ABILITY | Reload |
0:24 | SCRIPT | Reload effect |
- = 5 Feb 2021 = - | ||
22:36 | FIXED | Of course! |
22:36 | FUCKYOU | Syntax error |
22:34 | TEST | Another quick test! |
22:34 | NOTE | And as in the original game, the ammo does NOT reset in the hard mode |
22:34 | NOTE | This does NOT count for Crystal's ARMS, only for the hand weapons that replace regular attacks |
22:33 | FIXED | Ammo reset at the start of each battle |
22:31 | CONFIRMED | Close, but no cigar.... not yet! |
22:28 | TEST | Let's see now! |
22:28 | FIXED | It actually appears that the not going down of ammo wasn't the result of a yet unscripted part, but of a bug... Congratulations, Jeroen! |
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