A Journey through Consciousness - Facing Alpha Nemesis - Weekly Log #6 (no video) - 16.05 - 22.05.2023 (Weekly Updated)


17.05.2023

<> Started work on Mastermind's Intricate Mechanics Transactions, especially 7th, which handles conditions (a huge code to write).

18.05.2023 - 19.05.2023

<> Changed minor parts of Twisted Mercy's (Operation) effect to better reflect its functionality.

<> Continued work on Mastermind's Intricate Mechanics (Passive) Transactions. Adding limit checks for Mana and healing gains.

<> Removed a few unneeded properties within player's Stats file.

<> Taking counter properties into account with the value changes that occur for the properties.

<> Reworked code for the menus' page displays, rearranged picture resolutions for each of the menus.

<> Fixed an impasse by adding a missing submenu for MIM Passive and an extra variable to handle this submenu.

20.05.2023

<> Added the forgotten AP price for Etherite Quintessence, Coalesced Netherite (each Phase), EQEG (each Phase) and CDS (each Phase).

<> Added several properties to reset during the End Phaseas they should.

<> Completed MIM Transaction 8 and created an event that checks whether player's max limits would be exceeded when receiving (works for HP, Mana and Tokens). Works for external gains as well!

<> Corrected Transactions' 6 - 9 conditional 1, adding the CD requirement instead of the resource cost which is conditional 2.

21.05.2023

<> Finalised Thrilling Dance's damage Type selection (Transaction 9 of MIM Passive).

<> Added pictures for above's Transaction, arranged their resolution and built the code for the menus.

<> Thrilling Dance interaction with Transaction 9: by default, Transaction 9 requests that TD is not Improved during the same round. If it were Improved,this Transaction cannot be chosen! If chosen, Thrilling Dance will not be Improvable.

<> Added revert of Thrilling Dance's damage Type back to Chaos in the End Phase's code (along all other effects that would trigger in thissame Phase).

<> Removed the double instance of "player used ability" present within MIM Transactions' code. This way, any of the Transactions that is chosen, and ONLY IF possible, they will be treated as a performed action for any effect that will need this.

<> The above "player used ability" now only appears once, during each Transaction main code, not when player selects through pictures. Since Thrilling Dance is required to not be Improved for this effect to take place, all Exception effects were removed (the cases where damage picked would be the same).

<> Removed Chaos damage Type from Transaction 9's choice menu for Thrilling Dance, since it has Chaos damage by default 9and according to effect it must not be Improved).

<> Added the CD value to Thrilling Dance's 3rd Improvement choice (missing) and renamed another property accordingly to reflect (dev purposes) the success chance type.

<> MIM Passive's Transaction 7 now automatically converts an Ailment, no chances were specified, so the text was corrected to reflect correctly intended function.

<> Added limit verifications for the convert, characters cannot gain Positive Effects above own limit even through convert!

<> Set new rule: WHEN AN AILMENT IS CONVERTED INTO AN ALREADY EXISTENT POSITIVE EFFECT WITH +X DURATION, THE CURRENTLY EXISTENT POSITIVE EFFECT GAINS ONLY +1 TO AVOID LENGHTY DURATIONS AND ESPECIALLY CYCLES OF CORRUPT AND CONVERT WITH +X DURATIONS.

<> Corrected Resilience's (Positive Effect) text, by replacing the word "effects"with "Negative Effects" to correctly reflect intended effect (removed confusing factor).

22.05.2023

<> Added the option to return to User Interface after any of Transaction 7's correct interactions (no exception trigger).

<> Set new rule: WHEN AN AILMENT WOULD CONVERT INTO +1 STACKS OF A BOON (POSITIVE EFFECT), THEN GAIN ANY NON-EXISTENT STACKS OR IF MAXIMUM WOULD BE REACHED IN ANY CASE (BY ANY OF THE STACKS TO BE GAINED) THEN ALL EXISTING STACKS GAIN MAX +1 DURATION ONLY IF THEY'D ALSO RECEIVE +X DURATION THROUGH EFFECTS (to prevent lengthy durations).

<> above rule is stated at lines 3294 - 3297 in Project_Character_Stats.js.

<> Set new rule: WHEN STACKS WOULD BE REMOVED, THEY ARE ALWAYS REMOVED FROM LAST EXISTENT TO FIRST.

<> Set new rule: For Positive and Negative Effects that have a default duration, this duration applies ONLY when gaining that Effect naturally, through abilities (convert and corrupt don't count), including the case of stacks.

<> Finalised the MIM Transaction 7 part.

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