A Journey through Consciousness - Facing Alpha Nemesis - Weekly Log #8 (no video) - 30.05 - 05.06.2023 (Weekly Updated)


30.05.2023 - 31.05.2023

<> Corrected (player only) the Positive and Negative Effects' duration reduction to also check whether the Effect is or is no longer and apply any other effects if so (like correspondingly reducing or not the number of such Effects on player).

<> Added the code for Maha'tiwarúb-Ekaara's healing and loss of life dealt with all necessary checkers.

<> Finalised Maha'tiwarúb-Ekaara's code when selected for activation in the User Interface.

01.06.2023

<> Managed to condense all the 1200 lines of code for Maha'tiwarúb-Ekaara's loss of life inflicted + healing afterwards to each possible minor foe into a 30-ish line for loop that handles each case. Tested and results were returned correctly. (Effect 1)

<> Same for End Phase loss of life inflicted to each possible minor foe into a 30-ish line for loop that handles each case. Tested and results were returned correctly. (Effect 2)

<> Added all minor foes' values that would decrement during End Phase. Including + and - Effects.

<> Corrected all minor foes' missing "damage_dealt_this_round" which was by mistake existent as a duplicate of "damage_taken_this_round".

02.06.2023

<> Updated Harvest HP to present the proper mechanic (on each skill's description).

<> Added max HP limit check (max 999) for the effects that increase max HP (for player currently).

<> Also added defeated timer checker to mark whether target is also Departed or not (for minor foes' End Phase code).

<> Corrected a minor description effect on Kaara Zabebarat (Ascension Path) to remove a possibly confusing part and show that target can only be interacted with by player, and only the player.

<> Created pseudo-code for 1st and 3rd Ascension Paths respectively.

<> Added a checker that views if player is or not Ascended when choosing 1 to follow so that player doesn't attempt Ascension multiple times :3

03.06.2023

<> Rearanged the P.B.S. combat sequence start to include new properties for each chosen enemy, this way range finder uses those instead of seeking which of all the possible enemies is on.

<> Created the pseudo-code for player's Ascension 3 and the 4 skills it provides.

<> Added Phase Out and dematerialised as effects to each enemy.

<> Created the code for each Ascension Path when player would select to Transcend through any of them, as well as the conditions, limitations and own effects (in User Interface).

<> Changed 2 wrongly-named properties regarding Ascension 3's materials needed.

04 - 05.06.2023

<> Corrected Transactions' menu mistakes, removed non-Transactionable items from the menu, added Ascension Paths' limitation to their code.

<> Removed any confusion between Transactioning and Crafting in the menu.

<> Passive Mastermind's Intricate Mechanics' Transactions will be available ONLY from Ability panel (since they are different from Trainer-related ones, therefore Ascension Paths don't disable them)!

<> Rearanged minor enemies' portrait and details displays on the screen. Also completed a bit of enemy 6's display code.

<> Transactions menu work now correctly with the Ascension Paths' requirements met now (corresponding Ascension Paths' properties trigger only in their code, when the Path is activated.

* However, the properties that tell the system whether any of the Ascension Paths is active are each turned on at the beginning of PBS now)

<> Simplified and corrected Transactions menu, deleted all branches but for the Trainers, since all other branches represented abilities which are acquirable through Trainers anyways. Less code = happy program ^^

<> Rearranged the pictures' resolution for several parts of Transactions menu, even if ultimately (with the change above) those submenus will get deleted :D

<> Dealt a final touch in arranging Transactions' Trainers' picture resolution in the Trainers corresponding (map-bound) events (map 8, IDs 77 - 81).

<> Transactions Menus and submenus work almost correctly (require some properties to be made true before, which will happen naturlly as the player progresses through combat).

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