#Same flowscript errors every time I recompile
1 messages Β· Page 3 of 1
after find a friend wraps up
i wanna try and make dungeon party organizer
and then i think ill be done with P3P flowscript because i'm out of ideas
i think the execution should be simple
considering i would just need to do binary counting to hide who's in your party, use bit checks to check who is in your party, then use party_in and party_out
i just gotta figure out how to refresh the tartarus floor 
gaw damn moddaman labeled hella functions wow
there are so many aliases in here now
i mean that is true but i don't remember sharing them anywhere yet (at least not most of them)
did you mean swine or smth lol
oh you didn't send your libraries to swine like i did?
swine then probably
there's a lot more stuff labeled in here than before
hopefully he compiles atlus script tools so i can start decompiling stuff with all the new changes
yeah i never sent my libraries to swine or anything like that at all lol, so anything you've got that's labelled is all swine pmuch
dang
he sent the atlus script tools install in the p3p find a friend thread if you wanna check it
i'll def release mine at some point i swear
i mainly just wanna make sure i double check that i didn't accidentally screw something up with the libraries or that i didn't end up being way off with what i thought a function does or smth before putting them out there
i'll def take a peek at this for sure tho
i think it's actually missing two i labeled
lemme see if i can find them
how do you add aliases again 
i mean the libraries you just sent pmuch show how to do it lol
"Index": "0x200f",
"ReturnType": "int",
"Name": "AI_CHK_PLAYER_ID",
"Description": "Address: 0x089FC870",
"Parameters": [
{
"Type": "PartyMember",
"Name": "partyID",
"Description": ""
}
],
"Aliases": [
"AI_FUNCTION_000F"
]
},```
just add that aliases part to the function you want to rename and boom, aliases added
(and having multiple different aliases is pmuch just doing this)
"AI_FUNCTION_000F",
"AI_EXAMPLE_NAME"
]```
yeah yeah basically that
i was struggling on the brackets like always lol
{
"Index": "0x0064",
"ReturnType": "void",
"Name": "NAVI_BUST_OPEN",
"Description": "Opens navigator bustup with paramaters.",
"Parameters": [
{
"Type": "int",
"Name": "param1",
"Description": ""
},
{
"Type": "int",
"Name": "param2",
"Description": ""
},
{
"Type": "int",
"Name": "param3",
"Description": ""
},
{
"Type": "int",
"Name": "param4",
"Description": ""
},
{
"Type": "int",
"Name": "param5",
"Description": ""
},
{
"Type": "int",
"Name": "param6",
"Description": "Unknown type; assumed int"
},
{
"Type": "int",
"Name": "param7",
"Description": "Unknown type; assumed int"
}
],
"Aliases": [
"FUNCTION_0065"
]
},
{
"Index": "0x0065",
"ReturnType": "void",
"Name": "NAVI_BUST_CLOSE",
"Description": "Dismisses navigator bustup.",
"Parameters": [
{
"Type": "int",
"Name": "param1",
"Description": ""
}
],
"Aliases": [
"FUNCTION_0065"
]
},
like that?
i misspelled parameters π
but yeah basically that i believe
wonder why that wasn't included i'm almost positive i had put in a PR for that
yep that's pmuch it
cool cool
I don't think I labelled any, or if I did not that many 
man
why are there so many order procedures in field.bf
i don't know which one is the actual one because they all chain together through bit flags
i'm leaning on fes_order_party
or is it tartaros_order_party 
@balmy echo you wouldn't happen to have fld_function_0046 labeled, would you?
unfortunately no π
sadge
alright i guess i need to figure out if it's fes_order_party or tartaros order party
im assuming the 3570 check is the fuuka unlocked check?
no wait 4065 is the fuuka check
here's the field files in case anyone is curious
i'm so confused
man i wish i knew what fld_function_0046 is
then i could just solve this
3570 is the bit check for when you're in tartarus btw
i'm gonna lose my mind
is fes order like
when you've already given them an order?
and the normal tartaros when you're giving them an order?
that, kinda makes sense??
i think?
nope that can't be it
because normal tartaros order party has a selection to stop just like fes order party does
im gonna try that msgvar print trick real quick
just to confirm
ok fld function 0046 isn't when they have an order it seems
i'm so confused
it's just constantly 0 
hmmmm
well it appears like bit_chk(3123) is somewhat equivalent?
i just checked my female and male save
3123 is on for male, off for female
i'm at the end of the game for male, and beginning of the game for female though π
so i can't derive much from it
only thing i could think of is that it checks for if you're playing the answer or not??? because from what ive seen the flowscript for P3P is basically just copy-pasted from the flowscript code that FES used so chances are the libraries are also largely the same as FES in terms of functionality
i mean that same check is there in the FES FIELD.BF soo....
(for clarity this screenshot is using a custom FES flowscript library i matched to P3P)
oh wait so it's just copy pasted a lot of the time?
yeah a lot of the flowscript in P3P is just straight up copy-pasted from fes; the only real difference is that a lot of the functions were moved to different indexes (hence they usually have different names) but otherwise most of the actual code is identical
when do you unlock fuuka again? july?
i think 3123 is a fuuka check
on 6/13 it gets enabled
june 13th 
3123 is a fuuka check
so fld_function_0046 == 1 means it checks if you have mitsuru
so if bit_chk 3123 || fld_function_0046 == 1 basically means if you have fuuka or if you have mitsuru π
wait no
that can't be right
function_0064 means it pulls up the navigator bustup
and i'm pretty sure 6 is fuuka?
yeah 6 is fuuka, 4 is mitsuru
that's really weird 
3123 is definitely the fuuka bit flag check
but i have fuuka, why is fld_function_0046 printing a zero?
so fuuka is fes order party, and mitsuru is tartarus order party?
decided to decompile the P3P & FES field.bf's with the unmodified AtlusScriptTools libraries and it's what i thought; it's almost certainly just a function to check if you're playing the answer or not
considering FLD_FUNCTION_0046 here is used in the same place as FUNCTION_01E9 is in the fes script, and said script controls whether or not to play the Abyss of Time music at this part of the script
are you sure that's not just a check because you can request answer songs from fuuka?
or well
P3P songs in the place of answer songs lol
like snow queen, persona, and maya's theme
sorry maybe i'm just not understanding what you mean
i mean idk what to tell you man the ids line up exactly with the interstice of time (and P3P uses the exact same ids for songs as fes soooooo) 
pmuch it seems
ok then what about this
does it just default to tartaros order party then?
because 0046 will never pass?
yep
like i said: mostly copy-pasted
(p3p script on left, FES script on right)
one more coin in the "P3P is a lazy port rushed out the door quickly and people shouldn't hold it in such high regard because of femc" jar
ok so good to know, when you put a party member in it just activates their bit flag
you don't need to activate the bit flag too
ok i think i got it all sort of sorted out in my head
one last thing
is it possible to refresh the floor? like how you can in P4G?
because i kinda need to do that if i'm changing party members
shiiiiiiiiiiiiiit this is a bit worse than i thought
i have the whole basis of adding party members right
i need to be able to check if you have a full party already, but i don't know how to do that
like i have an idea, but it's so dumb in execution
can you bool in P3P?
weird
say gvar21 defines when a party is full
but there's no function
maybe i'm getting confused here
how does it check if you have a full party or not
because all i'm seeing is that gvar21 equals your party count
oh hey well
i guess it doesn't matter because gvar21 is declared inside of field.bf
that's lucky
ok mod mostly works lol
small problem
well several small problems
my 320-329 bit flag checks aren't actually checking if you have them in your party, it's checking if you have them as your party member i believe
i think at least
for some reason the list that shows up, has everyone in it but mitsuru
when it should only be my party members
i hijacked auto heal for this test but ill make it it's own thing later
wow the entire thing is just so fucked
the only thing that actually seems to work is removing party members oh my lord
lemme outline the current issues
when you select remove party members, cancel doesn't show up
all party members except mitsuru listed
when i click on any party member, i would like to be taken back to that same list, but instead it takes me to the full list with the character portrait missing
tried fixing it, didn't work
here's current files
part of auto heal at the bottom still
current problem, it's showing the wrong list
yeah i'm 100% fucking lost completely
turns out, i had it backwards
moved some stuff around, now it's more broken :DDDDDD
i still don't get it
i felt so good about this one and then it doesn't work
oh wait
now i get it
yeah............
i know what it is now
i was right before
the whole 320-329 bit flag checks are just checking if they're a party member, not if they're in your party :DDDDDDDDDDDDDDDDDD
oh wait
function_0042 seems to be the function for checking if someone is in your party or not

funny how things work out like that, don't they
putting this here for safe keeping
this is clearly for party members right
like it skips 6, just like party members
shit how would i check this
i wanna do the msgvar trick but i don't think you can do an equals in that
HMMMMMMMMMM
that seems to be correct?
problem though
yukari (who i tested on) doesn't disappear from the list until she's fully out
like if she's on the field, she still shows up on the list, which is a problem
ok not that
yukari shows up on the list, but she's not in my party
it clearly does something though
i'm so tired π
nothing is working, absolutely nothing
lemme try and outline all the issues still
adding party members doesn't work because it thinks i'm full constantly
current party members do not show up in the remove list because my bit checks check if they're a party member, not if they're in your party
removing party members only removes them from your party, not the field
i have no idea what to do about any of those problems, and i've kinda been at this for wayyyyyyyyyyy too long
3 hours π₯Ή
and i've made basically no progress outside of a bunch of non functioning selection screen and messages
here's my current files
maybe i need a break to approach this better
this is kinda driving me nuts just looking at it
shit
you know what i just realized
the elizabeth doors check who's in your party, don't they?

istg if it was that easy
no it's not that easy, of course it's not
function_0042 is back again
wait no it is that easy π
hmmmmmmmmmmm
maybe not
gVar23 should be yukari right, based on party member check procedure
and so i did a if gvar23 == 1 then do this
didn't work
ok so the gvar23-30 should be the variables storing party members honestly
hmmmmmmmmmmmm i got it backwards again!!!!!
but yes, that's entirely correct
ok cool, it works!
ok well actually
hmmmm not really for some reason
ok small problem but my brain is melting trying to understand how to fix it
the list doesn't seem to update when i remove stuff
but does when i close it out fully and start again
ok yeah i'm struggling with this one
when i remove yukari, i want yukari to disappear from the list
wait, do i just remove it from the gvar in the selection?
and not circle back?
that kinda makes sense
ok that slightly works but not really?
for some reason it's showing a bunch of characters that shouldn't be here
is this 255 or 510?
if i want cancel to always show
so it currently half works right
when i remove someone from the list, a different person shows up
like for instance, if it's just aigis here, and i remove aigis, mitsuru shows up?
and i don't know why
current files
oh i know π
i double subtracted, when i should've subtracted then added
cool it works now
time to fix the adding of party members
ooooh it is working 
hmmmmm that's a problem
because when i clear out my entire party, it still says i'm full
nevermind
i think it's because i had gVar21 = 3 and not gVar21 == 3
ok that was not it
i'm not sure why it won't let me add party members
do i need to refresh after i empty my party? that's kinda dumb
oh wait yeah
ok so i need to close and reopen the list apparently, somehow
that means a value isn't being cleared somewhere :/
god i love syntax errors and catching them too late :DDDDD
ok still says i have a full party member queue for some reason
final frontier assuming this works lol
i just added a little procedure jump to check_party_member so it updates the count
then i gotta figure out how to refresh the field @.@
that's gonna be fun
ok that almost worked
not fully but almost
something is breaking when i add party members it seems
maybe i shouldn't have that procedure jump there hmmmmmmmmmmmmmm
but how else do i update the total
yeah that's a bit annoying but i'm not sure what else to do
right so, i got it to safely and correctly remove party members
but now i want to try adding party members, but i want to limit the user from adding more once they have 3
the problem right
is that the total party members doesn't update until you completely relaunch the order procedure
so somehow i need to update the total before adding new party members
ok well that nearly worked
i moved the procedure up and changed the jump point
but it repeatedly showed me mitsuru and junpei soooooooooooooooo
something went wrong there
i'm starting to confuse myself 
i need to be able to add someone, have their name disappear from the list, then once i select 3, disable adding more
but i also need to be able to add more after i'm done removing my old members, so gVar21 needs to be updated somehow
the only way i know how to do that is through check_party_member procedure
so i call the procedure here
and every time i make a selection, i go back to goback_add
the problem is that when i select yukari, to put her in my party, she's not being removed from the list
did i put the jump procedure in the wrong spot?
i feel like that's it, just thinking about it
oof that's a softlock
i think that's the first time that's ever happened to me lmao
i'm running out of ideas fast 
if anyone's curious, here are my files
i need to update gVar21 every time i make a selection
wait so
wouldn't i just
put it inside of every calculation then?
wait
is it not var21?
is it var24 
oh it changes per file
that's a fun feeling
it's var24 fuck me
it might not be ughghghhghghgh
i hate this shit
i'm reading the margaret paradigm door stuff right
the flow data
because that's the only place that checks your party member count i'm pretty sure
what i'm taking from this right, is that if this party member is not in your party and you have a party size of 3 other members, then you can enter
tha appears to be right honestly :/
now i just cannot figure out why var21 won't update properly
i wish there was a way i could just, touch the value and get it updated honestly
hmmmmm wait
ok i think i know
there is a _253 part that skips all of the stuff near the top
the party member resetting and all, i need to avoid that
would it be like
super jank to add a new procedure to skip all of that top stuff
because i can't just load the procedure because it's a jump point?
fuck it we're doing that
this better work
that did not work π₯Ή
i am officially, 100 percent, completely, out of ideas
i'm gonna take a break
if anyone comes back to this, the current issue is that the list of party members to add isn't being updated correctly when you add someone, and on top of that, it also believes that you have a full party after emptying out your last party because the gVar24 or 21 or whatever isn't being updated
hopefully swine or moddaman know what to do because i'm stuck π
ima drink some eggnog and watch jerma for a bit
also i know that shinjiro is showing up when he shouldn't be, i'm gonna add an if statement for that later
i also know that isn't refreshing the field yet, i gotta work that out still >.>
i just realized
that i can just update gvar21 in each removal section
like i did with everything else
gVar21 = ( gVar21 - 1 )
So i was gonna look over this to just try and see if i could fix or bring up any issues with your script and i KIIIIIIIINDA ended up going overboard with trying to fix the formatting and I
basically wound up rewriting your entire script for you and getting it (atleast somewhat) working in-game
whoops
main things to still work out with this tho:
-
i didn't implement any of the bit-checks for whether or not you have any party members unlocked (but that would be pretty easy to get working if i knew what all the bitflags for that are)
-
right now the script forces you onto the next floor as a quick hacky solution to force the party to refresh and prevent issues
obviously the CORRECT way to do this is to only refresh the current floor you're on, but I have no idea what function would do that (or if a function like that even EXISTS in the P3P library
)
i can definitely handle both of those
i know the big checks for people being your party members
bit
bro hit a too early
and i can look for a field refresh function
you think itβs possible to like, go down a floor then go back up?
would that be more jank?
i'd assume it would be but if there isn't a function to reload the floor then the jank solution is the best solution by default lol
id hate to have to skip a floor though
as my intention was for you to use it in tartarus guardian floors
i also need to integrate the option into the normal square menu without fuuka
thanks for all the work moddaman
no problem
; let me know if you have any issues or need any help with anything there
one question thouvh
you know why the debug option also showed up for you?
that ainβt supposed to happen unless a bit flag gets turned on?
oh yeah i just commented out a check to mask the debug stuff out LOL 
boom, debug option should be hidden again with this @safe ether
oooh ok so i know what to do
but wow you massively reworked everything π
i don't know where to insert the bit checks or anything
also is this going to be able to compile for me?
basically right
if you want to show yukari, you do a bit check for 322
all the way down, until koromaru is 330
i think akihiko is 327 though, and junpei is 325
ill have to double check 
so then the bit flags are basically this ye?
323 = Aigis
324 = Mitsuru
325 = Junpei
327 = Akihiko
328 = Ken
329 = Shinji
330 = Koromaru```
i believe so, lemme double check
oops incorrect
koromaru is 329
shinji is 328
forget the skip
so then akihiko and ken would be 326 and 327 in that case?
i have them all labeled here, i know the first is yukari and the second is aigis, and the last is koromaru
i kinda forgot to label them like i usually do π
4 is mitsuru, 5 is junpei, 7 is akihiko
8 is ken, 9 is shinjiro, and 10 is koromaru
322 = Yukari
323 = Aigis
324 = Mitsuru
325 = Junpei
326 = Akihiko
327 = Ken
328 = Shinji
329 = Koromaru
like that
sorry for the confusion, i oughta label that later
also yes
i got it mixed up because akihiko is character 7, and junpei is character 5 but their bit checks don't make the jump
ok time to try and figure out how to go up and down a floor lol
hmmm actually
how possible would it be to store the dungeon floor as a var
go up a floor, then warp back down to that floor
because this right
this is checking the fld number
and this is for calling the next field
is there a spare gvar i can use?
19, got it
oh wait you already have a get floor id 
man reading your flowscript is kinda melting my brain rn 
you can tell you know what you're doing with the large amount of renamed variables
OH WAIT YOU CAN CALL A FLOOR
BECAUSE OF THE FUUKA THING
right?
when you save fuuka from tartarus, doesn't it call a tartarus floor?
or does it call a 3D field 
I actually tried to use the CALL_FLOOR function I labeled actually
It crashed the game π

how do you know that that one was specifically call_floor
whenever i find that an unlabeled function is next to a labeled function, i assume they go together, and if it doesn't end up working, i go for the one on the opposite side of the labeled function
Because when I was making return to highest floor I knew that P3P at least had to be able to call the specific highest floor you got to, so I just looked for the part of the code that would do that in the Tartarus field flowscript and boom there the function was doing just what I thought it did
oh shit yeah you're totally right
have you considered checking the P4 version of that function? because doesn't P3P borrow stuff from P4 too?
oh wait i misunderstood 
nevermind
that's such a shame
maybe there's something else to it? i can look into today and tonight
don't have to be at work for another 2 ish hours
where did you find it at?
was it the 15_18 tartarus entrance field?
I believe so yes
Yeah I have to leave right this second actually unfortunately
won't be able to help for a while cuz of that unfortunately
no worries
stay safe and have a good time doing whatever you're doing
thanks for all the help so far, i deeply appreciate it
if you have a sec
was function_0004 the call floor or store floor id?
or get floor
ok function_0004 seems to be current floor
and get_count( 8 ) seems to be highest floor
fcl_function_0004?
yeah fcl_function_0004 seems to be the function for calling the floor
tell me why this wouldn't work π
probably isn't that easy lol
damn get_floor_id isn't labeled
i can't even compile it because i don't know what get_floor_id is π₯Ή
cutin display is function_0064 i know that
undeclared enum padbutton 
do i just change that to sel_defkey( 14, whatever )
Oh yeah those are all defined in the enums.json & functions.json I had in the mod package there
You'll have to either fix the flow to match your library or update your library to match my overrides unfortunately lol
ohhh
Yea that'd work
i forget how to update enums.json and functions.json
set_mask π
i don't even know what that would be
Oh that should just be FUNCTION_0006
oh yeah
yeah i'm comparing with my original field.bf
thanks
ok fixed all of the issues in field.flow
now i just have to work out all of the stuff in masking.flow π
like, get_party_id
i feel like that's supposed to be a gVar, like 21 or something
get party id doesn't ring a bell
IIRC that's FUNCTION_0042; it returns the id of the character (2-10 for yukari to koromaru) so I renamed it to that
(also sorry have to go afk now cuz my shift starts! Won't be able to respond for a few hours
)
oh no worries
that was the last one!
good luck at work today
it compiles now, time to test
ill have to implement the bit checks myself if i have time later
my method also crashes π
ok but the base functionality does work, that's good
calling the floor above then below does break it
here are my current files after relabeling a bunch of functions
man is it possible, that it's just like
going too fast?
what if i just, call the current floor >.>
ain't no fucking way
ain't no fucking way that just worked
wait wtf
why did it work that one time what the hell
ok i figured out why it isn't working
was it crashing for you on PC?
because i got it to almot consistently work π
if i have yukari aigis and akihiko in my party and remove em
then add ken, shinjiro, koromaru, it works fine
if i add yukari, aigis, and akihiko back it works too
but if i try to add mitsuru, my game crashes
oh wait, don't i have mitsuru's HD model still in play?
shit i don't think i ever removed mudkips P3D mitsuru model π
lol i didn't
it fucking works
you literally just call the same floor again
obviously it's gonna change the layout, but that's a given
we fucking did it oh my lord
well more like moddaman did it π
i gotta get ready for work real quick, but i'm gonna try and wrap my head around how certain characters show up
ooooof
doesn't work if you don't have fuuka unlocked yet
gotta figure out how to fix that
ok so what's on the docket to fix
add bit_chks so party members you don't have unlocked don't show up (just add bit_chk 322-329 before it allows you to add party members i believe)
add the selection message to the order button for the beginning of the game before you have fuuka unlocked
ok so if i wanna add the bit_chks, i would add them to masking.flow, yeah?
but am i able to put an if statement check inside of a case?
like this here
tried to add the bit_chks myself π
does not work
this seems correct
oh wait that broke it, now no names get removed π
i donβt get this shit mannnnnn
i need to remove someone like mitsuru until theyβre available, and i need to do that with bit checks
as thatβs not just the unlock check, but whether or not theyβre on the floor of tartarus ready to be selected
so thatβs both an unlock check and whether or not you could even add them to your party
did i just do this wrong or something 
i have to be at work for the next 7.5 hours so i canβt even check 
my only idea is that like
i need to invert it
if !BIT_CHK(322)
either that or thereβs a formatting error that i donβt know about
tried to see if i could take a crack at this myself and i think i actually got it working; made it so that the list to add characters will only show party members that are unlocked and not in the current party based on the bit-flag checks which i believe is the desired behaviour
also got the reload current floor trick using CALL_FLOOR to work; when it crashed for me before I guess i was just using the wrong values for it or smth 
wasn't able to test on a save that had ken, shinji or koromaru unlocked but as far as i can tell everything should work as expected there
still a few other things that need to be changed (like moving the option to edit the party outside of the fuuka specific menu so you can actually use it with mitsuru
) buuuuut it's late and im not gonna stay up till like 5am working on this script again LMAOOOO; left a todo list at the top of the field.flow
(also don't really have the time to fix up the script for it to work with the version of the p3p libary bonq's using soooo sorry bonq you're gonna have to figure that out again π )
anyways im going to bed so i prob wont respond for a bit again lol 
thanks for all the work
iβll take a crack at making it show up with mitsuru
and fix all the functions again π
man i nearly got it all fixed but now i gotta figure out this FADE stuff 
undeclared enums 
bro please share your libraries with the rest of us for the love of all that is good and holy π
yooooo it works
if i remove that undeclared fade effect enum stuff π₯²
i bet it looks sick but wow do i not feel like figuring that stuff out right now
also i can confirm it hides shinjiro and ken and other people when not unlocked
oh my god it even works when people aren't available like aigis in december π₯Ή
it's beautiful
is the circle wipe what happens when you do a fuuka escape route?
ok i worked out the fade effect
it's function_0020( 2, 20 )
not the fuuka escape route, but the healing one from the entrance
now i gotta work out what fade_sync is 
function_000f, that was easy
that
that doesn't appear to be it π
function_0020 appears to just be a sound, not a screen effect
ok well i was close lol
ok then i guess it is the fuuka escape route effect
how is it not function_0020 
it definitely is i just cannot figure out what circlewipe is supposed to be
i'm assuming the 20 means length?
and the circlewipe is a value like 2 or 3
maybe it's 1?
oh wait it could be function_0010
ok well it's 2, 20
not 3, 7
because the only times function_0020 ever appear in the entirety of the game is either 3, 7 or 2, 20
just wondering why it says circlewipe 
like that should be a screen effect
but it's a sound
that's because it isn't holy shit π₯Ή
it's function_000e, not function_0020
my god
i'm gonna fucking die it's literally fade( 3, 20 )
oh my fucking god
that's so clean holy shit
that's fucking clean as hell holy shit
my god i gotta get a video of that
dude i'm geeking so fucking hard
i'm geeking
ok i need to get some rest
also i don't see your todo list?
also please don't do the rest of the mod while i sleep π
this is hardly even mine anymore π₯Ή
anything that I define/name is in the enums.json and functions.json library overrides that are in the 7z file man idk what else to tell you besides "actually look at them"
The Todo list I was referring to are the comments that are at the top of the field.flow file
Also huh, guess PSP doesn't show the Tartarus block screen like how PC does π« random ass minor port difference ig
ohβ¦.
ohhhhh
iβm gonna make breakfast then try to confirm that stuff π
thatβs what i get for working on mod stuff after getting off of work, again
there are no todo lists
lol like
did you forget to send an updated zip
because your library functions aren't in here either
there are no other files here in the 7z
also shoutout to me for literally waking up at 8 and then falling asleep for 8 hours π
also if i'm understanding this right
this handles the hiding and showing of the order selection
and the bit_chk(3123) is what shows the fuuka message, because that's 16
meaning if i wanted to add a message here, i would make sure it always shows up?
yup that is all you do
and it shows up!
but it's a little broken 
isn't it supposed to show a mitsuru message because she's my navigator
here are my files, maybe i messed up somewhere
but currently it just doesn't display a message background
oh it doesn't actually do that, huh
it only shows up for fuuka
would it just be as simple as adding a bit_chk(3123) {
fuuka message
}
else
{
Mitsuru message
}
to everything?
seems to be a little broken besides that
like the navigator bustup straight up don't show now
which is strange
oof yeah no that broke something
now the message shows up outside of the fuuka request, and i don't want that
ok so on the docket
fix the message so it only pops up if you don't have fuuka unlocked (do a bit_chk(3123) if true mask the option probably)
fix the messages so mitsuru will show up too
fix empty party message not playing
fixed the navigator bustups, but i think i broke the whole selection thing because now it doesn't play the whole, your party is empty thing, anymore
unless of course the party is empty thing only plays if you removed 3 party members 
canβt check that rn though
Uhhhhhh that's not good π I literally had them on my PC in the mod package when I built the zip through reloaded??? Wtf??
I'd resend you it but unfortunately I'm away from my PC rn so I can't 
If you built them using Reloaded's publishing thing it removes all json files by default. If you want to include them you have to change the include regex (it's an option somewhere on that page I think)
donβt even sweat it, i wonβt be off work for 5 hours lol
Yeah I think that's what I did now that I think about it, I just always leave the settings on default for that lol π 
Welp good to know haha
i kinda finally understood the hiding of 48 
i was trying to wrap my head around why it would be that number
thatβs 32 and 16 π«
meaning if i want to hide the next option iβd hide 64
guess i kinda know how to solve the fuuka hiding thing now
then i have to just double up on the messages but have them put mitsuru as the name
do some bit checks to play the mitsuru message instead
no idea why it wouldnβt play the empty party message if i had only two party members
iβm kinda hoping itβs not just playing that message if you remove 3 people and not if you actually have an empty party
because that would involve a pretty big rewrite of how that message works, and i donβt think iβm equipped to do that π
decided to just manually zip the files instead of using the reloaded-ii publish feature π this SHOULD have my up-to-date flow with more comments & the todo list i mentioned + the enums.json and functions.json library overrides
(if it somehow doesn't im gonna have a fucking aneruysm i stg
) /j
hmmm not sure what's up with that
like the way the code is written it should always trigger the EMPTY_PARTY message if you try and remove party members when you have an empty party regardless of how many you do or don't remove no matter what (the allyCount variable here is just gVar21 renamed for the record)
so im not sure why it doesn't seem to bwe triggering properly for you
hopefully itβs nothing to do with how i set it up
but i am testing it right at the beginning of the game with femc
so i only have junpei and yukari unlocked
all i did was add another option after request fuuka and then called the procedure
speaking of which, i need to switch the values around yeah?
like here, i need to add another hide + 64 here?
and then change the 0x80 to 256?
and then change cancel somewhere
actually iβd change 0x10 to 80
because 64 + 16
and then change everything else after it to one bit higher
just spitballing, iβm still at work π
thanks for sending the updated libraries too btw
iβll take a look at your todo list and comments to get a better understanding
welp went ahead and just did everything that i put in my "TODO" list in the field.flow accidentally
whoops @safe ether
- "Change party" option is now available from the normal square button menu so it works when you have Mitsuru & Fuuka
- Changed the messages so they would be presented as "system" messages as opposed to dialog from a character; helps allow the feature to work basically seamlessly whether you have fuuka or mitsuru as the navigator
- The dialog was also adjusted to make better use of the total space available for the characters to display
- Made it so you can't try adding party members if you don't have any available to add (so pretty much only to account for when you have yukari, junpei and akihiko added before unlocking mitsuru)
- Fixed some mild weirdness that was happening with the order menu not masking the correct options
when you check for a true value when you're supposed to check for a false value moment - Named a couple more global variables (gVars)
(and once more im gonna go to sleep now so apologies if i dont respond for a while haha
)
uhhhh
did you test this lol
i just compiled it and it's showing the debug option again
and cancel was showing instead of the selectiong party member thing
ooof
ok so if you're alone you straight up can't request more party members π
oh wait lol i see
you forgot to rename the order_sel call so it defaulted to the original one lol
ok can confirm it works
simple mistake to make
Oh
that's because I keep writing the scripts for P3P PC and the bf emulator which has some MSG merging support; so I can just override the original messages there with an imported .msg file and it works no problems
I'd have assumed that would've worked even with aemulus/atlusscripttools on its own but I guess not huh
It does yeah
Huh good to know then
i adjusted a few messages btw
i changed cancel to finish per rudiger's message
i added a few line breaks to some of the long messages because they kinda overflowed
ok i just tested and i think i made them too early π
Hmm they didn't overflow for me on PC so that's odd
INB4 P3P PC has a slimmer font so there's more space for text than PSP 
I'd go and check buuuut it's 4am and I need to get some sleep stg
I'll just try n check that when I wake up LMAO
get some rest man
i just got off work and im talking with my bf while i work on this
i got some energy
i appreciate everything you've done so far
oooh wait there's still a problem
you can't select new party members when alone
that's kind of a problem
it just says ask for specific bgm
gonna poke and prod this for a bit and try and work that out
wonder why values like 16 and 32 always show up as 0x10 and 0x20 instead of normal ass things
it doesn't appear like it's hiding the message anywhere but it is
unless it's hiding it in order for huka
it's not wtf 
i need to to sleep but here are my current files

the font is slimmer (and a little bit smaller height-wise i think) in PC confirmed
took a look at the script and turns out that's because order_for_huka gets called in this situation, which i didn't change in the version of the script i sent because it's tartaros_order_party that normally handles the orders like 95% of the time
woops
anyways my specific changes:
- Fix not being able to change party when the party is empty
- Also applies to when Mitsuru is navigator so that should all work now
- Use "Finish" instead of "Cancel" in REMOVE_OR_ADD_SEL as per your edit
yeah you do have them a little bit early, although from looking at the field.msg messages + your screenshots you ought have room to move the line break a little bit
so like for example these for these messages
WHO_TO_ADD
REMOVE
```you should be able to put the line break two words later than you currently have them and for `REMOVE_OR_ADD` moving the linebreak one word later should be good i think
(feels worth noting atp that in terms of how many characters you can have per-line before you def. start overflowing the textboxes on P3P PSP seems to be ~40, and on P3P PC that soft-limit is ~48 instead)
that's fucking weird man wtf π
this PC port is strange
ok got it compiled, add a few line breaks
i messed up on one of em though
the bottom left one
hmmmmm
having a weird problem
i want to merge my auto heal mod with this one right
because they're both a part of field.bf
it half works
for some reason yukari and junpei aren't healing
is this not the correct way of doing things?
well actually
the only one healing is me lol
nevermind, i guess you don't heal going up from a guaridan floor
we're all good then
removed my changes, here's the mod files again
and an updated P3P libraries bf emulator
just realized iβm gonna have to rename all my functions to stock now that i set up my PSP mods for flow merging π₯²
I know the pain, had to do the same for Return to Highest Floor since I used my own libraries to decompile and write the script, then had to put it all back to vanilla for flow merging
(although I had it way easier since a lot of the functions were still unchanged+only 1 script file)
This is stuff that'd be fixed with the aliases thing I made right? Just wait for that 
It seems to work perfectly fine, it's just a matter of me making a pr with the changes
for aemulus?
thatβs a good point then yeah
i didnβt know you were interested in working on it for aemulus 
iβll wait on that then
plus thereβs a few more i used i still need to label
like i think FUNCTION_0040 is the full party sp and hp heal from clock
either that or itβs full team heal like everyone
cannot wait for it to be added to aemulus so i can use 64 bit custom sub menu and not have to rename every single function ever π₯Ή
Well it should just work, all it should be is me updating the script compiler Aemulus is using
gotta love aemulus failing to compile when you literally compiled easily before
what do you mean sel_defkey is a failed call expression, i literally defined it
and what do you mean unpack base files, i just did that
literally all of these are defined
unless aemulus happens to not have it's libraries in the libraries folder on the root of the install π«
maybe i fucked up somewhere or something
am i gonna have to compile all this shit manually by hand or something istg
hey @balmy echo do you know how to set a msgvar for a single character?
like if i wanted to have part of a message have something but only if something is true
like if cmm_chk_lvlup = 1 then add a + to a message / selection?
but if it's 0 then don't add the +
π€ hmm i'm not sure if that's possible unfortunately
just tried setting a message var using a string and while the script compiled and ran fine it didn't display the string I set in-game so I don't think using a msg var to add the character would work for that
you'd have to work around it; for messages you would need to have duplicates with and without the "+" and call the corresponding ones (IE:)
{
MSG(MSG_PLUS);
}
else
{
MSG(MSG);
}```
and for selections you'd probably have to use bitmasks to hide/show the right versions of the options (sorta like how you've been doing to hide specific characters from a list)
You could do what p4g find a friend does, rename an enemy (or something) to "+" and then you can display that with a message var.
With P4G there are too many links to have two selections for each, I'd expect P3P is the same (so you have to do it the way I've said afaik)
an enemy to +?
that's kinda interesting
like an unused enemy?
how would i know if an enemy is unused 
621?
i'm seeing a lot of setmsgvar 621 + social link rank
i think an item might work better because there's a lot of leftover items
like skill cards
oh wait you renamed a skill, i see
right?
so the 621 is in the msg.tbl
so for this right
if i wanted to have the plus it'd be like
SET_MSG_VAR(1, CMM_CHK_LVLUP( 12 ) + MSGID, 6);
yeah?
oh wait no
MSGID + CMM_CHK_LVLUP( 12 ), 6
i think?
i assume it's the msg id because of the tblpatch in the 32 bit version
ok i changed an unused skill name to just plus
wonder what the 6 is for and if it's important
time to just full send and ask questions later lmao
that did not work
and broke some stuff too
i also need to remove the start a link thing, very broken
@toxic pond do you think you could explain a bit more when you get a chance, i'm still pretty confused
i tried doing a 8 + CMM_CHK_LVLUP but all it did was add 8 to the rank value lol
not add a +
kinda thought that was what you did 
i renamed skill 8 to a +
The last parameter changes what type of thing is displayed as the message var. 0 is a number and the others are the names of things, in p4g 6 is for the name of the skill (sorry I said enemy earlier, I couldn't remember which).
Idk what they are for p3p though, it could be that you need to set that third argument to something different (assuming P3P actually can do this, I hope it does)
oh, it might be
lemme triple check
i had a feeling it was something to do with that last number
would it be safe to just change it to 6 or whatever it is?
because you have two msgvar settings in here
wdym two msgvar settings?
i think i used the wrong word there, you set it twice
not settings, sorry
ok well 5 appears to be item ids
Where am I setting it twice?
Yeah, I don't see anything being set twice
ok nevermind
4 is party member names it seems? or something like that
That's because there are s.links with romances which use a different id so I have to work out which one's actually active (although I now know there's a better way of doing it)
there's a set_msg_var that ends in 4
oh
where would item names be stored again?
they're hardcoded in p3p π
i can't find a reference to skill or enemies
oh that's so fun
this game is so ass mannnnnnnnnnnnn
time to dig some more
yeah it's either 2 or 3
time to test both
ok well 2 is enemy names lol
problem though
it added the 8 to the rank number, so it put the enemy in slot 16 as the name
i'm hoping that's fixed with setting it to 3 lol
oops, 3 is apparently arcana names
so 4, or 1 i guess
4 is something strange
4 put jin's name there?
if it's not 1, then it's 5 or 6 or something dumb
1 did the same thing as 4, weird
1 crashes the game π
ok
5 is skill names
ok
problem
actually is it?
what is zanbatou
weapons
fucking a
still don't know what to do about it adding the values together honestly >.>
i'm gonna find the skill names section and it ain't gonna work
ok 6 is skill names
problem
it added the values together
do i not do it like this 
currently it says (Rank 0x010 ) when i want it to say (Rank 8+)
You'd want to check if they're ready to level up, you're adding their level
what?
yeah i am checking if they're ready to level up
and if they are, i want to add the +
is that not apparent by my screenshot?
wait i think i get it now
how am i supposed to put the rank in there then
because this right
this just adds a plus if they're ready to rank up
how do i put the number in there too?
so you check if they're ready to rank up, and you check their rank according to the findafriend.flow
i do not understand how you merge those two together but alright π
there's no transition between the two sections
oh wait
They're two message variables, one with the rank, one with the +
all good
yeah you just declare two message vars then put them both in the message file itself
something like this?
this seems correct
if not ready to rank up, but available, and rank is not zero, and if time is not night time, then show them, add the plus, and
i just realized it's backwards, one second
like this
add the plus, and add the rank
now i gotta find a day where they're ready to hang out but not rank up
IT WORKS WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
incredible
i'm sure there's a much cleaner way i could be going about this but nahhhhhhhhhhhhhhhh
wow
that's gotta be a new personal best
most adjustements made without a compiling error on first compile
i'm learning π₯Ή
CRASH 
what the fuck man π
are there too many msgvars π₯Ή
i have 38 in use
i'm gonna flip shit
did i fuck up somehow 
i really have no ida why it's crashing besides the number of msgvars
it's totally the msgvar limit π
your mod only uses 32 msgvars
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
could i potentially cheat and cut a few that would never appear on the same day
like mutatsu and tanaka are only night, so they can share a msgvar with two people
ok so that shaves off 4 right
akinari, maya, mutatsu, and tanaka
34 message vars
i need to shave off 2-3 more
akinari and mitsuru are never available on the same day so i merged those two
hidetoshi and ,maya are never available on the same day so i merged those as well
tanaka, yukari
mutatsu, old couple
keisuke and fuuka merged
2 more
WOOOOOOOOOOOOOOOOOH it works thank jesus
ok except kenji
now kenji is showing up even though he's rank 10
oooooooooooooooooooof
now it shows everyone who's a rank 10 
ok the main functionality still works
but it's showing all the rank 10 mfers now
don't like that
hoping it's very obvious where i messed up 
never had that issue before
i mean i guess i could just like
add a "and if rank is not 10"
ok adding the and if rank is not 10 did help yeah
we're good there
it didn't fix kenji though strangely
ok code works for the most part
besides kenji being broken i guess
here's my current code if anyone's curious
think i should sleep
thanks for all the help today swine
i never would've thought to call a skill name to put a character in a spot
that's really unique
thanks for that
i'm gonna flip
i figured out how i could add the start link check right
for someone like fuuka
did so much work to get a day where keisuke was unlocked and fuuka was available
never saved, brought up the menu, game crash 
does something look wrong here
is it bebe that's crashing the game?
bebe has var32 and there might be a 32 var limit
which might include 0 π
If it's a limit of 32 thene yeah, it'd go from 0 to 31
fucking bebe
yeah it's bebe crashing π
i'll switch em to zero and test again
ok cool it works
i guess i should just apply that logic to all the other ones that can be started
ok well back to compiling errors
my arcade machine always is hella fucking broken and i don't know why
on PC it's playing this system message about not having enough money instead of the correct message when you first walk up to it
on PSP it's showing this message about yukari shop_stop_yukari
which shouldn't happen
the message that should play is this
can someone send me the PC bf file in case something changed between releases?
which bf?
h08_01.bf
i think i fixed it?
for some reason the FUNCTION_002D decompiled incorrectly and instead spat out the message with the ID, not the name
patched it up, no more issues
anyone willing to test?
seems to work fine for me
umm, I take that back. The game crashes after I finish at the arcade...
it might be some other mod though
yeah, it is (not sure which though), nvm
does someone know a cleaner way of doing this
rankup ready check, start link check, hang out but not ready to rank up check
man
how do you check if the current date is after a set date
i want to add ways to start links when theyβre available but a lot of them are showing up even when not actually unlocked yet
like rio, hidetoshi, old couple, and bebe on 4/22
i think itβs chk_date_startend but i might be wrong
There should be something like CHECK_DAYS_START_END (idk if that's exactly what it's called but it'd be close) where you give a start and end date. You'd give it the date you want it to be past as the start then the last day of the gamee as the end
yeah there we go
ok thanks for confirming that swine
iβll get started on that tonight when iβm off work
i got the + stuff added to FEMC, gonna do the start link stuff for MC and FEMC when i get a chance
one question about that
if i put 4/24 and 1/31, will it understand the order?
lemme just try myself and shut the hell up
god i love atlus script compiler and it's unclear compiling issues
11/30/2023 8:15:09 PM Error: Syntax error: extraneous input '||' expecting {'(', ';', '{', '--', '++', '!', '-', 'function', 'global', 'const', 'ai_local', 'ai_global', 'bit', 'enum', 'local', 'count', 'if', 'for', 'while', 'break', 'continue', 'return', 'goto', 'switch', BoolLiteral, IntLiteral, FloatLiteral, StringLiteral, TypeIdentifier, Identifier} (1049:59)
11/30/2023 8:15:09 PM Error: Syntax error: missing ';' at '{' (1050:8)
11/30/2023 8:15:09 PM Error: Syntax error: no viable alternative at input '{gVar76=(gVar76-256)SET_MSG_VAR' (1057:4)
11/30/2023 8:15:09 PM Error: Syntax error: missing ';' at 'SET_MSG_VAR' (1057:4)
11/30/2023 8:15:09 PM Error: Syntax error: extraneous input '||' expecting {'(', ';', '{', '--', '++', '!', '-', 'function', 'global', 'const', 'ai_local', 'ai_global', 'bit', 'enum', 'local', 'count', 'if', 'for', 'while', 'break', 'continue', 'return', 'goto', 'switch', BoolLiteral, IntLiteral, FloatLiteral, StringLiteral, TypeIdentifier, Identifier} (1063:92)
11/30/2023 8:15:09 PM Error: Syntax error: missing ')' at 'CHK_DAYS_STARTEND' (1063:135)
11/30/2023 8:15:09 PM Error: Syntax error: mismatched input ')' expecting ';' (1063:174)
11/30/2023 8:15:09 PM Error: Syntax error: no viable alternative at input '{gVar76=(gVar76-256)SET_MSG_VAR' (1071:16)
11/30/2023 8:15:09 PM Error: Syntax error: missing ';' at 'SET_MSG_VAR' (1071:16)
11/30/2023 8:15:09 PM Error: Syntax error: extraneous input 'if' expecting {<EOF>, 'function', 'global', 'const', 'ai_local', 'ai_global', 'bit', 'enum', 'local', 'count', TypeIdentifier, Identifier} (1076:2)
11/30/2023 8:15:09 PM Error: Syntax error: missing ':' at '(' (1076:21)
11/30/2023 8:15:09 PM Info: Parsing compilation unit
11/30/2023 8:15:09 PM Info: Parsing procedure 'HangOut'
11/30/2023 8:15:09 PM Error: (1055:0012) Expected statement
11/30/2023 8:15:09 PM Error: (1055:0012) Failed to parse else body
11/30/2023 8:15:09 PM Error: (1051:0012) Failed to parse if statement
11/30/2023 8:15:09 PM Error: (1051:0012) Failed to parse statement
11/30/2023 8:15:09 PM Error: (1050:0008) Failed to parse statement(s)
11/30/2023 8:15:09 PM Error: (1050:0008) Failed to parse compound statement
11/30/2023 8:15:09 PM Error: (1050:0008) Failed to parse statement
11/30/2023 8:15:09 PM Error: (0813:0004) Failed to parse statement(s)
11/30/2023 8:15:09 PM Error: (0813:0004) Failed to parse compound statement
11/30/2023 8:15:09 PM Error: (0813:0004) Failed to parse if body
11/30/2023 8:15:09 PM Error: (0812:0009) Failed to parse if statement
11/30/2023 8:15:09 PM Error: (0812:0009) Failed to parse else body
11/30/2023 8:15:09 PM Error: (0006:0004) Failed to parse if statement
11/30/2023 8:15:09 PM Error: (0006:0004) Failed to parse statement
11/30/2023 8:15:09 PM Error: (0005:0000) Failed to parse statement(s)
11/30/2023 8:15:09 PM Error: (0005:0000) Failed to parse procedure body
11/30/2023 8:15:09 PM Error: (0004:0000) Failed to parse procedure declaration
11/30/2023 8:15:09 PM Error: (0004:0000) Failed to parse declaration
11/30/2023 8:15:09 PM Error: (0001:0000) Failed to parse statement(s)
11/30/2023 8:15:09 PM Error: (0003:0000) Failed to parse imported FlowScript
11/30/2023 8:15:09 PM Error: (0003:0000) Failed to resolve FlowScript import: C:\net7.0-windows\net7.0-windows\Packages\Persona 3 Portable\Find a Friend 1.0\data\field2d\bg\b06_03\hangout.flow
11/30/2023 8:15:09 PM Error: (0001:0000) Failed to resolve imports
11/30/2023 8:15:09 PM Error: One or more errors occured during compilation!
11/30/2023 8:15:09 PM Error: One or more errors occured while executing task!
literally none of these compiling errors make any sense lmao
it's basically gibberish
11/30/2023 8:18:49 PM Error: Syntax error: no viable alternative at input '{gVar76=(gVar76-256)SET_MSG_VAR' (1057:4)
11/30/2023 8:18:49 PM Error: Syntax error: missing ';' at 'SET_MSG_VAR' (1057:4)
11/30/2023 8:18:49 PM Error: Syntax error: extraneous input '||' expecting {'(', ';', '{', '--', '++', '!', '-', 'function', 'global', 'const', 'ai_local', 'ai_global', 'bit', 'enum', 'local', 'count', 'if', 'for', 'while', 'break', 'continue', 'return', 'goto', 'switch', BoolLiteral, IntLiteral, FloatLiteral, StringLiteral, TypeIdentifier, Identifier} (1063:92)
11/30/2023 8:18:49 PM Error: Syntax error: missing ')' at 'CHK_DAYS_STARTEND' (1063:135)
11/30/2023 8:18:49 PM Error: Syntax error: mismatched input ')' expecting ';' (1063:174)
11/30/2023 8:18:49 PM Error: Syntax error: no viable alternative at input '{gVar76=(gVar76-256)SET_MSG_VAR' (1071:16)
11/30/2023 8:18:49 PM Error: Syntax error: missing ';' at 'SET_MSG_VAR' (1071:16)
11/30/2023 8:18:49 PM Error: Syntax error: extraneous input 'if' expecting {<EOF>, 'function', 'global', 'const', 'ai_local', 'ai_global', 'bit', 'enum', 'local', 'count', TypeIdentifier, Identifier} (1076:2)
11/30/2023 8:18:49 PM Error: Syntax error: missing ':' at '(' (1076:21)
11/30/2023 8:18:49 PM Info: Parsing compilation unit
11/30/2023 8:18:49 PM Info: Parsing procedure 'HangOut'
11/30/2023 8:18:49 PM Error: (1055:0012) Expected statement
11/30/2023 8:18:49 PM Error: (1055:0012) Failed to parse else body
11/30/2023 8:18:49 PM Error: (1051:0012) Failed to parse if statement
11/30/2023 8:18:49 PM Error: (1051:0012) Failed to parse statement
11/30/2023 8:18:49 PM Error: (1050:0008) Failed to parse statement(s)
11/30/2023 8:18:49 PM Error: (1050:0008) Failed to parse compound statement
11/30/2023 8:18:49 PM Error: (1050:0008) Failed to parse if body
11/30/2023 8:18:49 PM Error: (1049:0008) Failed to parse if statement
11/30/2023 8:18:49 PM Error: (1049:0008) Failed to parse statement
11/30/2023 8:18:49 PM Error: (0813:0004) Failed to parse statement(s)
11/30/2023 8:18:49 PM Error: (0813:0004) Failed to parse compound statement
11/30/2023 8:18:49 PM Error: (0813:0004) Failed to parse if body
11/30/2023 8:18:49 PM Error: (0812:0009) Failed to parse if statement
11/30/2023 8:18:49 PM Error: (0812:0009) Failed to parse else body
11/30/2023 8:18:49 PM Error: (0006:0004) Failed to parse if statement
11/30/2023 8:18:49 PM Error: (0006:0004) Failed to parse statement
11/30/2023 8:18:49 PM Error: (0005:0000) Failed to parse statement(s)
11/30/2023 8:18:49 PM Error: (0005:0000) Failed to parse procedure body
11/30/2023 8:18:49 PM Error: (0004:0000) Failed to parse procedure declaration
11/30/2023 8:18:49 PM Error: (0004:0000) Failed to parse declaration
11/30/2023 8:18:49 PM Error: (0001:0000) Failed to parse statement(s)
11/30/2023 8:18:49 PM Error: (0003:0000) Failed to parse imported FlowScript
11/30/2023 8:18:49 PM Error: (0003:0000) Failed to resolve FlowScript import: C:\net7.0-windows\net7.0-windows\Packages\Persona 3 Portable\Find a Friend 1.0\data\field2d\bg\b06_03\hangout.flow
11/30/2023 8:18:49 PM Error: (0001:0000) Failed to resolve imports
11/30/2023 8:18:49 PM Error: One or more errors occured during compilation!
11/30/2023 8:18:49 PM Error: One or more errors occured while executing task!
any ideas anyone?
i'm completely stuck and have no idea what to do now
the main thing I can get out of those error messages is some sort of syntax error around SET_MSG_VAR like a missing semicolon or something
how tf does chk_days_startend even work 
i'm gonna lose my fucking mind
do i need to put an equal to one at the end?
i reduced the error count down but some of the same ones are still there
11/30/2023 8:32:55 PM Error: Syntax error: mismatched input ')' expecting {'(', ';', '{', '--', '++', '!', '-', 'function', 'global', 'const', 'ai_local', 'ai_global', 'bit', 'enum', 'local', 'count', 'if', 'for', 'while', 'break', 'continue', 'return', 'goto', 'switch', BoolLiteral, IntLiteral, FloatLiteral, StringLiteral, TypeIdentifier, Identifier} (1063:90)
11/30/2023 8:32:55 PM Error: Syntax error: mismatched input ')' expecting ';' (1063:180)
11/30/2023 8:32:55 PM Info: Parsing compilation unit
11/30/2023 8:32:55 PM Info: Parsing procedure 'HangOut'
11/30/2023 8:32:55 PM Error: (1063:0090) Expected statement
11/30/2023 8:32:55 PM Error: (1063:0090) Failed to parse if body
11/30/2023 8:32:55 PM Error: (1063:0002) Failed to parse if statement
11/30/2023 8:32:55 PM Error: (1063:0002) Failed to parse statement
11/30/2023 8:32:55 PM Error: (0813:0004) Failed to parse statement(s)
11/30/2023 8:32:55 PM Error: (0813:0004) Failed to parse compound statement
11/30/2023 8:32:55 PM Error: (0813:0004) Failed to parse if body
11/30/2023 8:32:55 PM Error: (0812:0009) Failed to parse if statement
11/30/2023 8:32:55 PM Error: (0812:0009) Failed to parse else body
11/30/2023 8:32:55 PM Error: (0006:0004) Failed to parse if statement
11/30/2023 8:32:55 PM Error: (0006:0004) Failed to parse statement
11/30/2023 8:32:55 PM Error: (0005:0000) Failed to parse statement(s)
11/30/2023 8:32:55 PM Error: (0005:0000) Failed to parse procedure body
11/30/2023 8:32:55 PM Error: (0004:0000) Failed to parse procedure declaration
11/30/2023 8:32:55 PM Error: (0004:0000) Failed to parse declaration
11/30/2023 8:32:55 PM Error: (0001:0000) Failed to parse statement(s)
11/30/2023 8:32:55 PM Error: (0003:0000) Failed to parse imported FlowScript
11/30/2023 8:32:55 PM Error: (0003:0000) Failed to resolve FlowScript import: C:\net7.0-windows\net7.0-windows\Packages\Persona 3 Portable\Find a Friend 1.0\data\field2d\bg\b06_03\hangout.flow
11/30/2023 8:32:55 PM Error: (0001:0000) Failed to resolve imports
11/30/2023 8:32:55 PM Error: One or more errors occured during compilation!
11/30/2023 8:32:55 PM Error: One or more errors occured while executing task!
You've also got an excessive number of brackets in line 1063
how many is too many 
i just removed em and now i get 100x as many compiling errors
ok well it's not that
reducing from 3 brackets to 2, does not fix any errors
Enough is as many as you need. I meant you had more opening than closing (you should always have the same number of both)
the more you have, the more you risk messing up by just having too many lol
Anyway there was another place with incorrect brackets and a missing ] in the msg. Here's the probably fixed ones (I clearly am missing renamed functions so it doeesn't compile but hopefully that's all the problems)
Like I said, I just fixed two places with incorrect brackets
oh so you don't need an equal 1 for the chk startend wtf
why tf is it like that in h08_01.flow
You can if you want, doesn't matter
Any value other than zero is true, it returns 1 for true and zero for false so it just works. Adding == 1 is redundant (since it can only be 0 or 1) but technically makes no difference
any idea why this isn't working?
i want it to hide people who are rank 10 but it just doesn't
if not ready to rankup, but available, and not rank 0 or rank 10
it hides rank 0 people, but shows rank 10 people
You're getting the level of cmm 10 instead of 2 in the last check
oh wait
yeah
i just noticed that 
fuck me dude.....
it's like that for all of them WTFFFFFFFFFFFFFFFFFF
hmmmm
how do i do mutatsu in a non jank way
i guess i can do it the jank way
jank way it is
i don't think there's a way i can just have one part of an if statement have an or
and not have the entire thing wrapped up into it
so i just put the whole thing on both sides
anyone know why this bracket isn't closing properly
it's breaking everything below it
do i really need to download vs code just to see the highlighted brackets π
this one actually
you knock one issue down and a million more come up
still broken π«
I think you've got two too many closing brackets at the end