#Same flowscript errors every time I recompile

1 messages Β· Page 4 of 1

safe ether
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yeah that was it

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gotta love that

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ok got in game and testing

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for some reason maiko is showing up with zero rank number when she should have one according to the flowscript

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she also straight up just isn't at the shrine πŸ₯Ή

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awesome

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ok bebe stuff works

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no longer showing rank 10s

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thank god

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now i gotta figure out wtf happened with maiko

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weirdddddddddddd

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weird weird weird

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maiko is showing up when she's not avaialble, but it's supposed to be kazushi

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god this shit sucks sometimes

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the date is 7/24, maiko should not be avaialble and kazushi is, but maiko is showing up in the list and kazushi is not

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maiko also has no rank number next to rank, there's a space there which is confusing

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it's friday she shouldn't even be active

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ok that's weird

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her bit flag is off

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yet the check passed somehow for her to show up on the list?????????????? how??????????????????

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i'm gonna snap wtf 😭

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i removed her newly added start link check thing right, maybe i broke something there

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she still shows up Haru_Cry

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yeah i got no fucking idea

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maiko keeps showing up and kazushi is not showing up

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weird

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maybe it was a fluke

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i used a cheat code to restart the day instead of going forward in time, now i'm rank 8 with kazushi and no rankup and he's showing up

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no more maiko

safe ether
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trying to figure out how the game determines when it's exam time

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like is there a date_chk_startend?

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because clearly it plays messages for when clubs are locked due to exams

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like this

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how do i find how this message is played

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is it cmmscript? that wouldn't make sense

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but i mean i guess some npc messages can play based on when you click on characters

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ok not cmmscript

safe ether
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getting a weird error now that i added the exam bit_check

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what the fuck

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ok i'm so confused now

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adding this breaks my gvar76?????????????? why??????????????

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here's the entire log

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oh

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i just needed another (

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cool

safe ether
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@balmy echo is there anything left needed for change party in tartarus?

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and would you mind if i added a few more things to the mod

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and sorta wrapped it up into a dungeon tweaks / fixes mod

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and would you mind telling me how you hid stuff from the fuuka menu and showed stuff during mitsuru 😭

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i wanted to see if i could add a way to request healing from the clock

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or a way to instantly use trafuri gems

balmy echo
safe ether
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oh sweet i get off at 11

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yeah whenever you get a chance sure, i’d appreciate it

balmy echo
safe ether
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you did almost the entirety of the change party thing so uhhhh

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i think i did like

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the message data?

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bit flags?

balmy echo
safe ether
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no yeah i just meant like while in tartarus

balmy echo
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Oh so like adding the options from the clock in Tartarus, I get ya

safe ether
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yeah

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like the fox option in CSM

balmy echo
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Yeye, I can look into all that when I get home there naothumbsup

safe ether
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sweet thank you

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just the hiding and unhiding parts though

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i do want a part in this mod lmao

balmy echo
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Pfft fair enough :3

balmy echo
# safe ether and would you mind telling me how you hid stuff from the fuuka menu and showed s...

depends on the in-game situation lol; say you have a full party and open the order menu, to hide the fuuka options I do the same thing the vanilla flowscript does i'm pretty sure; in the tartaros_order_party procedure I add values to mask out the fuuka specific options in the SEL if the fuuka bitflag (3123) is false, and from there i set the mask and call the SEL and everything works haha

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if you have an EMPTY party though, then I edit part of tartaros_order_party so that the "empty party" order menu will still show up (the commented lines in the crop are the original code)

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then, in order_for_huka, I do the same thing as earlier; use a bitmask to hide the fuuka-specific selection options (which ends up leaving you with only the option to change the party and cancel lol) if the fuuka bitflag (3123) is false

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all this lets you show the order menu with new options for both mitsuru and fuuka (which is what I assume you want haha) while still hiding the fuuka specific options :3

safe ether
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oh so it's just as easy as adding more options?

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or do i need to change the bitmask + value

balmy echo
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assuming you add options in the lines BELOW the fuuka ones (bgm and ask fuuka/escape route for example; and also change party in this case lol) then the only bitmask you'd need to adjust is the one that hides the Debug option; other than that everything else can be left as I've got it pmuch

safe ether
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oh sweet

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alright easy enough

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thanks for the headsup

balmy echo
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np, let me know if you run into any issues haha naothumbsup

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(and as for if there was anything I wanted to add nothing really comes to mind looking at the code again haha, think we pmuch handled everything I might've had in mind by this point lol)

safe ether
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i might add auto heal into this

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i'm not sure if the floor change thing is handled by only dng_init.pac or that and field.bf

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sad that there's no after battle function

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that i know of......

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if you're able to find it, id be super appreciative lol

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someone mentioned it possibly being in each characters bf file as that contains their message data for when a battle ends

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but i haven't checked that yet

edgy thicket
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hi

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my party is not full lol

safe ether
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@balmy echo

edgy thicket
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if i do this and then finish it adds yukari to the party anyways

safe ether
balmy echo
# edgy thicket

Thonk odd

does that happen right after trying to add a party member (so picking "add" when you have the choice of add, remove or cancel)

edgy thicket
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I removed Yukari from my party, everything functioned as intended

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I added her back, and it gave me that message

balmy echo
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that... sounds like it works as intended?

edgy thicket
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my party was not full, it only had 3 members

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this save I have, I only have 4 total party members so there is no swapping anyone out for someone else anyways :p

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it's before the Fuuk and Midsuru join the party

balmy echo
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ok let me see if im following:

you have a party with yukari in it; was this party full? (femc, junpei, akihiko, yukari)

you removed yukari; did you exit out of all the options and let the floor refresh?

you then added yukari; did you exit out of all the options and let the floor refresh?

because it sounds to me like you remove her, leaving you with femc, junpei, and akihiko, then added her, which does make you have a full party (femc, junpei, akihiko, and yukari) yukari just hadn't been loaded in yet because you didn't let the floor refresh? am i mistaken here bc I think i'm missing something haar2

edgy thicket
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yes to everything except the last thing. the message pops up right after I add her to the party, before the floor is refreshed, so she's not in the party at the time

balmy echo
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yeah, that's how the script is supposed to work

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it's working on the party member arrangement you WANT to have, not your CURRENT LOADED IN-GAME one fuuk

edgy thicket
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I feel like that message popping up after adding the 4th member to a 3 person party is confusing
it was confusing enough that bonq told me to send it here lol

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is it possible to add something to remove that message in that case? bc if I'm adding a 4th party member, the party does become full yes, but that doesn't mean it's too full and I suddenly need to remove members. that should only pop up if I'm trying to add a 5th party member to a full party, no?

balmy echo
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i mean it could, but the reason i had it pop-up instantly was so that you didn't waste time trying to add a party member when you can't at that point lol

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not to mention that doing it that way makes the message pop-up first when you select the "add" option from the initial "add, remove, cancel" list which again is just a speed-up

edgy thicket
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prompting to remove party members afterwards is a little odd though no?

balmy echo
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i guesss? idk it makes sense to me lol, you add a party member and now are going to have a full party? makes sense to let the player know

and since the party is full, only thing they really can do is either remove party members or just navigate back out; makes sense to just give them an option at the same time as the full party notice personally

edgy thicket
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like I get it now that you've explained it but it feels weird to be told right after making a full party that you now need to remove some party members

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this could probably be fixed by rewording the message(s) too though lol

balmy echo
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ig i figured that since it ASKS you if you want to remove party members it ultimately didn't come across as a demand but just as a notice lol

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easy enough to change that tho if it's really that confusing

edgy thicket
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ask someone else to confirm lol

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heyyyy @safe ether what do you think

safe ether
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i kinda hadn't tested it a whole lot and was basically always doing 3 and 3s everytime

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i think it's current execution is fine

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but it could be polished up later to be more in line with P4G's version

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tbf we're a ways away from publishing it

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i just had a funny idea to be able to put in button input cheats to unlock certain dev mode parts of the mod

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like being able to add characters even when they're not available, use traefuri gems even when you have none

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you can have sel_defkey pull from any button, then use gVar variables to count based on those inputs, then store those values like mini bit flags

balmy echo
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went ahead and threw together a quick edit of the script there @edgy thicket ; this rewords the full party message (i'll put the new version below) to hopefully make the intent a bit clearer (and also just takes you back to the normal list of party changing options after that message)

the new version of the message:

[s][f 0 4 255]> Your party is full! You cannot add[n]any more party members.[w][e]```
edgy thicket
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I'll test it tomorrow but from what I can see, that sounds better. thanks for listening to da feedback 😎

balmy echo
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np naothumbsup the edited version I'm realizing now is just more consistent with how the removing members procedure worked anyways lol

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(with that one having an EMPTY party wouldn't give you an extra pop-up to add party members, it just took you back to the main list shrimple as)

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although now i'm realizing that I should also reword the empty party message too since it used the same wording as the older add message lol

balmy echo
edgy thicket
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got it haha

edgy thicket
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I'm getting a lot of crashes testing this but I'm not sure it's this mod. oof :')

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if it were this mod I would expect to see errors in the log but all I have are the memory dumps in P3P/crashdat/bd/reports

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that aside, the wording and the change to the message order helps a lot i think

edgy thicket
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oh, a little quirk i've noticed - this mod can be used to get around accident floors in tartarus since it reloads the floor lol

safe ether
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anyone have any idea what function_0032 is in P3P?

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it's definitely something related to time

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033 is time of day, and 031 is the date number i believe

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trying to determine how the UFO catcher chooses it's items

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because tbf they kinda suck

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oh wait

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it doesn't change πŸ’€

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it's always a jack frost doll

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that's kinda dumb

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ok i guess i can try and add in the P4 mechanic where it changes based on time of the year with chk_date_startend?

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maybe adding in more gift items, add a little blurb with a random character like "mitsuru would love this"

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oh and in case anyone's curious

balmy echo
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if im not mistaken i think FUNCTION_0032 is for getting the day of the week it is; so 0 = sun, 1 = mon, 2 = tue and so on and so forth

safe ether
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02 means it's a ganesha bank

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oh

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that's interesting

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i think i needed that like a month or two ago lol

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so if it's between monday and friday it's a ganesha bank?

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otherwise it's a jack frost doll?

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or thursday sorry

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between monday and thursday

balmy echo
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seems like it yeah

safe ether
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yeah i think my idea is way fucking cooler πŸ’€

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ok time to look up gift guides and figure out a good schedule

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ill probably keep the whole uh

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between weekends and weekdays things

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but add a month date check so it can be more varied

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and just to double check

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for function_0030

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get_month would return the actual month number, not the month you've played right

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like get_month(10) would return october?

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not get_month(6) would return october

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since you start in april

balmy echo
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well for one get month doesn't take any arguments lol

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it just returns the current month that it is

safe ether
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oh

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right lol my bad

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safe to assume get_month in october would return a 10 then yeah?

balmy echo
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it should im pretty sure

safe ether
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it does not naosmiley

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that's the bulletin board message i believe

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unless i'm thinking about this wrong femcmad

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ill just do a chk days startend lmao

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weird, i guess it doesn't just add the item normally?

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gotta figure out how it adds the item now

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all i'm seeing is function_003b here, but there's no argument for actually obtaining a specific item

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oh and function_003c too

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do 003c and 003b go together?

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like this clearly has an argument for a reason

balmy echo
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iirc 003c actually plays a sound effect corresponding to that value

safe ether
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oh

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well that's fun then πŸ™ƒ

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because nowhere in the code does it actually give you the item it seems

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and there's no labeled function for giving items naodead

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i mean unless the game just gives you the item through the message data?

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that's my crackpot theory

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[msg UFO_CATHER_GET]
[s]> You won![n][w][e]
[s][f 4 5 1372 1]> Obtained [f 4 4 3 0 1372]![n][w][e]

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like there's two item declarations there

balmy echo
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hmmm

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imma test that real quick

toxic pond
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I think there was a messagescript function for giving items in p4g, p3p could have one as well

balmy echo
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YEP

safe ether
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if it's through the message data then that makes this 10x easier

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wild

balmy echo
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[f 4 5] gives you the item

toxic pond
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Yeah, there is one for p4g

safe ether
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interesting

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alright that makes this way easier to do then

toxic pond
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Oh cool, that's the same index as p4g's one

balmy echo
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i think the syntax would be [f 4 5 itemID amount]

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cuz with [f 4 5 1375 1] i got one extra ganesha bank

safe ether
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alright sweet

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now i gotta figure out a clean way of doing this

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what i want to do is something like this

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and then have it continue into the rest of the code

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but i'm not sure if there's a clean way of going about that

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that doesn't involve putting the entire rest of the procedure inside of the bracket with the ufo_cather messages

balmy echo
safe ether
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i mean i could put the entire procedure in the bracket naotoflushed

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who would complain

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god i hate fucking bracket formatting sometimes

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you wanna add something, you collapse it, and then it's broken

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absolutely hate it

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hate every second of it

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it just keeps getting worse and worse

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ok i definitely can't put the entire rest of the procedure in the brackets

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because it just breaks the formatting, and i don't know how to fix it

safe ether
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that is the biggest wall of errors i have ever seen yet it still compiled?

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is it because i don't have an else just on it's own or something lol

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ok so i guess i had a couple else if if's

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shit now it's grabbing nothing but air

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did i fuck up the code and ruin the drop chances naotoflushed

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am i just getting super unlucky or something

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something broke, i did that 30 times easily and didn't win once

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oh weird

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not broken, just super unlucky

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cool, mod works

safe ether
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so uh

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i'm looking into changing how the tartarus item drops work

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and wow does it look like aids

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what is fld_function_0035 anyways?

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and those fld functions too @.@

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oh wait

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so it just generates an item or it generates money Naofacepalm

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that's a lot easier to understand than before

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ok so can't i just like

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actually i'm not sure

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what i wanna do right

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is generate a random number first

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which then will be compared to put into a category to pull from

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and then it'll generate another random number to get the item id

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oh that execution is way better wtf

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so RND for the range, add the item id base value to that random number

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there ya go

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way fucking better lol

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ok time to chart this stuff out

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ok so lol

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since the game uses functions to randomly generate these items

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it means i pretty much have to redo the entire item system, which kinda sucks

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i just wanted to add the skill items like magatamas 😭

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yeah this might be like

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complete and total aids to do 😭

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that might have to go on the backburner for a bit

safe ether
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my boyfriend is a genius

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he says that i can just split it into two basically

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generate a random number, if it's below then do the normal function stuff, it's above, add in my stuff

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around which floor do you unlock medium fire spells?

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man i'm feeling a lil dumb right now

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can RND generate 0?

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or just values between 1 and the value?

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ok yes it can thank god

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it's just that easy

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ok it's like half working

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i think?

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i made a mistake making this and i should only be getting magatamas above floor 200

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but i'm not, i'm getting sub 200 rewards still

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which is good, but i think that means i'm not getting any magatamas

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i also definitely broke something with the change party in tartarus thing as only koromaru is showing up in the list now

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weird

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i apparently didn't touch it at all

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but it still has a problem somehow

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yeah koromaru is the only one showing up in the list now

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and softlocked, incredible

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yeah i have no idea why this mod broke dungeon party organization

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ok yeah it's fine

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i just had to recompile

safe ether
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still haven't received a single magatama

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but a few of the normal gems

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not sure if the mod is even working

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ok the mod isn't working

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apparently you can already receive mabufu gems in chests >.>

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i'm just trying to add the magatama ones to rare chests then

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like this?

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ok so turns out magatamas are unused items and don't exist in P3P πŸ₯Ή

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so that was pointless

patent kestrelBOT
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Like

int major = Get_Number(3, MSG_3_Major);
    if (major == -1)
        return -1;
Jump

[Go to message!](#1187389866787475466 message)

safe ether
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no fucking idea what that is doing*

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i get the whole int major thing

toxic pond
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It's code...

safe ether
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it's getting the number right

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but what is the if major part actually doing

toxic pond
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It's just some snippet I copied from custom sub menu

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I think it was from a field select or something, Get_Number returns -1 if the user cancels out of it. That's just a check for that

safe ether
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oh

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oh

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ok that makes sense

toxic pond
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You don't necessarily need to do that, do whatever you want with the number it returns

safe ether
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right so

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int major = Get_Number(3, MSG_3_Major);

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and then id put

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if major >= GET_CNT(8)
{
floor selection is too high
}
else
{
call_floor(major)
}

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yeah?

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the major value is the number punched in from the selection?

toxic pond
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sure that seems sensible

safe ether
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get_cnt(8) being the highest floor you've reached in tartarus btw

toxic pond
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except you should do a check for it being -1 as well

safe ether
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yeah yeah

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lemme get something going one second

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something kinda like this

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but obviously way better

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i probably declared that gVar99 value thing wrong one second

toxic pond
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Yeah, I wouldn't return -1 though, I'd just return; since it's a void function

safe ether
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yeah my bad

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now i need to figure out how to integrate the two together

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like an option to select a floor needs to bring up the number menu stuff

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unless that's what the int thing is doing?

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is that part calling it?

toxic pond
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Get_Number pulls up the selections and stuff for getting the number if that's what you mean

safe ether
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yeah it is but like

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don't i need to call it to "start" it?

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or is that what the int major = Get_Number(3 line is doing

toxic pond
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wdym it's literally the first line

safe ether
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oh then yeah

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that's what i was asking

toxic pond
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int major = Get_Number(...)

safe ether
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is that what that line is doing lol

toxic pond
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Yeah, that calls it

safe ether
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ah alright

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sorry i wasn't being clear

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nothing to do besides test lol

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pray to god it's as simple as that

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damn didn't get all the functions

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adv_sel hmmmmmmmmmmm

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oh is that like selection masking?

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the json file tells me nothing

toxic pond
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yeah

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The other argument it takes is a selection mask

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You could probably just use a regular sel if you can't find the equivalent in p3p

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it's used because it looks different to normal ones

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I don't remember if p3p has that

safe ether
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set_mask is the option in P3P

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oh wait it's different?

toxic pond
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Yeah

safe ether
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it takes more than one argument?

toxic pond
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Yes, it takes a mask and a message

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Gimme a sec, I'll show you what it is

safe ether
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yeah that might not be a thing in P3P haha

toxic pond
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It's these selections. The mask is the same as if you were to SET_SEL_MASK (or whatever it is) and the message is that "P4G Mod Menu" that is in the bottom

safe ether
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oh

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so could i just use set_mask but remove the message part lol

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actually it seems like there's 3 arguments here?

toxic pond
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Yeah, I'm pretty sure Get_Number doeesn't actually use the mask though

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Yeah, it's 0. It does nothing

safe ether
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oh

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alright lol

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so i can safely remove those two lines with adv sel and lose nothing?

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it's just for other functions that aren't being used here

toxic pond
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Well, no. You'd replace it with a SEL

safe ether
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oh

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alright lol

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any idea what the + 5 is for lol

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oh wait

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nevermind

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alright good

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holy shit it just works

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that's crazy

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it functioned basically perfectly damn

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that's nutty

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damn it just works

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insane

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alright ill have to clean it up later but that's amazing

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custom sub menu is so damn cool

safe ether
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@balmy echo any idea how monad works in terms of floors?

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like i remmber that monad is technically just floors above the normal tartarus floors

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i wanna be able to call the monad floors for a mod like this

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but calling 10 while in monad takes you to thebel floor 10

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maybe you ran into it working on return to highest floor for P3F

balmy echo
safe ether
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wait

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i can just get current floor can't i

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and then print to a message variable

balmy echo
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Oh yep

safe ether
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while in monad 😐

balmy echo
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Whoops lol

safe ether
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shit it took me 2.5 hours to think about that

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fuck

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time to do that lol

balmy echo
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Sometimes that happens lol, is what it is

safe ether
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like this yeah?

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or would it be without the ()

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or i guess i can just put currentFloor since this is a part of the same stuff

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ok so monad floor 1 is floor 290

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well that's still only half of it

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i still need to find the function to check if you're in monad so you're able to actually put in something like 10 and call floor 299

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oh lol

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it seems like it doesn't have a function for monad

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it just checks if you're between floor 290 and 299

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why do i need a viable alternative for fucking everything

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12/22/2023 11:13:14 PM Error: Syntax error: missing ';' at 'if' (475:1)

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where?

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they all have semicolons? what are you on about?

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i actually do not understand this time, at all

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ok someone needs to fix those fucking error logs

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what the actual fuck

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ok it did not work

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it called the wrong floor

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if i am in monad, on a floor between 290 and 299, and when i called something like floor 9, it should call floor 298

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ok now it works

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forgot what the fuck an else if statement was again

safe ether
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alright fun times

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turns out find a friend is slightly broken

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and it was not just a me thing

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brawler sent this image

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koromaru and akinari shouldn't be showing up as they're not unlocked

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now i know that their bit flag checks aren't passing because their rank number message vars aren't being set

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koromaru has a plus because he shares a plus var with hidetoshi for var limit reasons

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my only guess is that i must've miscalculated the numbers when subtracting right

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but i checked all the links that are available that day and their numbers check out

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so i'm super confused

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hidetoshi, akihiko,bebe, old couple are the only links actually available that day according to brawler

safe ether
safe ether
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ok i'm even more confused

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i had the brilliant idea to print the masking value to a message right

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and then manually doing the math to see where it went wrong right

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i'm so confused

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it means that somewhere it's tripping up on kazushi i think?

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other problem right

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if it's not kazushi, and you don't count his value, you have 2048, which is maikos

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which leads me to believe that's the case i guess femcmad

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i really don't fucking know, this shit hurts my head

#

oh wait i know

#

alright shoutout to my cat

#

i just explained everything to him out loud and it clicked 😭

#

somehow 2 of these kazushi checks are passing at the same time πŸ™ƒ

#

i think i need to make it an if, then an else if, then another else if

#

then that pattern again for everyone else

#

right?

#

because every person has 3

balmy echo
#

(the rubber duck in this case being your cat :3)

safe ether
#

he's a very good listener

#

this cat makes better eye contact than most of my coworkers

#

i'm gonna try making kazushi into an if and 2 else ifs real quick

#

hope that won't break anything

#

not sure how i would go about it honestly

#

i basically want to go down to the next two if the first two don't pass

#

but do that for every character

#

i mean i could technically do

if bit_chk(1994)
{
  if CMM_GET_LVUP=TRUE
  {
  }
  else if cmm whatever
  {
  }
  else if ready to hangout but not rankup
  {
  }
}
#

since they are all shared by the bit_chk of 1994

#

wow that literally fixed it and broke fucking nothing

#

insane

#

ok then that's a simple ass solution

#

god bless the else if statement, i forget you exist but you're there when i need it

safe ether
#

ok so turns out i'm just a dumbass

#

which is a surprise to no one

#

akihiko and kazushi both had one instance where i put "is ready to rankup" check instead of a rank level check

#

so they were being set off twice

#

that would still be caught by the else if statements, but i fixed it anyways

safe ether
#

ok my patch solution didn't work

#

and i wanna die

#

anyone have any idea why a character could still be tripping the flags twice?

#

rio is the only one not showing up

#

meaning she's activated twice

#

for brawler i mean

#

and it's causing koromaru to show up

safe ether
#

anyone have any idea?

#

rio is being activated twice for some ungodly reason causing koromaru to show up on the list

#

i thought i was smart by separating rio into her own based on volleyball and her other sport, but that broke it even more

#

this is so fucked up

#

RANK 72

#

WHAT THE ACTUAL FUCK

#

fucked up junpei rank (is available and to rank up)

#

list of issues

#

my god

safe ether
#

might need swine for this one

#

is it aussie new year yet, do i ping em >.>

#

@toxic pond having PC exclusive compiling issues now

#

i need a break

#

so ima wait on swine to get back

toxic pond
#

Shouldn't be pc exclusive unless hardware has different files. In hangout.flow you had a missing bracket at the start of 1320 and at the end of 1340 (hopefully that's all)

toxic pond
#

It's been new years for ages

safe ether
#

oh

#

damn y'all living in the future future

#

shoutout to brawler for fixing the rest of the issues

edgy thicket
#

so this is the current issue right now (well, there's a myriad of issues in here from incorrect ranks to unavailable links to missing links), but this does appear to be an improvement

#

thought I might also share a crash here - this is related to change party in tartarus. the baffling thing to me is that this mod did not have any issues when I was using it earlier today, nothing has changed about it, but it now crashes lol.

I did delete the cache though so perhaps this issue has existed for a while.

#

bonq and i talked briefly about this one, but I can confirm it is unrelated to find a friend, i just assumed it was bc nothing had changed about it. but I think it was the cache deletion that did something about it

safe ether
#

except fucking junpei

#

why the fuck does it add 2 and zero to the end 😭

#

oh my fucking god

#

holy shit

#

i am the stupidest motherfucker on the god damn earth

edgy thicket
#

starting 2024 off great, huh

#

πŸ˜”

safe ether
#

ok so i explained it to brawler but

#

i made an oopsie and junpei's plus var was shared with saori's rank var

#

and now i got 30 minutes till new years so i'm gonna spend it cuddling with my partner

#

happy new year to you all

safe ether
#

@balmy echo how do you know for a fact that a function does what you think it does before labeling lol

#

like what’s your methodology

#

is it just comparing with P3F

#

there’s a problem currently with femcs links in find a friend right

#

where for all the romances and double links like rio and saori, i need to set their rank using a msg var

#

the problem is that a lot of them have two, and they have their own ID for cmm_get_lvl(#)

#

it wasn’t a problem for the male character because the male character only had two like that and they both had their own designated functions for deciding who you had

#

so i just set their var using that function and only set it once and there’s no problems

#

how would i know for a fact that that would also exist for femc

#

testing in game with a printed message is kinda out of the question because i don’t have a femc save with enough data

safe ether
#

but for someone like kazushi i just use

var43=somefunctionhere

cmm_get_lvl(var43) || cmm_get_lvl(var43)

and it just works

balmy echo
# safe ether <@229072191746998272> how do you know for a fact that a function does what you t...

a lot of the time it's a mix of comparing with P3F's flowscript, trying to reason out what the surrounding code is doing with the values (if any are returned) and testing in-game what it does (either by calling it somewhere else, or even removing the call and seeing what changes by doing so)

from there I can usually get a good enough idea of what the function does and what the function and its params (if any) should be called (although sometimes i end up realizing later this is wrong haha)

balmy echo
# safe ether but for someone like kazushi i just use var43=somefunctionhere cmm_get_lvl(va...

hmmm im looking at the event flowscript for one of the hangouts and it seems like EVT_FUNCTION_002A could work for saori and rio? this script seems to be using that function as a way of getting a social link id for the respective clubs (the constant values assigned to var11 appear to be the social link ids from what i remember)

basically the same as what you're already doing for the mod (ie kazushi as you've mentioned) looking at your files best I can tell

#

(this is just me spitballing here mind, I haven't tested in game or anything so I can't say for certain if it IS doing that) lilsip

safe ether
#

evt_function_002a is also used for saori and rio, not just kazushi and keisuke?

#

well shit

#

ok so i guess i just need to figure out which one is saori and which one is rio

#

thanks for that moddaman, it really was just staring me in the face lol

#

ok so 2a(1) is saori, and 2a(0) is rio in case anyone later is curious

#

now i'm praying there's also a function for checking romance lol

#

THERE IS WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH

#

weird

#

ok so maybe not?

#

you can romance ryoji yeah?

#

sorry shinjiro*

#

you can romance shinjiro?

#

shinjiro doesn't have a function to check for romance it seems

#

oh that's because he doesn't lol

#

whoops

safe ether
#

in case anyone is curious later too, this is how the game determines the number for romance characters

#

in order it's
Ryoji
Ken
Akihiko

#

no shinjiro even though i'm almost positive you can romance him.............

#

hmmmmmmmmmmmmmm it compiles

#

but it's a little ugly right now

#

and it's not closing down how i like it

#

and that is going to bother me for forever

#

finally did a clean reinstall of notepad++, now i can actually see when i have too many brackets

#

god bless

#

it's fucking beautiful πŸ₯Ή

safe ether
#

asked chat gpt to write it to be more efficient just as a dumb idea because i'm bored

#

it turned

        if ((CMM_CHK_LVUP(2) == 1) && BIT_CHK(1985)) // Junpei
        {
            if ( ( FUNCTION_0033() == 5) || BIT_CHK(3065) )
            {
            }
            else
            {
                gVar76 = (gVar76 - 1);
                SET_MSG_VAR(24, 8, 6);
                SET_MSG_VAR(1, CMM_GET_LV(2), 0);
            }
        }
        
        else if ((CMM_GET_LV(2) == 0) && BIT_CHK(1985) && CHK_DAYS_STARTEND( 4, 23, 1, 23 ) ) // Junpei
        {
            if ( ( FUNCTION_0033() == 5) || BIT_CHK(3065) )
            {
            }
            else
            {
                gVar76 = (gVar76 - 1);
                SET_MSG_VAR(1, CMM_GET_LV(2), 0);
            }
        }
        
        else if ((CMM_CHK_LVUP(2) == 0) && BIT_CHK(1985) && CMM_GET_LV(2) != 0 && CMM_GET_LV(2) != 10 ) // Junpei
        {
            if ( ( FUNCTION_0033() == 5) || BIT_CHK(3065) )
            {
            }
            else
            {
                gVar76 = (gVar76 - 1);
                SET_MSG_VAR(1, CMM_GET_LV(2), 0);
            }
        }
#

into

#
if (BIT_CHK(1985) && (CMM_CHK_LVUP(2) == 1 || ((BIT_CHK(1985) && CMM_GET_LV(2) == 0 && CHK_DAYS_STARTEND(4, 23, 1, 23)) || ((BIT_CHK(1985) && CMM_CHK_LVUP(2) == 0 && CMM_GET_LV(2) != 0 && CMM_GET_LV(2) != 10)))
{
    if ((!FUNCTION_0033() == 5 || !BIT_CHK(3065)))
    {
        gVar76 = (gVar76 - 1);
        SET_MSG_VAR(1, CMM_GET_LV(2), 0);

        if (CMM_CHK_LVUP(2) == 1)
        {
            SET_MSG_VAR(24, 8, 6);
        }
    }
}
#

which doesn't really feel more efficient

#

but i guess it might be?

safe ether
#

ok yeah it's more efficient

#

but a helluva lot less readable

safe ether
#

lol so i'm looking into that restored junpei rooftop scene thing right

#

it's DEAD SIMPLE

#

like i already did 99% of the code work just now

#

only problem, one small thing

#

they all enable a bit flag when you talk with them but i'm not sure for what reason

#

oh so they enable a bit flag

#

so they can check for a function........................../

#

what the fuck is this 😭

#

ok it's not labeled in me or moddaman's functions

#

it's also clearly not an event function guessing by the name

#

oh wait

#

it's probably just a sound right

balmy echo
#

i believe so yeah

#

easy way to check is just copy paste the function call somewhere else easily triggerable (ie when interacting with something in the dorm maybe idk) and see if it plays a sfx or not adachi_true

safe ether
#

yeah but like

#

why do shinjiro, akihiko, and ken need their own sounds lol

#

and why do they need a whole bit flag for that shit 😭

#

i will have to test that but yeah

#

appears to be working now

frozen jolt
#

Faz made this work for a video then never released the video iirc

#

Could ask him

safe ether
#

deadass

#

yeah should i or would you want to lol

#

this might be like

frozen jolt
#

why would I want to

safe ether
#

myb

#

thought you were offering when you said that

#

yeah no idea if i can compile this for hardware considering you can't overwrite messages

#

i forget how flow merging for this kinda thing would work

#

because i can't compile it so i can't include a bf

#

or more so just check my work and see if i set up merging right?

#

damn faz isn't accepting friend requests or random dms

#

do i just ping him in this thread :/

edgy thicket
#

if I can load this via mod menu, I can test tomorrow, otherwise sorry :')

#

and if you rly need to get their attention, pinging is probs the best option

safe ether
#

outside of replacing the same messages, it doesn't even compile

#

now i gotta figure that out

edgy thicket
#

are you adding new messages at all

safe ether
#

nope

#

just changing the text in a few messages

edgy thicket
#

weird

#

that error reads to me like you have at least one extra ] somewhere

#

I'm guessing the rest of it is cascading errors

safe ether
#

damn

#

i was missing

#

yeah

#

you're so right lol

#

fixed and compiles

#

@edgy thicket before you go

#

what rank are you at with junpei

edgy thicket
#

maxed

safe ether
#

ill change it to that level so you don't need to be maxed

#

oh

#

hey that's handy

edgy thicket
#

(his social link is kinda mid just bc you can max it so early)

safe ether
#

got it compile now so it should be good

#

only problem

#

femc cutscene support.................

edgy thicket
#

most likely what we could do is make a special compatibility patch

safe ether
#

yeah i was gonna ask about that

#

didn't you like

#

have a mod that disabled parts of itself if another mod was enabled

edgy thicket
#

I haven't technically touched that event yet at all

#

yes

safe ether
#

ill have to look at the code for that then

#

time to test it out on hardware :333333333333333333

edgy thicket
#

yeah although I think it's simple enough that I could just write the code for that without too many issues (inb4 a certain help thread is made in #1045454567111925780 2 weeks from now)

#

I'll test the mod tomorrow and let you know how it goes

safe ether
#

yeah some HD pc footage would be sweet

#

thanks brawler, you're the best

#

ok testing on hardware

#

i changed it so that it should show junpei no matter what

#

but it doesn't show junpei, it shows, "i don't know"

#

selecting it brings up junpeis' dialogue

safe ether
#

ok fixed that, also fixed hella dialogue mistakes lol

safe ether
#

oops not final final build

#

it plays junpei's thing when you select, i don't know

#

i have no idea why it's doing that

#

it shouldn't be doing that at all

#

am i crazy

#

oh wait

#

i

#

i put = 3

#

instead of == 3

#

god damnit

safe ether
#

@edgy thicket do you have time to record the video

#

translating people are debating and i think the audio might help

edgy thicket
#

I'll take a look now, I've been quite busy

safe ether
#

oh no worries

#

if you can’t i understand

#

i have the day off tomorrow so i can spend some actual time looking into it

edgy thicket
#

oh i cant actually test it bc i need a ng+ save

safe ether
#

ohhhh

edgy thicket
#

unless you know the right flag

safe ether
#

you have mod menu?

edgy thicket
#

yea

safe ether
#

it’s flag 4880

edgy thicket
#

enabled right?

safe ether
#

yup

edgy thicket
#

it only gave me the option of i dont know

safe ether
#

uhhhhhh

#

junpei is maxed yeah?

edgy thicket
safe ether
#

strange

#

what happens if you select "i don't know"

edgy thicket
#

aigis

safe ether
#

weirdddddddddddddddddd

#

ok lemme just uh

#

remove the check

#

there you go

#

now it shouldn't hide junpei if rank 10 isn't reached

#

even though you are rank 10 >.>

#

unless i'm just like, dumb

#

i think it's just not even getting to the hide part because you haven't dated ken or akihiko, or saved shinjiro

#

so maybe i messed up somewhere on the cmm_get_lvl

safe ether
#

i was missing a few brackets around the junpei rank check

edgy thicket
#

no bf merging πŸ’€

safe ether
#

ngl i don't know how to do bf merging for something not contained inside of a pak πŸ’€

#

sorry...........

edgy thicket
#

it's fine lol
you just need a dummy file where you have it and then the relevant changes in FEmulator/BF/file.flow or FEmulator/BF/file.msg

safe ether
#

yeah but like

#

i know about the dummy file thing

#

would it be FEmulator/P5REssentials/umd0.cpk/event/e330 or whatever

#

or would the dummy file be in a different folder next to FEmulator

edgy thicket
#

no, replace your current event bf with a dummy file. same path.
then the paths I gave you for the bf merging. you can be more specific if you want but it's not rly necessary if you have that few changes

safe ether
#

incredible

#

damn that's amazing

#

i still need to fix that last junpei line and the "they're here"

safe ether
#

@toxic pond i’m noticing some mods are working just fine in one field and not working in another

#

even when importing the same flow between those two fields

#

does that mean the user needs to clear cache?

#

brawlers reporting that find a friend works perfectly in classroom but is broken in other fields

#

that shouldn’t be the case as i’m just importing the hangout.flow in all the fields

toxic pond
#

Maybe clearing the cache would help, I'm not sure

#

What exactly do you mean by doesn't work, like the options don't show up at all or something else?

safe ether
#

like i fixed some issues, and the issues are only taking effect in the classroom and nowhere else

toxic pond
#

Sounds like a conflict with other mods then

#

Either that or you've just formatted it wrong

safe ether
#

really? weird

#

i’ll have to ask brawler about that

#

no yeah changes are only taking effect in classroom for some reason

#

here’s the current build

#

i’m away from my computer so i can’t seriously check

#

everything else is still broken like before

#

hope it’s nothing to do with me only testing in classroom >.>

#

that wouldn’t make sense considering i’m modifying hangout.flow and importing that file into all the fields

toxic pond
#

Oh wait, I think I understand

#

I was asking whether nothing was changing (i.e. it's using the vanilla bf) but you're saying that it is using a modded one, just not the most up to date?

safe ether
#

yeah basically

#

i fixed some issues with wrong variables being set and wrong location warping in hangout.flow

#

and it’s only respecting those changes in the classroom

#

everywhere else is reverting to the one before without those changes

toxic pond
#

That's because bf emulator doesn't check the last write time of imported files. You'd have to either update the last write time of every file or get them to clear the cache. (If it's an update then you should update the last write time, if it's just for testing clearing the cache should be fine)
Usually I don't find it's a problem because one flow might be imported by one or two others but you've got one being imported by heaps so it's probably a pain to do that...

safe ether
#

oh damn

#

i did not know that shit

#

and i was modifying the classroom while testing so that makes sense

#

ok thanks for that, that makes a lot of sense

toxic pond
#

All good

safe ether
#

find a friend is nearly completely finished now

#

worked out most of the kinks

#

ONE FINAL ISSUE

#

and it's driving me nuts

#
        if (((CMM_CHK_LVUP(var80) == 1) && BIT_CHK(2006)) || ((CMM_CHK_LVUP(var80) == 1) && BIT_CHK(2007))) // Akihiko
        {
            if ( ( FUNCTION_0033() == 5) || BIT_CHK(3065) )
            {
            }
            else
            {
                gVar76 = (gVar76 - 32768);
                SET_MSG_VAR(29, 8, 6);
                SET_MSG_VAR(17, CMM_GET_LV(var80), 0);
            }
        }
        
        else if (((CMM_GET_LV(var80) == 0) && BIT_CHK(2006) && CHK_DAYS_STARTEND( 6, 8, 1, 23 ) ) || ((CMM_GET_LV(var80) == 0) && BIT_CHK(2007) && CHK_DAYS_STARTEND( 6, 8, 1, 23 ) ) ) // Akihiko
        {
            if ( ( FUNCTION_0033() == 5) || BIT_CHK(3065) )
            {
            }
            else
            {
                gVar76 = (gVar76 - 32768);
                SET_MSG_VAR(17, CMM_GET_LV(var80), 0);
            }
        }
        
        else if (((CMM_CHK_LVUP(var80) == 0) && BIT_CHK(2006) && CMM_GET_LV(var80) != 0 && CMM_GET_LV(var80) != 10 ) ) || ((CMM_CHK_LVUP(var80) == 0) && BIT_CHK(2007) && CMM_GET_LV(var80) != 0 && CMM_GET_LV(var80) != 10 )// Akihiko
        {
            if ( ( FUNCTION_0033() == 5) || BIT_CHK(3065) )
            {
            }
            else
            {
                gVar76 = (gVar76 - 32768);
                SET_MSG_VAR(17, CMM_GET_LV(var80), 0);
            }
        }
#

this is the code for akihiko in the femc route

#

and he's currently being activated twice for some ungodly reason

#

i cannot figure out what is wrong with the code and why it could be activating twice

#

i know he's not rank 0, so it shouldn't be the second check

#

but that wouldn't make sense considering the first and third checks are contrasting?

#

i have a suspicion it's for the romanceable characters honestly

#

yeah i've started at it for several minutes on end and i still cannot understand why it's being triggered twice

#

i'm hoping it's nothing to do with the romance checks or else ill have to figure out a solution for their message var stuff

safe ether
#

@balmy echo found the time travel function needed to set date anywhere in P3P

#

what's the best course of action for implementing it in mod menu lol

#

i might need swine in on this one

#

not a single fucking scooby on how this shit works honestly

#

ok so i got the first part right

#

you do add one more if statement

#

but like

#

how does any of this selection shit work

#

no idea what displaymessageprompt is doing

#

what i think right

#

is that the return controls each individual part

#

so i would just like

#

add another return and add my code bits to it

#

i think???????????????????????

#

problem is i don't know where to add the return

#

yeah i don't get this shit at all sadly

balmy echo
safe ether
#

damn

#

no idea honestly

#

ngl, i feel like this is coded kinda poorly naotoflushed

balmy echo
#

Really it just looks like Atlus had debug code or smth there and just added a return to prevent the debug stuff from actually running before they compiled it

#

I noticed them doing that in one of P5R's scripts even

safe ether
#

oh weird

#

this is part of dniwe's mod menu code btw

balmy echo
#

Oh huh that's odd then πŸ€”

safe ether
#

for more context

balmy echo
#

Yeah dunno what's up with that then

safe ether
#

i want to add a set date to the second page of the player menu

#

then just like, call a two digit call thing twice

#

then set that as vars in function_0036( var1, var2, 0 );

balmy echo
#

(sorry have to get back to work here cuz my breaks ending, won't be able to get back to you on this for a bit femcmad )

safe ether
#

no worries lol

#

i gotta go to work in an hour and a half πŸ™ƒ

#

i just tested the function and can confirm that the time traveling part works

balmy echo
#

im asking bc the compiler doesn't always do a good job of decompiling compiled scripts esp if they use features like switch cases or for loops and it looks like its done something screwy there bc of that

safe ether
#

was not editing source lol d

#

shower corrected me

toxic pond
#

I had no idea the mod menu was open source, if I did I would've fixed it for bf emulator ages ago...

balmy echo
#

i feel like it's been shared or mentioned somewhere in this server before (hence why I know about it lol)

#

also apparently github thinks jan 21st 2023 was.. 2 years ago naosmiley

#

(this is basically unrelated but i thought it was funny cuz like??? i dont think that's right lmao)

balmy echo
toxic pond
#

I never checked lol

balmy echo
#

persona fans allegations joke

#

but fair enough haha, easy enough to just gloss over it

safe ether
#

alright when i get home ill edit from source

#

yeah the decompile really fucked that one up didn't it

balmy echo
#

fr 😭

#

like you can still kinda see the basic flow hahahahaha of the code in the decompiled version but its just majorly wack compared to the actual source

safe ether
#

guess i just gotta figure out how to add the code i'm making into a field lol

#

after i finish making my changes

#

this should be everything lol

#

ignore that A, fixed it

#

yeah i really have no clue how you're supposed to compile because the bat files seem to be tailor made for dniwe's computer

#

and compiling errors 🫠

#

1/14/2024 9:38:43 PM Error: (0034:0016) Invalid call expression. Expected function or procedure identifier, got: CallOriginalSquareMenu
1/14/2024 9:38:43 PM Error: Failed to compile switch statement label body
1/14/2024 9:38:43 PM Error: (0029:0008) Failed to compile switch statement: switch ( selection ) { ... }
1/14/2024 9:38:43 PM Error: (0022:0004) Failed to emit while statement body
1/14/2024 9:38:43 PM Error: (0017:0000) Failed to emit procedure body
1/14/2024 9:38:43 PM Error: One or more errors occured during compilation!
1/14/2024 9:38:43 PM Error: One or more errors occured while executing task!

#

and yes, i copied the library files found inside

balmy echo
#

i mean it should be able to be compiled the same way you would with other flowscript hooking mods (ie hook a flow file and import the "modmenu" flow, then compile the hooked file and it should work) id assume anyways

#

dunno what's up with your compilation errors tho 🫠

safe ether
#

turns out i forgot to include the persona3portable json file included in there

#

and now it just doesn't even start at all

#

they're the exact same content wise

#

don't even need to add it

#

turns out it's trying to call a function that doesn't exist?

#

i imported all the flows though femcmad

#

oh turns out that just goes in by hand?

balmy echo
#

looking at the source it seems like the field flows that dniwe has put a procedure called "calloriginalsquaremenu" in them

so you'll need to add that to your fields flows as well i think

safe ether
#

that's all it takes

#

yeah yeah

#

got it to compile

#

let's see if it nworks

#

oops forgot the simplest fucking part holy shit

#

ok it works!!!!!

#

small problem

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i need to get it to not show the selection box after i do next time

#

how do i clear it >.>

#

weirdddddddddddddddddddddddd

#

right so in the event select (which i copy and pasted the code from) it doesn't have anything for clearing the selection box

#

yet it does??????????????

#

yeah so it works like 99% of the way

#

time travel and date selection totally works

#

but when it advances the time, it brings up the selection menu on the left, and then brings up the mod menu page selection when it lands on the date

balmy echo
#

odd

#

unfortunately this is one area of P3P flowscript i have basically no experience with so im about as lost as your are unfortunately lizsad

#

the selection box you're talking about obviously has to be cleared by something but im not really seeing anything skimming through the mod menu source

safe ether
#

yeah same

safe ether
#

man i have another idea for a flowscript mod

#

and it will literally take 10 minutes

#

i just do not have the energy to work on it somehow naodead

#

and todays my only day off for a week

safe ether
#

@toxic pond nah i thought about it more the second time and it ain't gonna work

#

might need a slight bit of help

#

i wanna add the point values that love and liked gifts give right

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so +2 and +3

#

problem is there's 24 gifts

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in 6 different selection windows

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that you can cycle through

#

no idea what'll happen when i set a message var to a value and then change to a different selection with that same var

#

because i can't just have 24 + 24 vars, there's a limit

toxic pond
#

The variable will persist between messages

safe ether
#

yeah that's what i was worried about

#

is there a way to clear em?

toxic pond
#

You can just set them again

#

Wouldn't you have to do that anyway?

safe ether
#

no yeah i would but like

#

i'm having trouble explaining myself one second

#

this is the current setup

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the first vars are for the plus rank

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and the second vars are for the values

#

if i do this in one selection

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when i change to a different selection and the code runs again

#

wouldn't it keep the old values?

#

and thus if i swapped between all selections? they'd all eventually just have a number in the selection?

toxic pond
#

Why would it? Aren't you setting the msg vars again?

safe ether
#

am i thinking about this wrong or something femcmad

toxic pond
#

I'm not sure, maybe I just dont understand

safe ether
#

i am setting the msgvars again but not for all of them

#

if a character doesn't like something in a selection, i don't set the var again

#

but those two different selections share the same var numbers for the social link point count

toxic pond
#

So, I take it that whether they like the gift changes (so you actually need msg vars)?

safe ether
#

yeah

#

lemme try and explain better

#

brains foggy today sorry

#

in this selection

[sel SYS_SEL_CATE_02 top]
[s]Perfume [f 2 4 9][f 2 4 25][e]
[s]Brand Wallet [f 2 4 10][f 2 4 26][e]
[s]Brand Watch [f 2 4 11][f 2 4 27][e]
[s]Brand Purse [f 2 4 12][f 2 4 28][e]
[s]Never mind[e]
#

yukari loves everything here

toxic pond
safe ether
#

because a character might not like something

#

can i set a var to be nothing?

#

that would be super helpful here honestly

#

i could cut it down to just 8 vars if i could set the var to just be blank lol

toxic pond
#

There should be a way...

safe ether
#

like a way to blank out a var if the code runs again?

#

never seen that before so idk >.>

#

can't think of any mods out there that need or do that.....

toxic pond
#

I think how I did it in custom sub menu was setting it to the name of something that was just blank, there might be another way though naotoshrug

safe ether
#

shit more table edits 🫠

#

ill have to do that then sadly

safe ether
#

hmmmmmmmmmmmm

#

is this more readable / better to anyone?

#

this would technically address all issues and hopefully fix all of the double checks being passed

#

this is the original way

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second way with akihiko

#

hopefully swine gives their two cents on how to not have a blank if statement >.>

toxic pond
#

You just don't put it there

safe ether
#

nah i meant like

#

they need to not show up when that bit flag is on or if it's not night time

toxic pond
#

Just negate it

if( FUNCTION_0033() != 5 && !BIT_CHK(3065))
{
// That stuff from the else
}

or more literally (if you have trouble understanding inverting logical statements)

if(!(FUNCTION_0033() == 5 || BIT_CHK(3065)))
{
// That stuff from the else
}
#

(both of those are equivalent)

safe ether
#

wait so y

#

it's (!( ?

#

not ((! ?

toxic pond
#

! is not

safe ether
#

does chat gpt actually understand flowscript?

toxic pond
#

It's pretty much c

safe ether
#

damn

toxic pond
#

If you tell it that it'll probably do just fine

safe ether
#

weird problem though

#

i did that exactly

#

FUNCTION_0033 != 5 && !BIT_CHK(3065)

#

and akihiko was showing up at night

toxic pond
#

Well that doesn't make sense

#

Assuming 5 is night

patent kestrelBOT
#

Took me a while since I had the whole meeting Aigis event, but here's a screen of it happening yet again, since I said I'd send one asap

Jump

[Go to message!](#1197406949122256986 message)

safe ether
#

yeah 5 is night

toxic pond
#

Maybe the file didn't update? Like it didn't recompile with your changes

safe ether
#

nah it was following the latest update with a cleared cache

#

brawler even replicated it for me

#

it's how the mod is on the current page if you wanna check, even happens on 4/24 so you don't have to get super far in game

toxic pond
#

Alright, I'll have a quick look

#

I'm getting a heap of compiler errors...

#

That should be && not ||

#

that's why it's not working

#

If bit 3065 is off it'll get through regardless of time of day

safe ether
safe ether
#

oh wait that's the opposite so yeah it should be && holy shit

#

damn

toxic pond
safe ether
#

i forgot or opposite becomes and Naofacepalm

#

yeah brawler fixed the syntax errors a bit ago

#

yeah that's way fucking better

#

thanks swine

#

whoops missed one

#

alright ill have to rewrite the rest of the mod to be like that some other time

#

gonna wait for that dude to get back to me to make sure my bandaid fix worked

toxic pond
#

All good, hopefully there aren't too many more problems πŸ˜„

safe ether
#

really struggling with a mod idea right now femcmad

#

all my options for figuring out have yielded nothin g

#

i wanna recreate change difficulty anytime for P3P PSP

#

byt the P3F mod apparently uses bit flags

#

no idea how i'm supposed to be able to figure that out for P3P

#

lemme ask the P3F mod creator how they found it out

safe ether
#

ok found the flags right

#

thank god for swine

#

that man is a legend

#

PROBLEM

#

i have the flags for 4/5 difficulties

#

BEGINNER 4891
EASY 4881
NORMAL
HARD 4889
MANIAC 4890

patent kestrelBOT
#

AND THERE'S NO FUCKING PATTERN TO IT pain_snap

safe ether
#

i have checked flags 4879 to 4892 and all of them are off

#

this shit is driving me nuts

edgy thicket
#

so what happens if all those flags are off?

#

maybe it defaults to normal unless any of those flags are on? (just speculation)

safe ether
#

that’d be interesting

edgy thicket
#

it needs a default state I would imagine

#

otherwise if all flags were off, what would it do?

safe ether
#

yeah that makes sense

#

i’ll have to try that once i finish cleaning

safe ether
#

damn brawler is a genius

#

fucking a man

#

no flags enabled = normal difficulty

#

and it changes what it says in the save screen too!!!!!!!!!!!!

#

thanks for that brawler

#

was really racking my brain trying to understand that one

#

alright ill get onto the flowscript later on today when i have more free time

edgy thicket
#

glad i could help you logic your way through it lol

safe ether
#

does anyone know the color codes for text boxes in P3P?