#Same flowscript errors every time I recompile
1 messages Β· Page 4 of 1
gotta love that
ok got in game and testing
for some reason maiko is showing up with zero rank number when she should have one according to the flowscript
she also straight up just isn't at the shrine π₯Ή
awesome
ok bebe stuff works
no longer showing rank 10s
thank god
now i gotta figure out wtf happened with maiko
weirdddddddddddd
weird weird weird
maiko is showing up when she's not avaialble, but it's supposed to be kazushi
god this shit sucks sometimes
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
maiko also has no rank number next to rank, there's a space there which is confusing
it's friday she shouldn't even be active
ok that's weird
her bit flag is off
yet the check passed somehow for her to show up on the list?????????????? how??????????????????
i'm gonna snap wtf π
i removed her newly added start link check thing right, maybe i broke something there
she still shows up 
yeah i got no fucking idea
libraries in case anyone wants to compile
maiko keeps showing up and kazushi is not showing up
weird
maybe it was a fluke
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
no more maiko
trying to figure out how the game determines when it's exam time
like is there a date_chk_startend?
because clearly it plays messages for when clubs are locked due to exams
like this
how do i find how this message is played
is it cmmscript? that wouldn't make sense
but i mean i guess some npc messages can play based on when you click on characters
ok not cmmscript
getting a weird error now that i added the exam bit_check
what the fuck
ok i'm so confused now
adding this breaks my gvar76?????????????? why??????????????
here's the entire log
oh
i just needed another (
cool
@balmy echo is there anything left needed for change party in tartarus?
and would you mind if i added a few more things to the mod
and sorta wrapped it up into a dungeon tweaks / fixes mod
and would you mind telling me how you hid stuff from the fuuka menu and showed stuff during mitsuru π
i wanted to see if i could add a way to request healing from the clock
or a way to instantly use trafuri gems
tbh I don't really remember, haven't looked over the files in a while haha (haven't done much persona modding work in general tbh the last week or so here, been busy with other stuff like playing fortnite w friends lmao)
I can take a look when I get home from work but I don't get off until 10:30 here; I think we're in the same timezone so that'd be the same time for you hahaπ
Oh ofc I don't mind lol; even if I have admittedly done a huge chunk of the work Id still say it's your mod at the end of the day so you can do whatever you want with it haha
you did almost the entirety of the change party thing so uhhhh
i think i did like
the message data?
bit flags?
Also isn't that already a feature in P3P or do you mean smth else 
no yeah i just meant like while in tartarus
Oh so like adding the options from the clock in Tartarus, I get ya
Yeye, I can look into all that when I get home there 
sweet thank you
just the hiding and unhiding parts though
i do want a part in this mod lmao
Pfft fair enough :3
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
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)
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
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
oh so it's just as easy as adding more options?
or do i need to change the bitmask + value
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
np, let me know if you run into any issues haha 
(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)
i might add auto heal into this
i'm not sure if the floor change thing is handled by only dng_init.pac or that and field.bf
sad that there's no after battle function
that i know of......
if you're able to find it, id be super appreciative lol
someone mentioned it possibly being in each characters bf file as that contains their message data for when a battle ends
but i haven't checked that yet
@balmy echo
if i do this and then finish it adds yukari to the party anyways
current build with renamed functions for this bf emulator release
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)
I removed Yukari from my party, everything functioned as intended
I added her back, and it gave me that message
that... sounds like it works as intended?
my party was not full, it only had 3 members
this save I have, I only have 4 total party members so there is no swapping anyone out for someone else anyways :p
it's before the Fuuk and Midsuru join the party
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 
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
yeah, that's how the script is supposed to work
it's working on the party member arrangement you WANT to have, not your CURRENT LOADED IN-GAME one 
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
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?
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
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
prompting to remove party members afterwards is a little odd though no?
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
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
this could probably be fixed by rewording the message(s) too though lol
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
easy enough to change that tho if it's really that confusing
i kinda hadn't tested it a whole lot and was basically always doing 3 and 3s everytime
i think it's current execution is fine
but it could be polished up later to be more in line with P4G's version
tbf we're a ways away from publishing it
i just had a funny idea to be able to put in button input cheats to unlock certain dev mode parts of the mod
like being able to add characters even when they're not available, use traefuri gems even when you have none
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
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]```
I'll test it tomorrow but from what I can see, that sounds better. thanks for listening to da feedback π
np
the edited version I'm realizing now is just more consistent with how the removing members procedure worked anyways lol
(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)
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
Alright went ahead and reworded the empty party messsage as well for consistency lol; @edgy thicket (sorry for pinging you again, just wanted to be sure you know to download this version lol)
got it haha
I'm getting a lot of crashes testing this but I'm not sure it's this mod. oof :')
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
that aside, the wording and the change to the message order helps a lot i think
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
anyone have any idea what function_0032 is in P3P?
it's definitely something related to time
033 is time of day, and 031 is the date number i believe
trying to determine how the UFO catcher chooses it's items
because tbf they kinda suck
oh wait
it doesn't change π
it's always a jack frost doll
that's kinda dumb
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?
maybe adding in more gift items, add a little blurb with a random character like "mitsuru would love this"
oh and in case anyone's curious
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
02 means it's a ganesha bank
oh
that's interesting
i think i needed that like a month or two ago lol
so if it's between monday and friday it's a ganesha bank?
otherwise it's a jack frost doll?
or thursday sorry
between monday and thursday
seems like it yeah
yeah i think my idea is way fucking cooler π
ok time to look up gift guides and figure out a good schedule
ill probably keep the whole uh
between weekends and weekdays things
but add a month date check so it can be more varied
and just to double check
for function_0030
get_month would return the actual month number, not the month you've played right
like get_month(10) would return october?
not get_month(6) would return october
since you start in april
well for one get month doesn't take any arguments lol
it just returns the current month that it is
oh
right lol my bad
safe to assume get_month in october would return a 10 then yeah?
it should im pretty sure
it does not 
that's the bulletin board message i believe
unless i'm thinking about this wrong 
ill just do a chk days startend lmao
weird, i guess it doesn't just add the item normally?
gotta figure out how it adds the item now
all i'm seeing is function_003b here, but there's no argument for actually obtaining a specific item
oh and function_003c too
do 003c and 003b go together?
like this clearly has an argument for a reason
iirc 003c actually plays a sound effect corresponding to that value
oh
well that's fun then π
because nowhere in the code does it actually give you the item it seems
and there's no labeled function for giving items 
i mean unless the game just gives you the item through the message data?
that's my crackpot theory
[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]
like there's two item declarations there
I think there was a messagescript function for giving items in p4g, p3p could have one as well
YEP
[f 4 5] gives you the item
Yeah, there is one for p4g
Oh cool, that's the same index as p4g's one
i think the syntax would be [f 4 5 itemID amount]
cuz with [f 4 5 1375 1] i got one extra ganesha bank
alright sweet
now i gotta figure out a clean way of doing this
what i want to do is something like this
and then have it continue into the rest of the code
but i'm not sure if there's a clean way of going about that
that doesn't involve putting the entire rest of the procedure inside of the bracket with the ufo_cather messages
can confirm this is accurate, just tested with [f 4 5 1375 69] and got 69 ganesha banks from it lol
i mean i could put the entire procedure in the bracket 
who would complain
god i hate fucking bracket formatting sometimes
you wanna add something, you collapse it, and then it's broken
absolutely hate it
hate every second of it
if anyone wants to help
it just keeps getting worse and worse
ok i definitely can't put the entire rest of the procedure in the brackets
because it just breaks the formatting, and i don't know how to fix it
current files
that is the biggest wall of errors i have ever seen yet it still compiled?
hows my code look lol
is it because i don't have an else just on it's own or something lol

ok so i guess i had a couple else if if's
shit now it's grabbing nothing but air
did i fuck up the code and ruin the drop chances 
am i just getting super unlucky or something
here's the current code btw, did i mess up?
something broke, i did that 30 times easily and didn't win once
oh weird
not broken, just super unlucky
cool, mod works
if anyone wants to test
so uh
i'm looking into changing how the tartarus item drops work
and wow does it look like aids
what is fld_function_0035 anyways?
and those fld functions too @.@
oh wait
so it just generates an item or it generates money 
that's a lot easier to understand than before
ok so can't i just like
actually i'm not sure
what i wanna do right
is generate a random number first
which then will be compared to put into a category to pull from
and then it'll generate another random number to get the item id
oh that execution is way better wtf
so RND for the range, add the item id base value to that random number
there ya go
way fucking better lol
ok time to chart this stuff out
ok so lol
since the game uses functions to randomly generate these items
it means i pretty much have to redo the entire item system, which kinda sucks
i just wanted to add the skill items like magatamas π
yeah this might be like
complete and total aids to do π
that might have to go on the backburner for a bit
my boyfriend is a genius
he says that i can just split it into two basically
generate a random number, if it's below then do the normal function stuff, it's above, add in my stuff
around which floor do you unlock medium fire spells?
man i'm feeling a lil dumb right now
can RND generate 0?
or just values between 1 and the value?
ok yes it can thank god
it's just that easy
ok it's like half working
i think?
i made a mistake making this and i should only be getting magatamas above floor 200
but i'm not, i'm getting sub 200 rewards still
which is good, but i think that means i'm not getting any magatamas
i also definitely broke something with the change party in tartarus thing as only koromaru is showing up in the list now
weird
i apparently didn't touch it at all
but it still has a problem somehow
yeah koromaru is the only one showing up in the list now
and softlocked, incredible
yeah i have no idea why this mod broke dungeon party organization
maybe @balmy echo might wanna look later
ok yeah it's fine
i just had to recompile
still haven't received a single magatama
but a few of the normal gems
not sure if the mod is even working
ok the mod isn't working
apparently you can already receive mabufu gems in chests >.>
i'm just trying to add the magatama ones to rare chests then
like this?
ok so turns out magatamas are unused items and don't exist in P3P π₯Ή
so that was pointless
Like
int major = Get_Number(3, MSG_3_Major);
if (major == -1)
return -1;
[Go to message!](#1187389866787475466 message)
It's code...
It's just some snippet I copied from custom sub menu
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
You don't necessarily need to do that, do whatever you want with the number it returns
right so
int major = Get_Number(3, MSG_3_Major);
and then id put
if major >= GET_CNT(8)
{
floor selection is too high
}
else
{
call_floor(major)
}
yeah?
the major value is the number punched in from the selection?
sure that seems sensible
get_cnt(8) being the highest floor you've reached in tartarus btw
except you should do a check for it being -1 as well
yeah yeah
lemme get something going one second
something kinda like this
but obviously way better
i probably declared that gVar99 value thing wrong one second
Yeah, I wouldn't return -1 though, I'd just return; since it's a void function
yeah my bad
now i need to figure out how to integrate the two together
like an option to select a floor needs to bring up the number menu stuff
unless that's what the int thing is doing?
is that part calling it?
Get_Number pulls up the selections and stuff for getting the number if that's what you mean
yeah it is but like
don't i need to call it to "start" it?
or is that what the int major = Get_Number(3 line is doing
wdym it's literally the first line
int major = Get_Number(...)
is that what that line is doing lol
Yeah, that calls it
ah alright
sorry i wasn't being clear
nothing to do besides test lol
pray to god it's as simple as that
damn didn't get all the functions
adv_sel hmmmmmmmmmmm
oh is that like selection masking?
the json file tells me nothing
yeah
The other argument it takes is a selection mask
You could probably just use a regular sel if you can't find the equivalent in p3p
it's used because it looks different to normal ones
I don't remember if p3p has that
Yeah
it takes more than one argument?
yeah that might not be a thing in P3P haha
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
oh
so could i just use set_mask but remove the message part lol
actually it seems like there's 3 arguments here?
Yeah, I'm pretty sure Get_Number doeesn't actually use the mask though
Yeah, it's 0. It does nothing
oh
alright lol
so i can safely remove those two lines with adv sel and lose nothing?
it's just for other functions that aren't being used here
Well, no. You'd replace it with a SEL
oh
alright lol
any idea what the + 5 is for lol
oh wait
nevermind
alright good
holy shit it just works
that's crazy
it functioned basically perfectly damn
that's nutty
damn it just works
insane
alright ill have to clean it up later but that's amazing
custom sub menu is so damn cool
@balmy echo any idea how monad works in terms of floors?
like i remmber that monad is technically just floors above the normal tartarus floors
i wanna be able to call the monad floors for a mod like this
but calling 10 while in monad takes you to thebel floor 10
maybe you ran into it working on return to highest floor for P3F
Unfortunately nope
not something I ever even thought about tbh lol
Oh yep
while in monad π
Whoops lol
Sometimes that happens lol, is what it is
like this yeah?
or would it be without the ()
or i guess i can just put currentFloor since this is a part of the same stuff
ok so monad floor 1 is floor 290
well that's still only half of it
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
oh lol
it seems like it doesn't have a function for monad
it just checks if you're between floor 290 and 299
why do i need a viable alternative for fucking everything
why the hell doesn't this compile
12/22/2023 11:13:14 PM Error: Syntax error: missing ';' at 'if' (475:1)
where?
they all have semicolons? what are you on about?
i actually do not understand this time, at all
ok someone needs to fix those fucking error logs
what the actual fuck
i put a colon instead of a semicolon and got this
ok it did not work
it called the wrong floor
what about this is wrong
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
ok now it works
forgot what the fuck an else if statement was again
alright fun times
turns out find a friend is slightly broken
and it was not just a me thing
brawler sent this image
koromaru and akinari shouldn't be showing up as they're not unlocked
now i know that their bit flag checks aren't passing because their rank number message vars aren't being set
koromaru has a plus because he shares a plus var with hidetoshi for var limit reasons
my only guess is that i must've miscalculated the numbers when subtracting right
but i checked all the links that are available that day and their numbers check out
so i'm super confused
hidetoshi, akihiko,bebe, old couple are the only links actually available that day according to brawler
here's brawlers save btw
ok i'm even more confused
i had the brilliant idea to print the masking value to a message right
and then manually doing the math to see where it went wrong right
i'm so confused
it means that somewhere it's tripping up on kazushi i think?
other problem right
if it's not kazushi, and you don't count his value, you have 2048, which is maikos
which leads me to believe that's the case i guess 
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 π
somehow 2 of these kazushi checks are passing at the same time π
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
Rubber duck debugging saves us again
(the rubber duck in this case being your cat :3)
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
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
if anyone wants to test
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
anyone have any idea?
i genuienly have zero clue why this is happening now
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
so incredibly fucked
might need swine for this one
is it aussie new year yet, do i ping em >.>
@toxic pond having PC exclusive compiling issues now
file compiles fine for me
crashes PC player game
here it is
i need a break
so ima wait on swine to get back
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)
It's 5pm on New Years day
It's been new years for ages
oh
damn y'all living in the future future
shoutout to brawler for fixing the rest of the issues
game boots now
that was it, although it seems we came to that conclusion independently of one another lol (i just read the log)
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
i can sorta wrap my head around every other issue here
except fucking junpei
why the fuck does it add 2 and zero to the end π
oh my fucking god
holy shit
i am the stupidest motherfucker on the god damn earth
ok so i explained it to brawler but
i made an oopsie and junpei's plus var was shared with saori's rank var
should be solved now
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
@balmy echo how do you know for a fact that a function does what you think it does before labeling lol
like whatβs your methodology
is it just comparing with P3F
thereβs 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 wasnβt 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 thereβs 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 donβt have a femc save with enough data
like for instance, someone like saori would be both cmm_get_lvl(11) and cmm_get_lvl(12)
but for someone like kazushi i just use
var43=somefunctionhere
cmm_get_lvl(var43) || cmm_get_lvl(var43)
and it just works
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)
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) 
wait so
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
here should be a fuly functional build in case anyone wants to test femc
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 π₯Ή
for real this time
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?
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........................../
uh
what the fuck is this π
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
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 
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 π
i will have to test that but yeah
appears to be working now
why would I want to
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
anyone wanna test?
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 :/
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
outside of replacing the same messages, it doesn't even compile
now i gotta figure that out
are you adding new messages at all
weird
that error reads to me like you have at least one extra ] somewhere
I'm guessing the rest of it is cascading errors
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
maxed
(his social link is kinda mid just bc you can max it so early)
done and dusted
got it compile now so it should be good
only problem
femc cutscene support.................
most likely what we could do is make a special compatibility patch
yeah i was gonna ask about that
didn't you like
have a mod that disabled parts of itself if another mod was enabled
ill have to look at the code for that then
time to test it out on hardware :333333333333333333
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
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
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
ok this one for real this time
@edgy thicket do you have time to record the video
translating people are debating and i think the audio might help
I'll take a look now, I've been quite busy
oh no worries
if you canβt i understand
i have the day off tomorrow so i can spend some actual time looking into it
oh i cant actually test it bc i need a ng+ save
ohhhh
unless you know the right flag
you have mod menu?
yea
itβs flag 4880
enabled right?
yup
it only gave me the option of i dont know
ya
aigis
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
here's another one but i hopefully fixed the other checks
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
@edgy thicket this one for real lol
i was missing a few brackets around the junpei rank check
no bf merging π
ngl i don't know how to do bf merging for something not contained inside of a pak π
sorry...........
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
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
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
incredible
damn that's amazing
i still need to fix that last junpei line and the "they're here"
ok here it is with bf merging
@toxic pond iβm 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 shouldnβt be the case as iβm just importing the hangout.flow in all the fields
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?
yeah like not respecting my changes
like i fixed some issues, and the issues are only taking effect in the classroom and nowhere else
Sounds like a conflict with other mods then
Either that or you've just formatted it wrong
really? weird
iβll have to ask brawler about that
no yeah changes are only taking effect in classroom for some reason
hereβs the current build
iβm away from my computer so i canβt seriously check
everything else is still broken like before
hope itβs nothing to do with me only testing in classroom >.>
that wouldnβt make sense considering iβm modifying hangout.flow and importing that file into all the fields
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?
yeah basically
i fixed some issues with wrong variables being set and wrong location warping in hangout.flow
and itβs only respecting those changes in the classroom
everywhere else is reverting to the one before without those changes
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...
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
All good
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
here's a current mod build in case anyones curious
@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
here's mod menu compiled in h06_03 for the classroom
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
Return ends the procedure immediately whenever its used so no that's not it lol 
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
Oh huh that's odd then π€
Yeah dunno what's up with that then
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 );
(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
)
no worries lol
i gotta go to work in an hour and a half π
i just tested the function and can confirm that the time traveling part works
ok i wanted to ask this earlier but are you editing the actual source of mod menu or decompiling the BF files in the mod menu mod? because uhhhh this part of the code is completely different in the actual original flow file thats on the github page 
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
I had no idea the mod menu was open source, if I did I would've fixed it for bf emulator ages ago...
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 
(this is basically unrelated but i thought it was funny cuz like??? i dont think that's right lmao)

the source has apparently just been on the mod page the whole time lmaoooo π
I never checked lol
persona fans allegations joke
but fair enough haha, easy enough to just gloss over it
alright when i get home ill edit from source
yeah the decompile really fucked that one up didn't it
fr π
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
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 π«
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
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 π«
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 
oh turns out that just goes in by hand?
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
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
yeah.
ok it works!!!!!
small problem
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
odd
unfortunately this is one area of P3P flowscript i have basically no experience with so im about as lost as your are unfortunately 
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
yeah same
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 
and todays my only day off for a week
@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
so +2 and +3
problem is there's 24 gifts
in 6 different selection windows
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
The variable will persist between messages
no yeah i would but like
i'm having trouble explaining myself one second
this is the current setup
the first vars are for the plus rank
and the second vars are for the values
if i do this in one selection
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?
Why would it? Aren't you setting the msg vars again?
am i thinking about this wrong or something 
I'm not sure, maybe I just dont understand
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
So, I take it that whether they like the gift changes (so you actually need msg vars)?
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
Then why not just set it for all of them?
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
There should be a way...
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.....
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 
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
second way with akihiko
hopefully swine gives their two cents on how to not have a blank if statement >.>
You just don't put it there
nah i meant like
they need to not show up when that bit flag is on or if it's not night time
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)
! is not
does chat gpt actually understand flowscript?
It's pretty much c
damn
If you tell it that it'll probably do just fine
weird problem though
i did that exactly
FUNCTION_0033 != 5 && !BIT_CHK(3065)
and akihiko was showing up at night
yeah 5 is night
Maybe the file didn't update? Like it didn't recompile with your changes
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
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
bit 3065 is the exam bit flag
i believe it's just syntax errors from akihiko lol
oh wait that's the opposite so yeah it should be && holy shit
damn
It still compiles so if it works I guess it's fine 
i forgot or opposite becomes and 
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
All good, hopefully there aren't too many more problems π
really struggling with a mod idea right now 
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
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
AND THERE'S NO FUCKING PATTERN TO IT 
i have checked flags 4879 to 4892 and all of them are off
this shit is driving me nuts
so what happens if all those flags are off?
maybe it defaults to normal unless any of those flags are on? (just speculation)
hm maybe
thatβd be interesting
it needs a default state I would imagine
otherwise if all flags were off, what would it do?
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
glad i could help you logic your way through it lol
does anyone know the color codes for text boxes in P3P?