#Same flowscript errors every time I recompile
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what's the tag and associated number?
usually i can think of some examples or where those are but i'm blanking right now
moddaman would know 
that man knows everything
alright well mod works, that was like stupidly easy
i also feel like i coded it like, suuuuuuuuuuuuuuuuuuuuuuper poorly
it works though!
Funnily enough that's smth I actually don't really know at least off the top of my head lol
Never bothered writing down what colours correspond to which ID so any I did find from briefly playing with the clr tag I've already forgor ๐ lol
damn
I do remember some ids would crash the game even from testing at one point but maybe that was just a skill issue on my end idk, would have to go back and try again to be sure lol
sadge
guess ill try and remember some times color was used
i can only think of red for when you unlock orpheus
or like blue whenever you have a matching persona arcana
i was hoping i could do green or purple or some shit lol
I think there's a purple colour that's used when mitsuru tells you about how the door lets you go to the highest floor you were on last actually
I remember needing to find the right ID for that when I was making Return To Highest Floor for P3F
according to the game dump the color tag looks like this
[f 0 5 65278][f 2 1][f 3 1 1 0 0 0]> [f 0 1 1]Orpheus[f 0 1 0] regained its original form.[n][f 1 3 65535][f 1 1][e]
f 0 1 1 for red?
and i assume the f 0 1 0 is for clearing the color right?
I think 0 is just the black colour
yeah the text is black so i guess it's resetting it in that way
yeah f 0 1 3 appears to be the purple color
hmmmmmmmmmmmmmmmmmmmmm
getting a compiling error in aemulus right now
and it's not making any sense
oh wait is it too __ to hook?
no it's one
[1/23/2024 6:45:03 PM][ERROR] (0008:0009) Referenced undeclared variable 'CHECK_SAVE_POINT'
[1/23/2024 6:45:03 PM][ERROR] (0008:0009) Failed to compile function call argument: None CHECK_SAVE_POINT
[1/23/2024 6:45:03 PM][ERROR] (0005:0000) Failed to emit procedure body
super confused
maybe i'm missing something
but i'm hooking
oh wait
i never imported the original bf 
my bad y'all
there we go
done too much PC merging that i forgot that was a thing
anyone able to make sense of wtf is even happening here
like this telos file right
clearly it's checking if you've maxed the links, judging by the bit flag offsets right
but there's a bunch of ands???????????
like what the mod does right, is that it carries over your max link progress between save games
so you don't have to max it all in one playthrough
so it somehow needs to store whether or not a link was maxed in a previous playthrough
wait
so when you receive the rank 10 ultimate item from a person, a flag is enabled
just like how when you get the item here, flag 566 is enabled
so is it just checking if you have any of those items?
then why are there ands?
wouldn't they all need to be true for it to work?
do i not understand how ands function in flowscript ๐งโโ๏ธ
wait
unless those flags just stay on between save files??????????????????????
is that how it works?
it just checks if you own all the items based on the flags that are enabled when you have all the items?
shit that's hella fucking easy
ok so just find all the flags that are associated with the rank 10 items, easy
ok but how does that feed into the whole igor giving you the mask thing?
oh wait it's just doing the return 1 thing
that makes perfect fucking sense holy shit
oof i guess the bit flags associated aren't in the event where you get the item?
maybe i need to get the items?
oof the items do not carry over between saves
and i can't find the associated bit flags inside of the event itself
that kinda sucks 
ok it definitely seems like the associated flags from the P3F mod are on
this sucks so hard
maybe your next project should be to remake p3p mod menu lol
when i make CSM for P3P then sure
ok i thought i had a fool proof plan 
turns out the items do carry over!!!!!!!!!!!!!
and you can 100% still fuse max link characters in new games
but i couldn't find the bit flags, so i thought i would just pull from the items
except death, fool, and judgement don't give max link items ๐
so i still have to find the flags for those................
holy shit i am so god damn lucky
ok so turns out the bit flags are in the only links that don't provide items
judgement, death, and fool
AND THE BIT FLAGS ARE THE EXACT SAME FROM P3F?????
WOOOOOOOOOOOOOOOOOOOOOOOOOH
god i hate having to format my code after i'm done writing it
and when i collapse it down and it takes out the important bit with it and i just know i forgot a fucking bracket somewhere
i wish there was just a fucking button i could press to fix syntax errors
ugh i hate when i have to compile too ๐
why is it telling me that it can't compile because i haven't int'd a var, but when i int it it says that it's already been int'd
1/23/2024 9:28:38 PM Error: (0020:0020) Assignment to undeclared variable: var14
1/23/2024 9:28:38 PM Error: (0020:0020) Failed to emit code for value assignment to variable
1/23/2024 9:28:38 PM Error: (0020:0020) Failed to emit assignment: var14 = (1)
1/23/2024 9:28:38 PM Error: (0020:0020) Failed to emit variable assignment: var14 = (1)
1/23/2024 9:28:38 PM Error: (0010:0016) Failed to compile if statement body
1/23/2024 9:28:38 PM Error: (0008:0012) Failed to compile if statement body
1/23/2024 9:28:38 PM Error: (0006:0008) Failed to compile if statement body
1/23/2024 9:28:38 PM Error: (0004:0004) Failed to compile if statement body
1/23/2024 9:28:38 PM Error: (0002:0000) Failed to emit procedure body
1/23/2024 9:28:38 PM Error: One or more errors occured during compilation!
1/23/2024 9:28:38 PM Error: One or more errors occured while executing task!
it's declared right here
wtf do i do here ๐ญ
i'm sure the solution is obvious i'm just completely blanking
is it because the var is int in a procedure and not globally?
that appears to have been it
ok so i got it to compile by just moving the telos.flow stuff inside
but it doesn't appear to be working
oh right because i switched genders
one second
ughhhhhhhhhhhhhhhhhh not working
this shit sucks so hard man
yeah i'm completelty stuck
here are my files btw in case anyone wants to check
what i'm trying to do is call the telos.flow file in the middle of the procedure, so it can't be a procedure
am i just doing it wrong or something?
i don't know how bools work
it's just true/false no?
no yeah i mean like how do you call a bool
the P3F mod puts the new code into a bool
and then calls it like this
i tried adding the code directly into the bf and it just didn't work
like i didn't get the scene or anything
there's also the entire possibility i just don't know the fucking velvet room field
there are how many fucking velvet room fields 
i fucking hate how often they duplicate procedures everywhere so you have no fucking idea which one is the right field like aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaagh
ok so it's 08_17 or 08_18
ok code works, thank god
mod functions and everything wooooooooooooooooooooooh
pc merging time
if anyone wants to test it out, here you go
there's a small problem i'm just now realizing
if you do a NG+ and switch genders, some items will change for the genders
meaning you might have to do the magician arcana twice because the key item changes............
i really wish i could just like
group things in an if statement
like ITEM_CHK(483) || ITEM_CHK(482) && ITEM_CHK(587)
and not have the 483 and 482 be entirely different than the and part
you have to do ITEM_CHK(483) && ITEM_CHK(587) || ITEM_CHK(482) && ITEM_CHK(587) which kinda sucks
ok i really oughta redo the mod
like with the bit_chks and everything
i just have no idea where they would be
they're clearly enabled in some events, but not in the social links?
max rank death, fool, and judgement flags are all in their events
i think you can do that if you do something like ITEM_CHK(587) && (ITEM_CHK(482) || ITEM_CHK(483)) actually
oh for real
damn
well that'll be handy later lol
wish i could just roll with these
but who knows if femc flags are different ๐ซ
and i still don't know why they skip 4 numbers
i understand skipping 3 because of judgement, fool, and death
but what about that last value
skips 5, 6, 15, and 20
and what about characters with multiple options like kazushi and keisuke
damn and they're not in P3Fflow.txt either
i think i might've found the pattern 
ok so
in the event files, there's an offset for 1536 when giving the max rank item
like 1536 + 4
and according to the flow.txt, 1536+4 is kenji's max rank item
and in the Telos.flow of the original mod, i believe kenji is 512 + 4
yeah that's the fucking pattern hoooooooooooooooooooooly shit
bookstore was rank 9, and their offset is 1536 + 8
their bit flag is 512 + 8 so 520
rank 9, flag 520 is off
rank 10, flag 520 is on
god i love when i get some weird ass compiling error
legit never seen this shit in my life
forgot a single quotation mark around the import bf
crazy
and syntax errors, fun
just realized
i changed it all to bit checks
only to have the exact same problem as last time ๐ซ
i guess you'll just have to redo the links that changed
i mean why wouldn't you if you changed genders on NG+...........
waste of time? probably
@toxic pond don't wanna clog up that chat with more stuff but something like this yeah??
if ( BIT_CHK(516) || BIT_CHK(595)) && BIT_CHK(520) && BIT_CHK(531) && BIT_CHK(533) && BIT_CHK(519) && BIT_CHK(521) && BIT_CHK(522) && BIT_CHK(523) && BIT_CHK(530) && (BIT_CHK(524) || BIT_CHK(591)) && (BIT_CHK(525) || BIT_CHK(593)) && ( BIT_CHK(526) || BIT_CHK(596)) && BIT_CHK(528) || (BIT_CHK(597)) && BIT_CHK(535) && ( BIT_CHK(529) || BIT_CHK(598)) && BIT_CHK(534) && ( BIT_CHK(536) || BIT_CHK(592) ) && BIT_CHK(537) || ( BIT_CHK(594) ) && BIT_CHK(538) && BIT_CHK(4833) && BIT_CHK(4832) && BIT_CHK(4834))
that looks roughly correct to me
although I don't remember if the if statements in flowscript require parentheses around the conditions
that might've been some overcorrection on my part
if ((BIT_CHK(516) || BIT_CHK(595)) && BIT_CHK(520) && BIT_CHK(531) && BIT_CHK(533) && BIT_CHK(519) && BIT_CHK(521) && BIT_CHK(522) &&
BIT_CHK(523) && BIT_CHK(530) && (BIT_CHK(524) || BIT_CHK(591)) && (BIT_CHK(525) || BIT_CHK(593)) && (BIT_CHK(526) || BIT_CHK(596)) &&
BIT_CHK(528) || (BIT_CHK(597)) && BIT_CHK(535) && (BIT_CHK(529) || BIT_CHK(598)) && BIT_CHK(534) && (BIT_CHK(536) || BIT_CHK(592)) &&
BIT_CHK(537) || (BIT_CHK(594)) && BIT_CHK(538) && BIT_CHK(4833) && BIT_CHK(4832) && BIT_CHK(4834))
chat gpt spit that out
that roughly looks better
Yeah that seems right to me
man chatgpt is pretty useful huh
it's kinda funny that it understands C code
but when i ask it for help with quaternions it shits the bed
chat gpt is really bad at maths lol
yeah sadly
like it straight up just lies to you
technically it's always lying but still
that's not the only thing chatgpt is bad at
try asking it to explain introductory rocket mechanics to you
it will spew misinformation
or ask it how an airfoil works. misinformation
(I'm an aerospace engineer sorry)
It is very good at making up nonsense in general lol
it's honestly pretty bad at just professional stuff like that
Usually it sounds reasonable enough that if you don't know what you're talking about either you could believe it
never ask that mfer anything psychology related
it's baffling how often i have to pry young men off of ai chatbot girlfriends
๐
ask it about personas and shadows :p
damn chat gpt didn't fix the syntax errors ๐
1/24/2024 5:14:59 PM Error: (0314:0155) A binary operator is not a valid statement
1/24/2024 5:14:59 PM Error: (0314:0152) Failed to compile if statement body
1/24/2024 5:14:59 PM Error: (0313:0012) Failed to compile if statement body
1/24/2024 5:14:59 PM Error: (0311:0008) Failed to compile if statement body
1/24/2024 5:14:59 PM Error: (0309:0004) Failed to compile if statement body
1/24/2024 5:14:59 PM Error: (0005:0000) Failed to emit procedure body
1/24/2024 5:14:59 PM Error: One or more errors occured during compilation!
1/24/2024 5:14:59 PM Error: One or more errors occured while executing task!
ok there we go
i'm sure it's like
not a problem
but i hate when i use notepad++
and i condense the code down because i'm in c mode
and it condenses down wrong................
i think i might've found a way to do an after battle check for auto heal
thus meaning i can take it out dng_init.pac and put it in field.bf
and solve the crashing problems
margarets paradigm door thing right
gives you rewards after a battle
and it does so by checking evt_function_0032 if it's 0 or 1
i think that might've been if you won a battle or not?
i have no idea
trying to figure it out right now
not finding very many instances of it's use
hmmmmmmmmmmmmmmmmmmmmmmmmmmm
FCL_FUNCTION_001B, FLD_FUNCTION_0011
yeah i think it's checking if you lost the battle
lemme see what it does when you lose
it is so damn hard to lose to these fights
ok so it's not if you win or lose
if you lose you go back to the title screen lmao
yeah i cannot work out what this function does still
it's always in the init for a field though
and there's almost always two
one for 1 and one for 0
yeah i still have no idea what it does
i'm at a complete loss
apparently if it's on, it does the whole "there's a weird door here" thing in paulownia mall
which is something? i guess?
not sure what that really means
trying to do two things btw
see if i can control drops after a specific encounter
i wanna make the reaper drop the ultimate weapons for each character
and i wanna see if i can find the after battle function or procedure
no progress on either front at the moment
the frustrating part is that i know the game does stuff after a battle
how else would bodies spawn on the floor when your party members die
or how would they talk to you after battles
everything points to tartaros battle check being the correct one
but it just doesn't work
yeah no
still can't find it sadly
really wish the functions from P3R were understandable
they seem to also be in P3P but i just can't connect em yet
CALL_KEYFREE_EVENT( 101, 121, 175, 200 );
what the fuck is that
i mean maybe i should be comparing the P3F scheduler files
oh fun
well i'm still struggling to connect the dots in any meaningful way
yeah i don't think im gonna get anywhere with just the scheduler files
found basically nothing except for procedures swapped out for functions which is useless to me
is there a field file for the paulownia mall? maybe i could compare the crane game or arcades
ill see if i can find a bf for the crane game
reload does things differently in that fields don't just have one or two BF's containing all the object/npc procedures, instead each npc and object gets their own individual BF file
oh that sounds rough
i'm pretty sure the crane game changes per month though
maybe ill take those items and actually make em into my QOL crane game mod
found the bf for the crane game anyways tho, wasn't too hard to find thankfully
sweeeeet thank you
crazy
it still only has jack frost dolls and ganesha banks
and it works in the exact same way
ok well that's a definitive function!!!!!!!!!!!
@balmy echo did it come with a msg file or nah?
i'm getting a little tripped up because i can't tell what MSG( 8, 0 ) is
they don't embed the BMD's in the BF files like with most of the other persona games but there was one yeah
unfortunately the build of AtlusScriptTools rirurin sent earlier just crashes when you try to decompile BMD files so. can't get a .msg out of them unfortunately 
sad
ok yeah only one new function
looks like you still can't retry at the arcade machine lol
man so i'm super confused
CHK_DAYOFWEEK is different from GET_DAYOFWEEK?
in what way?
they're clearly two different functions
yeah and CHK_TIME and GET_TIME are two different functions
one checks, the other gets cmon dude it's in the name 
Basically: CHK_DAYOFWEEK returns true or false if the day of the week is equal to what you pass in (so if the day is monday and you pass in the value for monday, it returns true)
GET_DAYOFWEEK returns the value for the current day of the week it is, so if it's monday you'll get the value for monday from it
oh
i didn't realize that's how it worked, my bad 
i just assumed it would always return the day number
FUNCTION_0036 seems to be another time related function with a third param i can't figure out
doesn't seem to exist in P3R soooooooooooooooooooo
function_0036( get_month, get_date, and then some number )
might be time of day
whoops i forgot that's the time travel function
god i forget what function_000d does
i meant to label it when i knew what it was but too late now
fade_duration?
i assume you mean in portable, that plays the last screen transition effect in "reverse"
maybe inverse would be a better word, hard to describe but seeing it in-game it makes sense
weird that it's above the normal fade function
dunno if you'd still have any use for it at all but rirurin figured out BMD decompilation so now i CAN give you the MSG file :3
that's pretty handy
might backport some of it's stuff as part of better ufo catcher
wonder why P3R added a message for it during the last day of the game, are you even able to go to paulownia mall that day?
also interestingly from looking at the MSG it almost seems like the function tags [f x x] might be the same or largely similar to the ones used in p3p so that's a big headstart in understanding reloads BMD's ๐
also i have no idea lol, i haven't gotten there yet myself so uhhhh maybe 
yeah seems like some message tags here and there got shifted around perhaps but otherwise seems like the messagescriptlibrary is mostly the same as P3P's which is nice
ok fixed up improved ufo catcher some more
only problem
you have to select play once twice?
for some reason?
and i can't figure out why
if anyone wants to try it out
makes item reward more varied and based on month to month basis, featuring more loved and liked gifts as they're pretty hard to obtain
allows you to retry upon losing when playing once
and allows you to play infinitely until you win
oh and added a little message about going home when it's 1/31
ok
thought i had an amazing idea
doesn't work ๐
at least i can't get it to work
in the elizabeth room thing with the battles
there's a global function called gVar137 that determines whether or not you're in a battle
gVar137 == 506 means you're in battle 506
if it's 0, you're not in a battle
except that doesn't seemingly exist for P3P field.bf
at least i can't find the equivalent
as there's no 137
UGH
yeah so the gVar137 seems to only exist for 2D fields
thought i was slick by checking fuukas awakening
nope
tartarus battles?
nope
there's this........ 
FLD_FUNCTION_0040 hmmmmmmmmmmmmmmmmmmmmm
well there's no checks so this is useless
well there's no checks so this is useless
back to the drawing board
might be helpful for when i wanna add ultimate weapon rewards to the reaper
what i both don't like and don't get right
is why these procedures aren't linked
like they just HAD to hardcode these jumps
lol so
apparently in P3R
maya only takes up the afternoon to play
not the whole day
id like to try and backport that if possible but i can't get it worked out
ok so it's not EVT_FUNCTION_0001
i'm afraid it might be hardcoded or something
yeah doesn't seem possible ๐
i can't find the NEXT_TIME function anywhere
and every other social link doesn't seem to have a different function at the end
@toxic pond does NEXT_TIME in P4G check the scheduler to advance to the next available outcome, or does it actually set it to the next time slot?
trying to change Mayas SLink in P3 to be just the afternoon rather than the whole day
but she uses NEXT_TIME like everyone else, yet advances throughout the entire day
When time advances it's up to the scheduler to stop it and put you somewhere. If the scheduler procedure that's called for that specific time doesn't call a field or event it'll go to the procedure for the next time slot and so on. At least I'm pretty sure that's how it works
My guess would be some flag is set that tells the scheduler to skip to the end of the day
Is NEXT_TIME a function that takes no arguments?
I don't remember it being called that in p4g although maybe the library was updated
I thought TV_STUDIO was what advanced time (I don't really get the name, I also could be remembering completely wrong lol)
Yeah, takes no arguments in P3P
Same for reload (altho there it seems to be named CALL_NEXTTIME iirc)
that sounds right except it clearly skips stuff that is there
maya is available 7/26 in the morning, hanging out with her skips to 7/27
despite having these in there
i would like it to call sdl07_26_PM_D but it just goes past it
Oh, ok. I guess it does something different then
Oh, the SET_DATE
is that set date thing also setting the time? but isnโt 6 the dark hour?
5 is night time?
But that'd just advance to the next day since obviously you're not going into Tartarus
It presumably does it like that in case there's some event that place during the dark hour (instead of just setting it to the start of the next day)
oh
huh
that actually makes sense huh
hate when itโs just staring you in the face like that ya know
so what, i just replace the NEXT_TIME with that same set date thing but instead of a 6 itโs a 5? and then call the bedroom field?
thatโs super simple >.>
Yeah, that'd probably do it
got it to "work"
hardly
if i don't add the call field, it just infinitely loads
if i add the call field, time doesn't advance but it stays in the bedroom
no idea >.>
Funny enough time 6 actually has a proper non-dark hour name: "Late Night"
Its very rarely used in the game but it is there; in FES/Vanilla for example the event that plays when you meet mitsuru and yukari at the start of the game is set at "Late Night"
Hmm had to sign the contract with a full name yet nobody else knows about it, wonder what problems that will bring.
if anyone takes a look at the flowscript later, lemme know
i'm sure there's something my tired brain is missing
i just realized
all itโs missing is the NEXT_TIME function to be called
and then it works
i remember that from when i added the time travel stuff to the P3P Mod Menu 
problems for the morning
added a next_time and nothing
didn't advance time and just stayed on the morning
ok so removing the call_field fixes it
but i don't want it to put you in the lobby...............................
I think it putting you in the lobby is fine. I'm pretty sure that's what p3r does
Same thing in P4G, if you spend the day reading or working in your room you come downstairs when it gets to night. It's sort of the normal I think
OK FUN TIMES
aemulus is compiling my flowscript when it shouldn't be
i know for a fact that i have functions that aren't renamed right
and yet it's compiling? why?
nope
still doing it
any ideas anyone? @toxic pond
it doesn't compile when i do it manually
and then spits out some errors about message conflicts
seems like it's grabbing the precompiled files instead of my base files?
and no matter what i do to delete them, it stil grabs the compiled files
That's compiling by hand right?
Well like you said you're not using the original bf, you're using one that's already modded.
Delete that one and put the original there
Well you're compiling by hand
no
Aemulus does do that but you said it works with it
iโm compiling in aemulus
and itโs grabbing the modded one
in testing by compiling by hand
???
im*
i want to compile in aemulus
because this is an aemulus mod swine
so telling me to just grab the base one doesnโt solve the problem of it not working in aemulus
i'm compiling by hand to figure out the errors though
Sorry, I'm sure you said it works with Aemulus but not by have. Maybe I can't read
no it works in neither
in aemulus it's compiling despite a file i'm importing having non stock function names
Anyway, the only way it'd be pulling a modded one is if you have another mod that edited the same flow
and compiling by hand says that the BF file it's grabbing is modded
like hangout.flow 
I mean the same bf.
oh
yeah that's not happening
it's all a bunch of different bfs
lemme see if i can explain myself better
i need to update find a friend for PSP
which means taking the hangout.flow file from PC and renaming functions
what i was doing was compiling, looking for errors, renaming functions and them compiling again, voer and over
but now it's not printing any errors, and compiling just fine
I don't really get this. If it's compiling then why is it a problem?
It's weird if it shouldn't work but if it does who cares
despite there being functions in there that aren't renamed as stock
because it's compiling with the old code from my testing ๐
Then I guess you didn't update the file 
as it's importing the old precompiled bf files with all the issues from before the recent PC changes
i did though that's the thing
i took the PC file and i copy pasted it over
and then starting renaming functions
The only other way that is possible is if you replaced the files in the Originals folder in Aemulus
i know for a fact that SEL_DEFKEY isn't a labeled function
how and why would i have done that
Idk
You're saying it's using those files and you have no other mods that edit the bf. That's the only way you're getting a modded bf instead of the original
I'm on my phone, not at home. There's only so much help I can give, I can't exactly look at the files
fair enough
lemme know when you take a look
this is really annoying the hell out of me
gonna have to wait an hour for P3P ISO to download so i can reunpack base files again and try again
I won't be home for a few hours but I'll let you know when I look (if you don't work it out yourself in that time)
It only pulls from original or another mod. Try disabling every other mod if you haven't already
yeah no still seems to be having the problem
ok weird thing
just tested a fresh install of aemulus
compile error still happens
ok but i guess itโs working?
i dunno this is weird
@balmy echo which function is call_floor in your libraries? i can't find it in mine
oh it's facility not field?
weird
yeah FCL_FUNCTION_0004 i have as CALL_FLOOR in my library
yeah yeah i got it
working on backporting the P3R missing person feature
you can instead send a party member
[msg RETURN_TO_YUKARI [Yukari]]
[f 0 5 65278][f 2 1][f 4 6 2 201 0 0]Here's what I found...[n][f 1 1][e]
[msg RETURN_TO_AIGIS [Aigis]]
[f 0 5 65278][f 2 1][f 4 6 3 201 0 0]I have acquired the following...[n][f 1 1][e]
[msg RETURN_TO_MITSURU [Mitsuru]]
[f 0 5 65278][f 2 1][f 4 6 4 201 0 0]Here's what I have acquired...[n][f 1 1][e]
[msg RETURN_TO_JUNPEI [Junpei]]
[f 0 5 65278][f 2 1][f 4 6 5 201 0 0]Leave it to me! I got this.[n][f 1 1][e]
[msg RETURN_TO_AKIHIKO [Akihiko]]
[f 0 5 65278][f 2 1][f 4 6 7 201 0 0]Here...[n][f 1 1][e]
[msg RETURN_TO_KEN [Ken]]
[f 0 5 65278][f 2 1][f 4 6 8 201 0 0]Here's what I got...[n][f 1 1][e]
[msg RETURN_TO_KOROMARU [Koromaru]]
[f 0 5 65278][f 2 1][f 4 6 10 201 0 0]Woof![n][f 1 1][e]
[f 0 5 65278][f 2 1]> Koromaru has given you something.[n][f 1 4][e]
help me write some dialogue because i'm bad at that ๐ญ
oh jeez im not really good at that either so i wouldn't really know what to do there ๐
rip
and compile error ๐
2/12/2024 11:40:11 AM Error: (0170:0002) An identifier is an invalid statement
2/12/2024 11:40:11 AM Error: (0128:0004) Failed to compile if statement body
2/12/2024 11:40:11 AM Error: (0006:0000) Failed to emit procedure body
2/12/2024 11:40:11 AM Error: One or more errors occured during compilation!
2/12/2024 11:40:11 AM Error: One or more errors occured while executing task!
yeah i got no idea
says it's on this line with the fade effect
but that seems to be correct to me
you forgot the () after FUNCTION_000F lol 
oh
yeah i just saw that
why is that >.>
that's so dumb
god i still don't understand this PC merging shit
what's the problem now ๐
sel_defkey ughhhh
ok fixed
how tf do i test
is there a way to force enable rescuing a person in tartarus?
like through bit flags?
not sure tbh ๐ค
yeah looking at the procedure for the billboard in paulownia isn't really giving me any good leads 
this is what happens when you pick the option to "view currently missing people" which i can't exactly sus out how it does that
seems to pull data from somewhere and uses that to determine who's missing & then shows you that if so? dunno
i thought the bit flags would be in the phone call elizabeth calls you with to announce people have gone missing
nope not that either
either way it's still not a bit-flag per person
; in the case of the SISSOU_INFO message it gets the result of EVT_FUNCTION_0048(0), sets msg var 0 and 1 to lowest and highest floors the missing people will be on and then the message uses those vars
tldr unfortunately not at all easy to just make someone go missing unfortunately bc that mechanic depends on unknowns we can't easily modify like with bitflags/counts
sad
@edgy thicket you have a P3P PC save with a missing person available? femc or mc doesn't matter
maybe
I'm not sure
you'll have to wait a few hours for me to get back from work though
hint hint nudge nudge
mans been working a 24 hour shift
I forgor ๐
I get out in like 3 hours so if you wanna ping me again then so I don't forget haha
@edgy thicket gamer
man
you weren't kidding
lol
alright let me take a look bc I did forget lol
yes, I do have a save with a missing person
6/18 (posting this for my own reference)
do you want me to just send the save actually
ok it "works"
i need to a MSG_WND_DSP to the beginning though
and i need to figure out how to clear bustups
because the message closed but akihiko stayed there
weird, usually just adding MSG_WND_CLS() will close the message and remove the bustup