#Same flowscript errors every time I recompile

4558 messages ยท Page 5 of 5 (latest)

safe ether
#

like if i wanted to make text red or green or blue or whatever?

#

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 yosukepensive

#

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!

balmy echo
safe ether
#

damn

balmy echo
#

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

safe ether
#

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

balmy echo
#

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

safe ether
#

oh yeah?

#

shit ok

balmy echo
#

I remember needing to find the right ID for that when I was making Return To Highest Floor for P3F

safe ether
#

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?

balmy echo
#

I think 0 is just the black colour

safe ether
#

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

safe ether
#

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

#

but i'm hooking

#

oh wait

#

i never imported the original bf Naofacepalm

#

my bad y'all

#

there we go

#

done too much PC merging that i forgot that was a thing

safe ether
#

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 ๐Ÿงโ€โ™‚๏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 naodead

#

ok it definitely seems like the associated flags from the P3F mod are on

#

this sucks so hard

safe ether
#

and mod menu is crashing whenever i give myself items

#

gotta love P3P mod menu

edgy thicket
#

maybe your next project should be to remake p3p mod menu lol

safe ether
#

when i make CSM for P3P then sure

#

ok i thought i had a fool proof plan femcmad

#

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 ๐Ÿ™ƒ

#

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 ๐Ÿ˜”

#

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 ๐Ÿ˜ญ

#

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

#

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

edgy thicket
#

it's just true/false no?

safe ether
#

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 naocry

#

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

#

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............

safe ether
#

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

safe ether
#

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

balmy echo
safe ether
#

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 ๐Ÿซ 

#

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 Naofacepalm

#

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

safe ether
#

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 ๐Ÿซ 

#

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

safe ether
#

@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))
edgy thicket
#

that looks roughly correct to me

#

although I don't remember if the if statements in flowscript require parentheses around the conditions

safe ether
#

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

edgy thicket
#

that roughly looks better

toxic pond
#

Yeah that seems right to me

edgy thicket
#

man chatgpt is pretty useful huh

safe ether
#

it's kinda funny that it understands C code

#

but when i ask it for help with quaternions it shits the bed

toxic pond
#

chat gpt is really bad at maths lol

safe ether
#

yeah sadly

#

like it straight up just lies to you

#

technically it's always lying but still

edgy thicket
#

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)

toxic pond
#

It is very good at making up nonsense in general lol

safe ether
#

it's honestly pretty bad at just professional stuff like that

toxic pond
#

Usually it sounds reasonable enough that if you don't know what you're talking about either you could believe it

safe ether
#

never ask that mfer anything psychology related

#

it's baffling how often i have to pry young men off of ai chatbot girlfriends

toxic pond
#

๐Ÿ˜”

edgy thicket
#

ask it about personas and shadows :p

safe ether
#

damn chat gpt didn't fix the syntax errors ๐Ÿ˜”

#

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!

edgy thicket
#

lol checks out

#

fortunately these error logs are always pretty easy to read

safe ether
#

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................

safe ether
#

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

safe ether
#

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

safe ether
#

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

balmy echo
#

those don't exist naosmiley

#

FES scheduler is hardcoded apparently lol

safe ether
#

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

balmy echo
#

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

safe ether
#

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

balmy echo
safe ether
#

sweeeeet thank you

#

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
#

LMAOOO ๐Ÿ˜ญ

#

hey if it ain't broke

safe ether
#

@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

balmy echo
safe ether
#

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

balmy echo
# safe ether in what way?

one checks, the other gets cmon dude it's in the name naosmiley

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

safe ether
#

oh

#

i didn't realize that's how it worked, my bad Naofacepalm

#

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?

balmy echo
#

i assume you mean in portable, that plays the last screen transition effect in "reverse"

safe ether
#

i think?

#

oh

#

that's interesting

balmy echo
#

maybe inverse would be a better word, hard to describe but seeing it in-game it makes sense

safe ether
#

weird that it's above the normal fade function

balmy echo
safe ether
#

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?

balmy echo
#

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 ๐Ÿ‘€

#

also i have no idea lol, i haven't gotten there yet myself so uhhhh maybe naosmiley

balmy echo
safe ether
#

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

#

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

safe ether
#

ok

#

thought i had an amazing idea

#

doesn't work ๐Ÿ˜”

#

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?

#

there's this........ naothink

#

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

safe ether
#

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 ๐Ÿ˜”

#

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

safe ether
#

@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

toxic pond
#

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)

balmy echo
#

Same for reload (altho there it seems to be named CALL_NEXTTIME iirc)

safe ether
#

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

toxic pond
#

Oh, ok. I guess it does something different then

safe ether
#

this is the code for maya as shown by moddaman

#

maybe i missed something?

toxic pond
#

Oh, the SET_DATE

safe ether
#

is that set date thing also setting the time? but isnโ€™t 6 the dark hour?

toxic pond
#

that's setting it to the last time

#

Yeah probably

safe ether
#

5 is night time?

toxic pond
#

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)

safe ether
#

oh

#

huh

#

that actually makes sense huh

#

hate when itโ€™s 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 itโ€™s a 5? and then call the bedroom field?

#

thatโ€™s super simple >.>

toxic pond
#

Yeah, that'd probably do it

safe ether
#

almost wanna do that nowโ€ฆโ€ฆ.

#

except itโ€™s 3:36 AM

#

decisions

safe ether
#

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 >.>

balmy echo
# safe ether is that set date thing also setting the time? but isnโ€™t 6 the dark hour?

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"

https://youtu.be/x4ionV2ewjI

Hmm had to sign the contract with a full name yet nobody else knows about it, wonder what problems that will bring.

โ–ถ Play video
safe ether
#

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 itโ€™s 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 Naofacepalm

#

problems for the morning

safe ether
#

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...............................

toxic pond
#

I think it putting you in the lobby is fine. I'm pretty sure that's what p3r does

safe ether
#

oh really?

#

ok then weโ€™re good

toxic pond
#

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

safe ether
#

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

toxic pond
#

That's compiling by hand right?

safe ether
#

yup

toxic pond
#

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

safe ether
#

oh like i have to do that manually?

#

isnโ€™t aemulus supposed to do that?

toxic pond
#

Well you're compiling by hand

safe ether
#

no

toxic pond
#

Aemulus does do that but you said it works with it

safe ether
#

iโ€™m compiling in aemulus

#

and itโ€™s grabbing the modded one

#

in testing by compiling by hand

toxic pond
safe ether
#

im*

#

i want to compile in aemulus

#

because this is an aemulus mod swine

#

so telling me to just grab the base one doesnโ€™t solve the problem of it not working in aemulus

#

i'm compiling by hand to figure out the errors though

toxic pond
#

Sorry, I'm sure you said it works with Aemulus but not by have. Maybe I can't read

safe ether
#

no it works in neither

#

in aemulus it's compiling despite a file i'm importing having non stock function names

toxic pond
#

Anyway, the only way it'd be pulling a modded one is if you have another mod that edited the same flow

safe ether
#

and compiling by hand says that the BF file it's grabbing is modded

toxic pond
#

I mean the same bf.

safe ether
#

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

toxic pond
safe ether
#

despite there being functions in there that aren't renamed as stock

safe ether
toxic pond
#

Then I guess you didn't update the file naotoshrug

safe ether
#

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

toxic pond
#

The only other way that is possible is if you replaced the files in the Originals folder in Aemulus

safe ether
#

i know for a fact that SEL_DEFKEY isn't a labeled function

#

how and why would i have done that

toxic pond
#

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

safe ether
#

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

toxic pond
#

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)

safe ether
#

ok so not in the original folder it seems

#

must be pulling from somewhere else

toxic pond
#

It only pulls from original or another mod. Try disabling every other mod if you haven't already

safe ether
#

that's what it was

#

aemulus man

#

pk it seems to still be doing it

safe ether
#

yeah no still seems to be having the problem

safe ether
#

ok weird thing

#

just tested a fresh install of aemulus

#

compile error still happens

#

ok but i guess itโ€™s working?

#

i dunno this is weird

safe ether
#

@balmy echo which function is call_floor in your libraries? i can't find it in mine

#

oh it's facility not field?

#

weird

balmy echo
safe ether
#

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 ๐Ÿ˜ญ

balmy echo
#

oh jeez im not really good at that either so i wouldn't really know what to do there ๐Ÿ’€

safe ether
#

rip

#

and compile error ๐Ÿ˜”

#

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

balmy echo
#

you forgot the () after FUNCTION_000F lol naosmiley

safe ether
#

oh

#

yeah i just saw that

#

why is that >.>

#

that's so dumb

#

god i still don't understand this PC merging shit

#

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?

balmy echo
#

not sure tbh ๐Ÿค”

safe ether
#

and i don't have a save with a person able to be rescued

balmy echo
#

yeah looking at the procedure for the billboard in paulownia isn't really giving me any good leads femcmad

#

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

safe ether
#

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

balmy echo
#

not really no

#

oh thats the wrong part of the script oop for that second message

safe ether
#

oh i meant this lol

#

guess it's nether of those places

balmy echo
#

either way it's still not a bit-flag per person naovanish ; 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/countsfemcmad

safe ether
#

sad

#

@edgy thicket you have a P3P PC save with a missing person available? femc or mc doesn't matter

edgy thicket
#

maybe

#

I'm not sure

#

you'll have to wait a few hours for me to get back from work though

safe ether
#

mans been working a 24 hour shift

edgy thicket
#

I forgor ๐Ÿ’€

#

I get out in like 3 hours so if you wanna ping me again then so I don't forget haha

safe ether
#

alright lol

#

i got a timer going

safe ether
#

@edgy thicket gamer

edgy thicket
#

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

safe ether
#

yeah

#

i don't need to convert because i have the PC version now

edgy thicket
#

you'll need to advance time to the evening

safe ether
#

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

edgy thicket
#

weird, usually just adding MSG_WND_CLS() will close the message and remove the bustup

safe ether
#

damn i forgot to save ๐Ÿ˜”

#

gotta do all that all over again