#Remove/Skip Shuffle Time

28 messages · Page 1 of 1 (latest)

loud heron
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I love the feature itself but it also makes the lead into AOA portraits a lot less smooth and sometimes I just don't wanna think about the cards and just look at funny colours. I'd look into making it myself but I have no clue where to start with editing battle stuff like this so, yeah.

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an example of a battle in vanilla where you get AOA portraits but no shuffle time appears would be bosses and the time spent in Tartarus before the Emperor/Empress fight

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it's possible there's a flag/something similar which enables or disables them

white ridge
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if it's possible to basically just sub in the random chance behavior of shuffle time (interrupts result screen and goes to it after) and insert it when the AOA's result screen would happen that would be a pretty solid way to handle it, but really that assumes someone figures out how to just "move" that around haha

dim copper
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Would this concept include not switching the battle BGM ending so quickly/abruptly? That's my "big" complaint, the sudden switch from battle to post battle music kills the hype quite a bit.

frozen plume
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^

loud heron
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this is a better solution actually yeah

tired patrol
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this would be amazing. I bump because I would like this. Ever since the trailers, I found that shuffle time being before the AoA portrait made no fucking sense to me.

dim copper
loud heron
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i haven't looked into it much past trying to find where the logic surrounding battles and stuff like that is

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it might be easier to look into that in a game i know better like P5R and see if it's similar here

dim copper
loud heron
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yeah essentially

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just flowscript

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i think?

dim copper
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Aight flow script is a common file with UE games? I'm technically competent but not experienced with modding. Or coding lol, but I know what I'm looking at when I read code

loud heron
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flow is atlus' proprietary type, blueprint is used alongside flows in P3R though so the battle logic might be in blueprint

dim copper
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Gotcha, blueprint being the inherent UE part of things

loud heron
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if anyone happens to know how things like results, aoas, and shuffle time are done in other persona games that'd be a great help

loud heron
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this is... something?

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supposed to be a blueprint but idk how to open those in unreal

dim copper
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Definitely looks like the logic and functions.

dim copper
loud heron
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possibly idk

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blueprints might have some sort of header or container or something that isn't plaintext hex

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im not sure haven't read up on the format too much

dim copper
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So you're saying we need to...read documentation? What? No, that's crazy