#EVTUI (Visual event editing tool)
1 messages ยท Page 4 of 1
I still need to push the changes to logging / auto-fixing input with messy bytes, ah....
how is the clean up function going?
It works! I've just been stuck on the design question of how to replace the remaining Assert statements. Not a difficult problem, just kind of tedious 
oh yeah i discovered last night i still get the bug of trying to load an existing project crashing if i dont first open the new project window and set a cpk path
Huh. You have to do that every time you reopen the program?
Any error logs to speak of?
opens program again to make sure yep
silent crash, no exception window or anything
(i built with the command in the readme)
Hmmm, if you just run it through dotnet run (or git bash, like CG does), you might be able to get some logs.
from the gui folder, yeah?
yeah
I gotta get the new PR merged so we can move toward better built-in logging, lmao.
I think we need to kill atlus
Lol, I mean, this one is mostly on me, probably.
the crash itself is still silent but this is what shows up in command prompt after dotnet run
nah it's all atlus's fault
Yeah, that's just the build warnings, so nothing here relating to the crash....
i want to guess that the cpk path isnt initialized if you dont set it in the new project window
i see the path in UserCache.yaml though, when do you normally read it
I don't know why no one else would have seen this error ๐ซ
I guess there needs to be an extra check for it somewhere, but idk where.
i guess i could be getting onedrived but i dont think so, the mod directories are in onedrive managed folders but the game is very much not
If you make a non-onedrive mod project and try to open it in a new session, do you still get the issue?
(reloaded
despite that although r2.5 does do a weird thing where it launches another instance of itself instead of opening the reloaded folder)
lemme try real quick
yeah, still crashes
also i had to try twice to create the project bc the first time also crashed
lmao

We love a logless crash that only reproduces on one machine ๐ฅน
What are the exact moments of the crashes? Like, which button presses?
If it's an intermittent crash that also happens during project creation, it makes me think it's an async issue....
for loading a project, its when i hit "Load Selected Project & Continue"
the new project crash was when i hit "Create & Continue" after setting all the options (i just reproduced it to make sure)
The best I can figure is it's something with a void-returning async call, since errors there get lost to the... well, void. Still no idea why it's only happening to you, but it's a starting point....
i feel like the token windows user here tbh lmao (win10)
async void is for (dotnet) event handlers, yeah?
CG and Wisteria use it on Windows, at least! I think ShrineFox does now, too.
But yeah, it's almost certainly some issue with an await around the time of project loading.
pokes around with the new project crash
opening the new project window, setting cpk path, exiting, and then reopening the new project window seems to make new projects work, similar to the behavior with loading projects
creating or loading an event after ive already created or loaded an event also seems to work as expected
It's something within the functions CreateProject/TryCreateProject and UseProject/TryLoadProject... if setting the CPK path fixes it, then that narrows it down slightly, but without error logs it's not clear whether the path is null somehow or if the directory appears to be empty at load time.
My guess is that this.newProjectConfig.GamePath is null or an empty string for some reason. But why it would be, I don't know....
The other option... does this happen if you totally clear out your UserCache.yaml? (Or temporarily rename it so the program gets a fresh start without you necessarily having to lose everything?)
im in class rn so cant test, but ill keep that in mind
seems like evtui can't find files in the mod directory when the folders aren't named base.cpk, en.cpk, etc.
i started naming them like this so i wouldn't get all the files mixed up and stuff so it'd be great if you could find a way to get around that
or... not? i tried to open it with the cpk setup and it still didn't load the edited files... weird
oh wait i know the problem lol. i forgot i changed to reloaded II.5
how many dumb mistakes will raven make today? a lot, apparantely
addition suggestion: editing path names for projects
I can't remember how it currently works, but I think it can read from custom CPK names but will write to the default names by default ๐ค
lemme test now that i've changed accordingly
That is something I want to customize, though. And making project config editing easier in general.
nope... not loading it
oh god damn it
this is another issue on my end hold on
ok no... i'm sure i'm doing everything right this time and it's still not loading
i'm gonna end up with new new new new
sure
gonna take a sec. too big for discord so i have to upload to google drive
i moved it to another folder
am testing now
creating new project works fine
closing the program, then reopening it and loading the project i just made crashes
i went to see whatd happen if i deleted usercache again, then tried to open an existing project i had made before doing so, but then i realized there was no folder picker in the load project window
finally
fic names/essay names make it into evtui
it's gonna become shfgdhfsdhjfsdhf down the line if i'm making test mods
hello.txt new new NEW new new 8 NEW NEW FINAL final FINAL
^ guilty of this bcs i sometimes fear i will randomly need an old version of a project
if reloaded didn't have such rigorous id naming i would be makign a lot of test mods named dhgsugshuigeru
true...
you can name it whatever you want, people just name it in standardized ways so you actually know what the mod is
i have to search through hundreds of file just to find the fic i'm working on
i just mean like, you can't change the id name later
you can
...you can?
just not through the gui
you have to change the id in modconfig.json
open the mod folder and open modconfig.json
then ctrl r and replace all instances of the old id
and rename your mod folder to match (optional)
we should tell ryo to add id name changing through gui to reloaded II.5
this sounds like a use for the reloaded ii.5 thread in scarkadia
i really wish the thread was still here
i'll dm u
i actually keep 7zs of old releases of my mods lol
a while back gb added the archived files feature so i uploaded the pre-costume framework ver of p5d crossdressing
rip
... i have a folder of all my old releases
understandable have a nice day
it's in my mess of a modding folder
ive basically always done the same thing lol, just download the last file before i upload an update just as a backup

Was there a particular event you weren't able to load?
718 090

Might be an issue where these aren't the lines being shown in the timeline, though.
oh, i did want to ask
does anyone else get the occasional bug where the bmd loaded is the jp bmd
you can fix it by just closing the window and reopening the evt but still
there should be a dropdown to select between the one for your language and base.cpk
Yeah, that can happen if by whatever chance the JP file loads first. You can pick among any of the scripts in the tab, but only the one that loaded first will show up in the timeline, which is something I should make more flexible.
The Msg_ display on the timeline hasn't been touched in a while....
yeah thats my main problem since sometimes it makes finding certain spots harder ๐
I can figure out a stopgap for that, if not a full solution, probably 
the vanilla ones just load for me for some reason
ok i did it in cli and it loads
but it doesn't display it
like
In the timeline, that's also what I get. Probably related to the same issue Wisteria mentions re: the first one loading being what shows in the timeline -- in this case, the vanilla lines.
it's say ing it loaded the ones from my mod but i see the vanilla in my gui
oh wait you're right
the correct bmd isn't loading into the evt file so it just displays empty in the timeline
like this
Empty... 
like, the evt commands are there but it's mapping to the vanilla bmd instead of the mod one
Is it empty for all the lines, or only certain ones not in vanilla?
only for the non vanilla lines
RIP
i wanted to see if it was a bustup issue or a evt issue that was happening here... oh well
I'll try to fix it soon by at least providing the option for which BMD's lines show up in the timeline ๐
But the EVT doesn't have anything to do with the bustup. That's all in the BMD.
when i loaded into the event in the game once it got to the added dialogue the lines just didn't play and only played the animations, which is usually indicative of an evt issue, but i checked the logs and it said it failed to load one of the custom bustups
i didn't think failing to load a bustup would fuck up the rest of the event but yeah
Hm...
btw was blend anim previewing ever added to the main branch?
i still get creepypastas in the preview
just wanna make sure i didnt mess something up
good god

Lmao, good lord.
But yes, they're in the main branch! The previews for them should be zoomed-in, though, so if you're looking at a MAA_ command and it's still zoomed out like this, your version isn't up to date.
i swear i updated my local clone
probably a skill issue
for future reference could you add a version number to the main menu?
You'd need to pull + re-run the bootstrap script both.
I guess I could start versioning... although I've been putting that off until there's actually a release ๐
oooo you wanna make an official release so bad....
I reeeally want to have actual model/camera positioning working for the first release ๐


the creature

also idk why this happens but sometimes some events will be darkened as if theyre read only
even though they arent
i did the same thing earlier. i see it's not just me
i swear the timeline tabs changed around
Yeah, the tab ordering changed based on CG's advice a while back.
also are there any plans to filter the commands shown in the add command dropdown? since if you want to add a model command you have to go scrolling
totally unrelated question but i've been curious, did you base this off evttool or was it made entirely from scratch?
๐
ah so that's why i was confused using it earlier lmao
The first few frames are greyed out because that event has a delayed in-editor starting frame (and it happens to be frame 69...). It doesn't affect the in-game playback, though.
i spent like a full minute trying to find the message column
oh i see
actually i think this is a regression (?) the old version i was using seems to already do this
Nah, it's never been filtered... there are just more commands handled properly now.
i do hope you add the ability to like, reorganize the tabs someday
Moving around the tabs, hm....
i'm thinking like, dragging them up and down and stuff
im dealing with timing edits but also occasionally need to reference dialogue and models as well as audio
Hm, I see, more of a windowing situation.
yeah i also only edit the messages, so i would prefer that to be at the top for me lol
i have yet to fuck around with animations
But yeah, filtering command types in the New Command menu + more flexible tab display... definite nice-to-haves.
yeah and i think eventually it'd be nice to resize the contents of an uncollapsed timeline tab, similar to what you can do in premiere pro - mainly would like this because models sometimes has an obnoxious amount of stuff defined in the first frame and then usually doesnt have as much all at once
so it ends up just being a giant column of empty space
or well row
also is there a way to make the timeline... longer? like if i wanted to add a message i need to push it farther down but it just kind of stops
Not sure what you mean here. Longer as in, you want to make it last for more frames...?
yes
You can adjust the Frame Count in the settings โ๏ธ
thanks
i don't exactly know how the frames work so it'll be a trial and error thing lol
It generally follows a 30FPS logic, but some types of commands can effectively pause the event flow.
okok
like some messages have differing amounts of frames between them
Technically you can change it from 30, but IDK if that actually does anything in-engine.
they're all slightly different
Yeah, the time between is more for rhythm + animations.
oh wow i had no idea you could preview the animations they do
they do have the creature โข look though
well
i guess 
i tried doing it and it crashed my game after 1 dialogue box
๐ฎ
clearly they have some automated script that changes the event files to run on 60fps
or something
internally its still 30fps i'd imagine
i know the 60fps update for ps4 was kind of chunky though
it'd cause a lot of issues if the evt logic was running at 60fps or smth
so true
woah you can have extra options on that starting menu
yeah i just edited the mod menu bf
okay changing the framerate to 60fps makes it last a bit longer but it still dies as expected
im pretty sure the commands fire off faster too
yeah commands happen in half the time theyd usually take
so it does definitely work
Wild, lmao.
but it'll probably crash your game if you use it on a pre-existing event
i guess you could try making a 60fps event that has all the commands spread out but that seems pretty pointless
no the evt logic is always in 30fps
which isnt a big deal
everything else like animations are interpolated to 60fps
why the fuck does my graphics card get so loud playing persona5 then smh
...it might be the mods
scary ps3 game
i have an rtx 3060
EVT usage of the concept of a "frame" is... a bit loose, lol.
tbf my computer is sitting... on carpet
also do you want my mod menu edits raven
oh sure that'd be nice
basically just makes testing events less of a pain in the ass
I didn't get to reply to this before, whoops -- conceptually, this tool is somewhat based on EvtTool, but also based on my own research of the EVT file type, and also based on the event editor in the P5 beta. All the code is from scratch, though, and forms a weird little ecosystem with various Python scripts I use for development ๐
there was an event editor in the p5 beta???
In the oldest version, with some work by rirurin to unearth it, yup!
huh the gihub page says it's basically all c#
i suppose that doesn't take into account the scripts
i hope more p5/p5r builds get uploaded someday and dont just rot in some collector's basement
It is! The Python stuff isn't part of the repo, but it is how I actually research file types.
Someday... a non-rickroll P5R dev build....
p5r dev build with that one 2d cutscene from the trailer fully in tact ๐คฒ ๐คฒ ๐คฒ ๐คฒ
it must be so nice to mod games with actual tools
this is me looking at baldur's gate and cyberpunk modders
the community has done amazing reverse engineering
i don't think there's anymore files that haven't been figured out
There are definitely a few, but for most of the stuff people care about modding, yeah. Like, field-related stuff is still pretty barebones.
looking through the exe file in ghidra was absolute pain. i can't imagine people doing that for everything
True....
manifesting will seed scenes for every palace 
i have when they cry brainrot i need to know why theyre like that,,
I love villain backstories
I know there's a mod that re-adds the costume dialogue but it's buggy and only displays Japanese in some cases. I wonder if intact versions of that can be found too
oh something i noticed, snd_ doesnt let you edit the cueid when its set to stop
That's deliberate, because from what I could tell it doesn't actually let you pick which cue to stop -- it just stops all sounds within a category.
I could be wrong, but I noticed even when cue ID seemed to be set, it didn't actually matter in the case of the Stop sub-command.
hmm
i guess its just really picky about what frame its on then
i did remove the cueid and it still ended up working
If I'm wrong about that, I'll change it ๐คท
For my own benefit, the top TODOs for the weekend:
- Get this dang PR for automatic byte cleaning / removing Asserts merged

- Fix the
Msg_menu so there's at least an option for selecting different versions of the BMD (but it should also really default to a modded version if one exists)

where would u put log
The branch I'm working on also adds an actual log file to the directory where the user cache lives, if that's what you mean.
yay
Would also like to add a way to make logs viewable in-app, but one step at a time 
Just wanted to wave and say Although I haven't been in a place to unpack and build the newest update I really owe you ans CroissantGuard for this.
For one simple reason. it does the same thing For events and text that Yona does for music.
It makes things attainable for those of us with less coding experience.
So:
It lets us dream and make Dreams real.
Ganbare my friend. Well Done.
Thanks, that's very kind of you to say ๐
Okay, oh my god, the first thing was soooo tedious. Someone please test this huge PR (branch name: psy/const-param-handling) because I tweaked basically every file ever for it and there's a very good chance I broke everything in the process ๐ฅน
But if it works, it means debugging should start to get slightly easier (because there's now a file UserLog.txt in the EVTUI AppData) and the program should, in theory, not suddenly die because of a failed assert.
(And the buggy EVTs from Gay Joker should work without extra effort.)
Tried out the crash that would happen when you selected an invalid anim. It doesn't crash anymore at least, idk if it's supposed to give a little popup but it didn't. But it did indeed track it in the new log file. Here it is.
Nope, no popup to be expected, but I'm glad to hear we have at least one less crash! ๐
Good to know
Well, if that's a working test, I'll probably go ahead and merge so I can get moving on improved Msg_ handling. Would be nice to make things more BMD emulation-friendly along the way, but we'll see what order makes sense here.
I haven't seen any other issues at least
oh yeah i was gonna build and see what error it gives for my weird ass bug
and then i forgor
That'd be helpful if you find time ๐
do i gotta run the batch script again
You shouldn't need to, no. It should just be a matter of testing the above branch -- none of the dependencies or patches have changed.
ok
[Binding]Error in binding to 'Avalonia.Controls.DataGridCheckBoxColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridCheckBoxColumn #29105235)
built, ran, immediately tried to open project
same build, trying to create new project without first opening window, selecting cpk, and then closing window without attempting to make project
Lmao, I fixed something like this for the Linux logs but it seems there's a different one on Windows... fun ๐ซ
selecting cpk folder without making new project and then opening project still works
Buuut none of that is related to the crash, so... fun fun, this crash still doesn't leave anything in the logs 
i assume the log for doing that wouldnt be relevant but i feel like sharing anyway
and heres the user cache
(those test mods are just shit i made specifically to test this issue lmao)
no
Okay, just ruling that out. Welp...... I have no idea, and doubly no idea why it's not showing up in the logs ๐ซ ๐ซ ๐ซ
repo is not, game is not, the mod folders for actual projects are but i get same behavior with test projects that are not
I guess the only thing for it is to look into the void async thing and try getting rid of those....
Oh, btw, have you checked your machine's general event logs after the crash? There's some chance there could be info re: the error in there.
im barely aware of what those are so no
Lol, no worries. I need to do some semiannual code cleanup, anyway, so if it's less of a pain to work around than it would be to debug, we can keep our fingers crossed that one change or another magically fixes it ๐ช
every single evt i've opened works!!
i'm not getting any logs though
i can tell when it's fixing it though because my mouse turns into the thinking cursor

Hehe, I'm glad you noticed that, because I added the waiting cursor for just that reason (so it doesn't look like the program is frozen) ๐
idle question: if you had a message named, like, MSG004_20_6_index_9, would that still be parsed properly by a Msg_ command
been thinking idly about the whole "forcing a message id" thing. i feel like id probably want to just have the mod maker append something to the end of the message label similar to how forcing procedure indices work but i want to know if theres the potential to fuck with anything (although surely you could just use MsgR instead, if im understanding the description on amicitia right...)
Hmmm, no idea whether it would work in-engine, but I suspect it would be fine -- IME, the game is pretty forgiving when it comes to string matching of prefixes like that.
And you're right that MsgR would work fine regardless, because it's an index into the array of messages and doesn't need any particular message naming scheme.
yeah
im kinda wondering how big a deal forcing message index would actually be for events lol, knowing you can use id but can also just use name
i feel like the noteworthy use case isnt really events specifically but sections of bf logic that do some kind of check to decide what message to display (eg. jazz club, weather, morgana telling you what movie you can see)
...which kinda makes me feel silly for discouraging emulation for event messages, although its not like there are no events where itd matter (jazz, again, if you wanted to add new random dialogue)
it's a nice touch because it does take a while to load
Merged that PR, then -- onto general cleanup and fixing message display on the timeline ๐ซก
you're so cool ajda
minor thing, but for .flow files would it be possible to add an option to have it sum bits while (de)compiling
Oh, yeah, good idea.
Anything else BF/BMD related that would be nice as an option? Other than playing more nicely with emulation, obviously.
ummmm im tryin to think
@rocky kelp The two fade-related commands are basically done, buuut for whatever reason they use a different enum for fade type than EVTFADEOUTTABLE does, so I've been trying to get those at least mostly right before merging ๐ฅฒ
It's like. A similar set of fadeouts. But numbered just SLIGHTLY differently. Like sometimes the same and sometimes off by one. Whyyyy.
CG is gonna have a field day testing this one once it's in ๐ฅฒ
I'll do my best
The "default" behavior still seems to vary by event even in ways outside of what EVTFADEOUTTABLE can explain, as far as I can see... so, fun!
oh yeah, would it also be possible to delete project entries, and/or change paths?
my project list is flooded with testing crap and i just accidentally picked the wrong mod folder for gay jonkler lmao
i could just go into the userconfig file but being able to do it in editor would be less of a hassle
Yeah, definitely. I just haven't figured out the best place in the UI to put project config editing.
right click project on load project screen
Yeah, that'd be simple enough ๐
OK, they're in! The Fd__ enum is pretty incomplete, because most of the values don't actually appear in any vanilla events. But I tried to fill in the ones that are used, and leave the rest as a fun mystery for later....
oh boy lol
You should be able to just put in the default...? Although possibly that would play weirdly if it doesn't have a fadeout table entry.
mainly will be using the train fadeout since I'm doing confidant events
probably the people walking too
Then making the table entries for the events and leaving the the fade-in and fade-out Fd__s at the default is probably your best bet. (Or however vanilla confidant events usually do it ๐ค)
I'll take a look see how they handle it
also as a minor thing since i was just rapid fire opening and saving a bunch of gay jonkler evts to try and clean up corrupted values: i think id prefer if opening an event didnt close the event selection window, and possibly also if you could hit back on the event selection window to return to project list (if you loaded a project rather than creating one)
gay joker: I'm gay
I'll check out the update tomorrow. I shall try and break it as much as possible.
It's true in all of my fanfics, at least ๐
i have the disease where all of my fics end up with some element of akeshu longing, or at least they would if i had touched them in the last year
even gen fics can't escape shuake
theres this yaldy ending fic idea that keeps nagging at me to write or at least outline it and then i never do
needless to say, it would have akeshu grief
The one published fic I have is ostensibly ShuAnn, but it's them bearding each other ๐คญ
snrk
I'm writing a shuake streamer au but I plan to make it spicy so it won't go on my main ao3 
I've published a couple shuake fics
one of them is unfinished and idk if I'll ever finish it
I think there's some overlap with mod makers
making mods is basically another form of fanfiction for me lolol
I don't write fanfics
i follow this thread mainly because i have mod ideas that are basically fics in mod form 
wouldn't the femc mod count as an AU fic 
maybe
i want to say getting into modding sucked up all the energy i was putting into fic writing but tbh im noticeably more productive as a modder than i ever was as a fic writer lmao
writing is boring modding is fun
im not entirely sure why but fucking around in flowscript just feels good
write fanfic in flowscript
True....
true...
same
the concept I came up with https://discord.com/channels/746211612981198989/1422815083180068875 is 100% just a fanfiction I wanna make a mod
literally same
i can make mods easier than I can fics
AO3 browser mod for p5r
buy an AO3 acc from Tanakas shady website to gain access
decreases your social stats
Akira shows fanfic to akechii like "look :D"
i feel like futaba is the most likely to have an ao3 acc
this is basically the premise of my streamer au tbf
of course she does
She created ao3
she writes some mean featherman fanfiction
that implies she was a hard-core Sam and Dean shipper
ao3 was made by wincest shippers who were being chased off other sites
beware asking to see her private bookmarks :)
She's definitely into some insane stuff 100%
i was a homestuck girlie not a superwholock girlie 
I wasn't sentient for tumblr era so I watched supernatural very recently and Sherlock a few years ago
Tumblr was like 2010 right
I was 3/4 years old
i read homestuck in 2013 at age 13
I had a PC around that time tho. I've been a gamer my whole life
I just played p3fes in 2013, yeah definitely didn't have a pc then. 2014 was the year I think cause I was really into fnaf when it got big.
I was playing animal jam mostly
I was into creepypastas and shit for a while. yes while I was 4-6 years old
i dont like being the old one here ๐ญ
I made my mom watch jacksepticeye play fnaf cause I wanted to show her how scary it was.
I wish I was born in your era honestly
I would've had a field day on tumblr
instead I was a dream smp girlie
Don't worry, I'm much older than all of you ๐
my condolences
ywah
I was 13 in 2020. it was bound to happen
any teenage girl on the internet in 2020 was going to be infected
I'm used to being the youngest lol idrc how much older anyone is
I was pretty into that part at the time but only really for technoblade and callmecarson
minecraft mondays were so fun to watch
tumblr is still up you can make an account whenever
I didn't like dream. I mostly watched the "other side" with ranboo, wilbur, tommy, tubbo, philza, etc
a shell of it's former self
like every big website online nowadays
I have a Tumblr but I don't use it bc I use twitter
and yeah it's a shell now
futaba really is just "what if persona fan, but girl" with mishima being "what if persona fan, but guy"
all i use shitter for is liking random shit that gets linked to me
futaba is girl autism incarnate
Nah, she's like half of it. Since she quickly gets her heart changed.
only inaccuracy is futaba isn't non binary
pilza and wilbur were pretty cool, didn't really watch the others.
...are you aware of wilbur's allegations
yeah he's still goated
I was only really staying around for techno
I used to be such a huge Wilbur fan I was so devastated when it came out he was an abuser
I remember the day techno was announced dead so vividly
that marked the death of the dream smp too
I know, I was secretly hoping it was all some prank or something. I didn't really care if it would be a bad thing to do I just really liked the guy.
It was already kinda dead by then tbh
yeah 2022 it was really starting to die off
I couldn't believe it either. it doesn't feel real when you've never met them
Yeah, even though it's been so long it's still unreal that it happened.
I've accepted it at this point but for a few years it didn't feel real
Maybe one day he'll figure out how to revive himself.
heh
ok looks like gay joker already has fade out commands but they're fade to black
idk why my entry into the fadeout table isn't working
while I was testing the fades, I noticed the model scale looked a bit different. This is what it looks like set to max now. Which is way bigger than before.
shame that it seems like fade ins and outs don't appear when loading an event.
Hm, are you testing the fade commands using longer durations, or just a single frame?
I was just using the original fades from the actual event. Which seem to have it at 30 frames
I see 
largizawa
hugeizawa
can't be as tedious as everyone is bald mod
true
everyone is fucking huge would be apart of a randomizer mod
Isn't there a randomizer for p5r?
yeah
Do they work when put in the middle of an event? There's a few places in vanilla events where that happens to break up a scene.
i'll check rq
I don't think it worked. Let me try some other stuff
Baffling....
I'm trying to think of events that have them so you could copy/paste or mess with them directly... I know Ann's rank 10 has a few brushstrokey ones, and Akechi's rank 2 has some flashbacky ones.
I shall see
So it does require non mod menu events for it to be seen. And this is what happens with no fade-in
ah so maybe that's why I couldn't see mine
Yeah for some reason I guess it just skips fade-ins/outs
Oooh, that makes sense.
Fade-in/out logic breaks a lot, including going in and out of battles without prefacing events....
time to test the untested fades
untested #1 with the unknown checked on
seems just like default
untested 2 also looks default
5 fade-ins in a row surprisingly doesn't crash the game
futaba suddenly just becoming large killed me
I wanted to make greentaba to see if I was editing the correct event. But I couldn't remember what command it was, so I made largetaba.
her arms look so long like this
untested 3 is actually different, forgot to record it
Does unchecking the Unknown do anything? ๐ค
i'll do that in a sec but this is untested 3
this is untested 3 without the unknown box ticked on.
Omg....
I have never seen that before in the game! I mean, obviously. But it's kind of wild.
So maybe the Unknown check is Use Non-Default Transition? if un-checking it makes it the default again....
untested 4 looks exactly the same as 3. I'll tick the box off this next time to see what happens.
untested 4 unknown ticked off
this is apparently screen wipe 1
Hmmmm, certainly not, huh ๐
But I am suspicious that these all are the same now.
Makes me wonder if I'm parsing this correctly at all....
Maybe certain fades require different things inside the EVT to be turned on?
Off the top of your head are there any events that use screen wipe?
I think Ann's rank 10 used one of them.
Let me check
In the middle of the event, though, not at the start.
it uses 'flashback' halfway through
2 of them actually, fade out is in front of the fade in
actually it's a fade out sandwich. 2 fade outs with 1 fade in in the middle.
I did the romantic version of rank 10
so maybe it's different
E706_100?
Oh, I see....
Okay, yeah, 103 does have flashback. Phew.
but at different positions? Guess they didn't take out old versions
Hmm? I mean, it has a transition out and in, like a little scene break.
Oh, you mean the models.
yeah
Yeah, no idea on that!
it took me this long to realize thats what that thing blocking out the sky was LMAO
Wanted to test it but it seems like fades inside of an event do work. So it's only just the starting and eding fades that don't work with a mod menu.
This is the velvet room fade-in btw
@faint plinth looks like I was correct. There is some specific thing that needs to be turned on to make different fade-ins/outs work.
untested 3 seems to be a metaverse fade in now.
oh right this is fade out, forgot they changed the positions of them in the evt
i'll retry untested 3 fade in
Hmmmmm. Does it need to have or not have an entry in EVTFADEOUTTABLE?
Well i'd assume both that futaba rank and this ann rank would have entries in it. I guess I can go check
where is the fadeout table located?
nvm
is 010 editor used with it?
I can check. Which was the Futaba event?
709_020
Hmmm, they're both in there. The Futaba one has a value of 16 (Flashback fadeout (screen goes white)) and the Ann one has a value of 8 (Train Transition).
I see
Are you sure the other transitions don't work if insterted later in the Futaba event? And do the custom ones actually work at the start of the Ann event?
I think changing the fade out to a fade in changed the skybox
i'll try it after seeing untested 3 fade in
should've recorded that, but it is different from when I tried it with futaba
It just skips the fade in with no whiteout
I don't think they play in the futaba event. Or atleast nothing happens when it's added in
gonna see if I can edit the event to be more like the ann event
okay, so you HAVE to have fade out first for the fades to work
but then I wonder why the starts and ends dont work changed
oh actually I might know
I think it's because of the frame duration
every fade is 30 frames from the looks. So that might be why. Cause I initially deleted the start fade in and never set the frame duration back to 30.
looks like it. Cause this is untested 3 now that it's set to 30 frames.
he's into to taller women
as he should be
i think the problem is the incorrect/no entry in the evtfadeout table
https://github.com/DeathChaos25/p5rpc.evt.fadeouttablemerge you can use this for simplicity
It's a vanilla event. It shouldn't be invalid.
i meant like changing the fadeout in the evt but not the one in the table
that's what i meant
then yeah
you changed the evt but not the table so it bugs out
no it works fine now. It just needs to be fade out rather than fade in
like for example they have out-in-out for the ann fades. And that seems consistent since futabas actually also had that.
this is so complicated and for what
Yeah it's so weird.
It does seem like you can get away with just having out-in. But I haven't fully tested it.
And yeah it does seem like they require a 30 frame duration to work correctly.
Fascinating and so specific....
I don't want to merge it right before bed in case I missed something major, but a PR is open with a few requested QoL improvements:
- "Add New Command" modal now only shows command options from the category in which the user right-clicked for the menu (as opposed to the huge list of all commands)
- Script load order should now be consistent + modded ones should take priority for showing up in the timeline
- Projects can be deleted by right-clicking the entries in the "Open Project" menu
The branch ispsy/misc-qol-improvementsif anyone wants to give it a go, but I'll hopefully get to double-check it and merge sooner rather than later.
I'll check it out
So I kinda forgot about this (because I was working on other stuff). Trying to do git checkout and it's saying not a git repository (or any of the parent directories): .git
git checkout psy/misc-qol-improvements this is the command i'm doing currently.
I don't think i'm doing anything wrong.
Hm, are you in the right directory?
That generally means you're not currently in a git folder.
Yeah, it would always work after you git clone https://github.com/DarkPsydeOfTheMoon/EVTUI.git
i'll ty again maybe I got it wrong
And then cd EVTUI.
it does that automatically
If that's not working, then it's very odd.
oh, I guess it doesn't do that this time ;-;
now it works
idk why that hasn't been an issue before.
Seems like some one-off issue with the clone, maybe ๐คท
Oh, I should clarify the message for deleting projects to be clear it's only the EVTUI metadata, not any files being deleted....
Just have it fully delete your project
interesting
tried to have it run, and it 'can't fine the project'
Gotta run it from within src/gui/!
Yeah, raven and oceanstuck were requesting this. Useful while debugging, I think.
Haha, all good ๐
Actually you could have an option
either fully delete or semi delete
so I tried deleting a project then loading a project and it crashed.
As in also delete the directory? Yeah, I suppose, but seems risky, lol.
Just a thought, it's not a big deal tbh.
I could hide it under an extra menu so no one clicks it by accident, but it does seem like a nice option to have.
Hmmm, do you have the UserLog.txt from the AppData?
Huh...
You should make a .old long for previous logs. Cause I didn't get it in time so it overwrit the old logs where it crashed
Ah, yeah. I could make the logs datetime-specific, but I didn't want them to take up too much space. But probably some extra older logs would be good to keep around.
I mean reloaded does it and no one complains. So I think it should be fine.

I did it again and it doesn't crash? I guess maybe that was some sort of fluke?
๐ฅฒ
That makes sense, yeah, since I haven't implemented those commands yet. It only includes ones that I have implemented.
okay, just making sure
Yep, thanks for checking!
modded ones should take priority for showing up in the timeline
what exactly do you mean by this bullet point?
when you click the on the message command the msg from the edited bmd will show
Yeah, it's been prioritizing the vanilla BMD for display in the timeline.
Which is annoying... and hopefully not a problem anymore ๐
I see
out of curiousity how would you handle rendering the evt in the program?
Interesting, new events with different ids from vanilla actually show up on the list now.
Yeah, I added that a month or so ago! ๐ Related to picking up modded models.
Damn, I did not see that. Cool.
Basically building off of the model previewing. I'm working on getting model positioning/rotation to work, but it's not reeeeally built into GFDStudio, and I'm not a 3D modeling person, sooo. It's a little slow-going.
yeah it sounds like a pain
I may or may not be a 3d modelling person, unless you mean coding it...
Unfortunately I do mean coding it 
in that case, I was never here
I'd be down to do it if I knew how to.
Doing that python stuff before was hard but fun at the same time.
i did a little bit and i mean very little coding trying to get configs working
c seems very straightforward though
Alas, Pherakki and his expertise here are pretty unparalleled, but I never met a programming problem I couldn't eventually hack ๐โ๏ธ
pherakki?
That reminds me, has he said anything since he's been gone?
Creator of the GFS tools for Blender, and my partner in crime for EVTUI. But he's been AWOL for a few months ๐
No word, no.
:/
Went insane creating rendering for EVTUI. Happens to the best of us.
Also on that topic, I know you had a specific idea for the rendering that we disagreed on. Are you still thinking of doing that?
where you had the render tab essentially be a last minite check of your stuff and had the models be their own render checker instead. Something like that I think
Oh, right. I mean, it's hard to promise anything one way or the other on that, since the structure for rendering beyond previews just doesn't exist yet.
I would love for it to be a thing you can easily scan through in the timeline view, but I gotta take it one step at a time.
I see, was just curious since it's been a while.
I promise to make it as good to use as I possibly can ๐ซก
I believe in you Ajda. Hopefully Pherakki will be revived and not be AWOL anymore too.๐
peak programmer mindset 
Figuring out model rotation is... going great....
strechkechi's energy lives on
astretchi
I think I've figured out model positioning, but something tells me I don't have camera positioning just right yet ๐ค
I guess this is now for an Arcana-swap story mod where Akechi is the Hanged Man ๐
Akechi but he's inexplicably always handstanding.
akechi is very skilled
Oh god, why are cameras so complicated and different in OpenGL vs. Blender ๐

TBH, if anyone wants to help figure out how to make sense of the camera positioning given in the EVTs, it may take a village 
Like, even trying to block things out manually in Blender, I can't quite figure out how to translate the numbers in CSD_ commands into something replicable with an OpenGL or Blender camera.
What specifically is getting you hung up?
OH MY GOOOD I FIGURED IT OUT. The camera was rotating after translating, so it was rotating around the origin point instead of around its own center. Rookie mistake but OMG that was driving me insane.
Anyway, model and camera positioning soon :3c
It happens, glad you were able to fix it nontheless.
omg camera!!
Closer to render preview...

Well, while I work on re-wiring stuff to make position updates more responsive / not-hardcoded, I merged that miscellaneous QoL PR. Filtered lists of new commands (requested by wisteria), script loading that prioritizes modded files in the timeline (requested by raven), the option to delete project data (requested by oceanstuck)... hopefully those should make for some nice incremental improvements.
yesterday i found an event bmd with no corresponding evt and now im wondering whatd be the handling of this
obv itd have to be a "new" event but would you like. see the existing bmd (or bf, or w/e) in the tab
I think you would, yeah, as lond as it had the matching event ID naming pattern. I haven't tested that case, though.
i would imagine so given you cant directly create new events from gui
I'm still having the issue where even when I compile a bmd/bf and and save it in the gui, it just doesn't save
I'll try and see if I can get details later
you need to press the little wrench icon at the top left in the script editor
do you only hit save all?
hmm
I compile bmd then hit "save bmd"
try doing save all and see what happens
I'm gonna take a nap I'll do it in a few hours
okay
Did you set up your project to use BMD emulation? I could have gotten something mixed up in one version or the other.
I think I usually have it checked for my test projects.
(You may need to peek inside UserCache.yaml in the AppData to confirm this currently. On Linux that should be ~/.config/EVTUI/UserCache.yaml.)
It may be that if you don't have it on but do have a matching .msg in the mod files, it picks that up for reading but not writing the files ๐ค
Tbh, I bet it's either this, or there are multiple matching .msg files and it's not consistently reading from / writing to the same ones....
random aside but i'm very glad you're supporting linux. every other modding tool i use is windows only
i tried to build atlus script gui from source yesterday but it uses net 4.8 and 4.5 which is windows-only
looks like that's not the case?
- Name: R&V Male Romance New New New
Notes:
Game: /run/media/raven/Josuke/SteamLibrary/steamapps/common/P5R/CPK
Mod:
Path: /run/media/raven/Josuke/Reloaded-II.5/Mods/p5rpc.event.r&vmaleromance
Type: Reloaded
Frameworks:
P5REssentials: true
AWBEmulator: false
BFEmulator: false
BMDEmulator: false
Ryo: false
LoadOrder:
- <PRIMARY_MOD_PLACEHOLDER>
Events:
Pinned: []
Recent:
- MajorId: 718
MinorId: 102
- MajorId: 707
MinorId: 101
- MajorId: 814
MinorId: 73
- MajorId: 807
MinorId: 73
- MajorId: 754
MinorId: 113
- MajorId: 754
MinorId: 110
- MajorId: 752
MinorId: 140
- MajorId: 751
MinorId: 100
- MajorId: 750
MinorId: 13
- MajorId: 707
MinorId: 1
- MajorId: 749
MinorId: 11
- MajorId: 747
MinorId: 6
- MajorId: 707
MinorId: 2
- MajorId: 718
MinorId: 90
Notes: []```
Ooh, it is off. What happens if you change it from false to true?
Basically, I should (a) make sure it's not reading from .msg files if emulation is off, and (b) make emulation more easily toggleable in the UI.
You could just make all of the frameworks toggleable? Except p5ressentials of course.
If anything, Linux users get the first class experience because that's what I develop on (and I have no way to test on Windows directly) 
Yeah, I need to make project configuration editable more generally....
It's not a big deal currently though. Since now you can delete projects and just redo it.
Now that I mention it I don't think that was tested.
True, but it'd be nice not to have to do that ๐
but i don't use bmd emulation?
well i'll do it see what happens
Are there .msg files in the mod directory anywhere?
let's see
yes i leave the msg files out so i don't have to decompile all the time
is that it?
Yepppp, that's on me... I don't actually check whether it's on when searching for the files....
I should fix that, ahah...
glad we solved it then lol
Just tested it. It seems to work fine. I was able to convert an old project to use BFemulation.
i use script gui and evtui. i don't think it's worth it to open evtui sometimes if i just wanna make like a mintor change to the text
i also stopped using evtui to edit bmd's because of this bug
I mean, it's a very annoying bug, so that's fair, lol.
Hopefully it won't be too hard to fix ๐ค
i lost my whole edited bmd once... i had to rewrite the whole thing from memory ๐ฅฒ
๐ญ
i think it was ryuji's festival event
I'll let you know when I have a fix in ๐ And hopefully that will be the last time a script gets overwritten like that ๐ฅน
if ur making a console mod i would assume you would not want persona essentials
although i would guess console support is on the backburner anyway
btw are you working on the drag and drop thing? so you don't have to cut and paste if you wanna move a command?
I'd much rather have render preview tbh
well yeah that's priority #1 lololol
Drag and drop is hard, lol. I'm not working on it at the moment--yeah, exactly, to prioritize model/camera positioning ๐
As soon as that happens, you could just stop updating and it would still be peak.
i see i see just wondering. you can work on that after render preview heh
ok man idk about that LOL
๐คญ
Not having to open up the game 50 times would be a life saver
yes
I do really want to polish the timeline editor, but yeah, I think that'll come after there's at least good positional previewing, if not relatively complete rendering.
Nonetheless you're doing an amazing job ajda.
after render preview official release...? hehe you'll get a spot in #p5r-resources
very true
https://discord.com/channels/746211612981198989/1062325318083428363 it'll be here though. That's archived resources.
it happens lol
I have the skeleton of console support in place, but no real way to test it... so, yeah, theoretically it works fine, but it's on the backburner. I think I intended it to work if you just uncheck Essentials, but I haven't tested that in ages, so god knows what that does at the moment, lol.
I could add it to the resources thread whenever, really, but I want to wait until there's a release ๐
for console support theres both switch and ps4 too and ps4 has more shit in paks
although i think not a lot of people mod ps4 p5r
Oh, right, the PAK stuff.
since it requires vlc how will you manage that in the release?
Still should be manageable, but yeah, no way to test....
since you won't be doing the patches
Linux users still have to install that separately, yeah. Fortunately, Windows users do not, iirc.
(im not rly sure how ps5 is structured but i also dont think anyone cares about it or even know if its moddable at all lol)
ah
iirc ps4 and ps5 p5r are the same now(?)
Not much for it, but I trust Linux users to be able to handle that ๐
they don't for windows
Honestly the only reason I haven't switched is because I've been ingrained in windows stuff for so long.
speaking of this i can't believe it was 30 fps on a ps4 until this patch
The human eye can only see 30 fps of course
You're right, they can only see 15 fps.
o h god
The way I check is based on the emu folder not existing, rather than checking the project config... although that gets set within the code based on the project config ๐ค so I'm guessing there's some kind of fun little edge case buried in here....
If I can't recreate it, I may ask for a zipped version of your working directory.
is it because i have pak and bf emulation? the file emulation folder does exist there's just no bmd directory
https://gamebanana.com/mods/617413 and here
Very probably. But I did seem to consider that in the code, so I don't know yet why that's not working.
Are the .msg files also in there?
I meant in the GB version of the files, lol.
yeah i released that lol
Okay, cool.
(it'll be cleaned up once i'm completely done lol)
For my purposes, it's helpful that they're there ๐
...OH......................
The problem is even dumber..............
It literally does not save the file if the CPK name isn't EN.CPK................................

Hardcoding strikes again!!!
And my comment shows that I knew that when I implemented it, but. Lol.
@rocky kelp Okay, the fix is in! Saving BMD now specifically saves the active file, i.e., the one you have open in the script editor. The compile/save flow for scripts is still pretty unintuitive and needs streamlining, but at least this should unblock you ๐ Let me know if it seems to work!
from what I've seen TODO is rarely obeyed... lol
I feel for programmers
I'll check it out tomorrow. thank you ajda!!!
case and point
https://youtu.be/QZ6rLbu4LQw
Michael performs some code review at Rockstar Games.
Take-Two, pls don't sue me. ty!
Thumbs up the video for more content :D
http://www.youtube.com/subscription_center?add_user=kpjVideo
warning: use of the r slur... this game was made in the 2000's
wait so if you edit, like, base.cpk ver of a file, compile and save, then do the same for en.cpk version, does your mod then have base.cpk and en.cpk folders both with bmd of same id
Yep!
...Not ideal, but better than before where it would literally only save the EN.CPK one (if it existed), whether you worked on that one or not ๐
The script editor interface needs an update for sure. More intuitive saving, custom CPK folders, better emu interfacing... I have some ideas, but I don't have an exact redesign in mind yet.
thing is im not sure what happens if you have two persona essentials cpk folders editing the same file, ive not seen it done and i dont think it should be done
my guess is itd either try and merge both (risk of getting wrong one and perhaps even a race?) or just die
It is definitely not a good idea, lol. But ๐คท I don't know the best way to prevent/discourage it without being annoyingly limiting.
Possibly a warning if multiple mod files are found for one pattern. But IDK if I want to fully prevent folks from doing that if they want to mess around with different edits in a single project (e.g., with the intention that users will only use one CPK folder or the other).
Have it kill the user whenever they try it
An "are you sure" popup where the "yes" button just has a gun icon....
You could probably just add a disclaimer to it "Please don't do this i'm not responsible if you don't follow this" etc
Thinking about it an faq section might be good to have eventually.
Docs, definitely... I also kind of want to build as much documentation into tooltips as I possibly can.
But it's not really worth doing until the UI is relatively finalized for a release.
You're a saint ๐
You're more of a saint than me.
if its multiple language versions then id probably just move the non english ones to localization framework tbh (this goes for if theyre using merging too)
which is another can of worms
if the modder is doing it for some other reason though then yeah a warning
Localization Framework compatibility is also on the ever-growing TODO list, lmao.
the // TODOs must flow
I wish I had coding knowledge, i'd love to help out.
Digging up a super old post lol because it relates to something I've brought up before but am strongly considering now as I figure out how to fit in a rendering panel...
Would it feel right to move the timeline command-editing popovers into a side panel like this? It may cram the timeline a little bit, but I figure it'll overall be a little less jank than the current way things work. And possibly lend itself more to an eventual rendering panel that sits on top of the timeline. I could be convinced there's a better way, but IDK what it would be.
I forgot I made that lol.
In any case, what exactly do you mean by 'rendering panel'? Just so we're on the same page.
I'm thinking about timeline layout in general, including the possibility of a rendering panel at the top or bottom that shows the previews -- whether of a single model (as is currently a popover on top of a popover) or the full current scene.
And regardless of that, ways of making the timeline a little more reactive and navigable. Like right now, commands with a long duration have weird behavior re: where the popover shows up. And also it's annoying to have the command editors close any time I tab out of the app.
So, kind of all that taken as a whole.
I see, I think it could work. At least it does fix some issues like the popups.
Unless people prefer the popups, I guess ๐คท
Maybe just prototype something simple to get a feel for it?
I wouldn't personally (that's why I made that original concept). But I'm fine with whatever.
Sure, I could cook up a branch to show how it would look ๐ค
awesome
I mean they're okay but the side screen with multiple entries seems great
Cool ๐ I didn't think people were too attached to them, but enough people are using the tool now that I didn't want to change it without checking first.
Yeah... really hoping he's okay ๐ฅ
Didn't you guys meet in person? Or was that just a vacation thing?
We did meet this past winter, yeah.
I assume you both don't live in the same city right?
Nope, not even close. I haven't heard from him any more recently than anyone else has ๐คท
Damn, do you not have like a phone number or something you could use to try and contact him?
Just Discord ๐
That's surprising honestly, but I get it. Hopefully he comes back soon๐
This only works on p5r right now right?
Yeah
P3R support would be nice
Pretty sure theres a whole bunch of documentation on event editing for p3r
Either way I'd much rather have p5r finished before other games are considered tbh.
Definitely focus on one game but other game support afterwards would be so nice
I mean, there already is an editor for P3R, isn't there?
Yeah iirc you just have to do a couple things to make it work. I saw some other people try it out before on the femc reloaded server.
#1273169795860398101 message this is it I think
yes (you can edit events in unreal engine's editor)
sometime in the future I do intend to add metaphor support for evtui since it's similar enough to p5r that it shouldn't take too long
Ooh, hell yeah ๐
Getting wet 'n' wild in this branch ๐ฅด
But I do think this timeline redesign will be worth it once I can sort out the mess.
yooo!!
oh the popup is being killed?
thats something im a little conflicted on, i dont really like the idea of the content constantly changing size
for editing software its not that big of a deal bcs the timeline never changes size (in vegas pro, premiere, and iirc davinci)
you could just make that side window static but that seems like a massive waste of space
for editors it works bcs there's always something useful on the side windows
I'm conflicted on that, too. My instinct is to make it an optional panel but open by default so things aren't constantly changing size... and possibly other stuff (like the current content of the Assets tab) could cover part of the space...?
yeah, although maybe the tabs like scripts and render could take up space on the side there kinda like how video editors have multiple things on the side (i am getting way ahead of myself though)
hmm
well i think as long as you can like
resize the side window it should be okay
and i think the timeline should ideally have some kind of zoom in/out feature
Resizing is hard ๐ฅฒ But I think for a side panel like this it should be reeelatively simple to do. (Less so for a more granular zoom on the timeline, unfortunately.)
Screen real estate is at a premium here, but the popups closing every time you do literally any other kind of input or click is really annoying ๐
The position of the rendering panel as viewable from the timeline was what I was especially debating. Right now that little "hiiiii" panel up top was where I was thinking of putting it (a la Premiere), but I could be convinced to put everything in the side panel. I guess it depends on whether vertical or horizontal space is more valuable when looking at the timeline.
(Also keeping in mind that screenshot is not with the app at fullscreen, so the timeline will have much more room to breathe if you actually increase the window size.)
Oh yeah no worries, I'm very much thinking of this from a video editing software perspective since that's the most experience I've had with timeline based UI ๐
I do want to make sure it feels good to use for folks who are used to video editing software (since that is the most comparable type of tool, really), so this is all very useful stuff to share ๐
ended up poking around in gay jonkler on a whim
im realizing there isnt a good way to view vanilla bmd with cpk folder as en.cpk, which is where it exports
which is one thing, but i also yeeted unchanged messages from my .msg file because thats how youre supposed to use bmd emulator and now every Msg_ command that calls a vanilla message looks like this
im afraid to know what happens if i actually export evt like this
how do i know which local data this is referencing?
Yeah, that level of emulator-friendliness still needs to be implemented... I don't think it would be too hard to get something basic working re: importing messages prior to compiling, but what you're seeing is expected (albeit annoying) for the time being.
yeah, i figure
I wouldn't worry about exporting, though -- all that stuff is just a preview, so as long as the scripts look like you expect, all the EVT knows is the message ID.
id and label i assume
Yep! Although...
...hm, no I think it's fine as long as the msg compiles, missing vanilla lines and all.
The local data is referenced by Conditional Index there, and the value usually gets set by selections earlier in the EVT.
hm
So, some earlier Msg_ should have a selection attached to it.
the local data always seem to start with 0 instead of 1, so it's referencing the first slection and the first option
i know about zero based indexing
thats not what i was asking about
enough time writing code will beat it into you unless youre yanderedev
i was asking about like, the bf for this sets local data 43, 44, 45, 46 for dating the girls, which is presumably referenced by the Msg_ commands for their marriage reactions
the evt already has Msg_ commands for ryuji and yusuke but the bf doesnt actually have any comparable flowscript for them so i added EVT_SET_LOCAL_DATA for them too, except i have no idea how to check in the evt which item of local data each of them (or the girls) is using
(this is the study session right before depths)
its not the value of the local data im asking about, its the index
like how do i know if this is checking value for the first thing or the second thing in this image
I'm not 100% sure of the correspondence between EVT commands and flowscript, but I'd guess that EVT_SET_LOCAL_DATA(47, 1) would mean that, in EVTUI terms, Conditional Index [47] == (Conditional Value) 1.
So... if the index is zero in the EVT, then I wouldn't think it's checking either of those.
Still not sure if I'm answering your exact question ๐ค
maybe gay joker did a fucky wucky
no that screencap is my flow, im asking because i dont understand what the evt itself is doing
to give full context, the evt plays the sel for the marriage dialogue, runs this flow procedure (my edits at the bottom although im realizing now that 47 is used for something else already), then for each girl (+ ryuji and yusuke in gay jonkler) runs one of 3 Msg_ commands depending on what the player answers
the conditional value matches the option you picked but the conditional index is 0 for all. im guessing maybe conditional index 0 is for player's answer to sels since it's also 0 for an earlier sel, but then what are these EVT_SET_LOCAL_DATA calls doing? where are they used?
because obviously your teammates dont have dialogue period if youre not dating
Oh..... I know what the confusion is. I don't think the Msg_ editor UI (which is very old and needs an update) actually shows the fact that EvtLocalDataIdSelStorage is explicitly defined for each selection. Meaning...
im guessing maybe conditional index 0 is for players answer to sels since it's also 0 for an earlier sel
...that's often true, but it is defined on the Msg_ command with the selection in question. And I think I left that out of the UI for some reason ๐
I had to check the code to make sure, lmao, but yeah I see why that would lead to confusion 
As for the other local data, I'm not sure where they get used, but my guess is if you look through all the commands, some model loading + message commands (maybe even some frame jumps?) would depend on those. i.e., things that would change to make characters show up or not.
oh i see, there are framejumps that activate if local data for a certain id is 0 (ie. not dating a given character)
That's what I'd expect, yeah.
gay jonkler evt seems to use 41 for ryuji and 42 for yusuke so i guess thats what i should go with
im just going to assume those arent used for anything else
also, idk if the behavior changed on accident in the last few commits or if ive just been a dum-dum but im noticing
i dont have to select cpk in the new project window to avoid crash, i just have to open window for new project or load project and then close it again
...The other thing is, I'm pretty sure it's possible to condition commands on global bitflags, so I don't really know why the extra step of setting local variables based on bitflags was necessary in the original event design 
Unless it somehow doesn't work in the release version of the engine ๐คท But it definitely is in there as an option....
maybe that was it. almost all the time they check for rank 10 as well
cuz evt's can't have 2 conditionals, so they make a local data factor too
but then why does the final version not have a rank 10 check...
bc it wouldnt matter for something like this tbh lol
its not a full on date its just them being sad for 2 seconds if you say something careless
I mean they're not in a relationship "officially" until rank 10
thats. not rly true lol
that's the impression I was under
tl;dr this is a very small moment and the characters would prob react the same whether they were at rank 9 or 10
ignorant fans: there should be more unique dialogue for relationships!
what goes into making unique dialogue:
(tbf if they just used the bitflag conditional it wouldn't be that difficult)
...I wonder if it would be helpful to rework the conditionals UI to look more like the equivalent flowscript functions...
...but it looks like there's both EVT_GET_LOCAL_DATA and EVT_GET_LOCAL_COUNT, and I have no idea how those would be different ๐ฅด
Unless that's the baffling "animation count" in the enum that I got from the beta editor and also have no idea what it means....
......nope, there's also EVT_GET_ANIMCOUNT ๐
I think the conditionals look fine. changing the name to "reference local data (conditionals)" is the only change I'd recommend
putting a message here for later.
(Probably the best way to make things Switch-compatible would be for me to figure out how to use my own Switch copy of P5R as reference, because I do have it, but I've never done any Switch modding before and it sounds intimidating ๐ )
well fwiw I've been using yuzu
...hm, I wonder how far you'd get by just selecting P5 beta build when dealing with Switch files. Since those are also encryption-less....
Probably I have some hardcoded assumptions about ADX instead of HCA, but other than that....
Moving this thread here...
but that still shouldn't have caused an error because the original one still existed, it just lacked the second line
[Go to message!](#p5-modding-chat message)
@jolly epoch, if you're able to find your EVTUI appdata and send it over, I'll take a look and see if I can find anything.
lemme see
is everything local or does it go to the appdata folder?
In your appdata folder there should be EVTUI/UserLog.txt, I think it's called.
It all goes into appdata, outside of stuff in the mod directory.
Loading C:\Users\AvgSpy\Documents\GFD\EVTUI\src\gui\bin\Release\net8.0\win-x64\libvlc\win-x64\libvlccore.dll Loading C:\Users\AvgSpy\Documents\GFD\EVTUI\src\gui\bin\Release\net8.0\win-x64\libvlc\win-x64\libvlc.dll [Binding]Error in binding to 'Avalonia.Controls.DataGridCheckBoxColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridCheckBoxColumn #54749715) [Binding]Error in binding to 'Avalonia.Controls.DataGridTextColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridTextColumn #22985394) [Binding]Error in binding to 'Avalonia.Controls.DataGridCheckBoxColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridCheckBoxColumn #60141268) [Binding]Error in binding to 'Avalonia.Controls.DataGridTextColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridTextColumn #4400500) [Binding]Error in binding to 'Avalonia.Controls.TextBox'.'Text': 'Null value in expression '{empty}' at 'newProjectConfig'.'(TextBox #66729601) [Binding]Error in binding to 'Avalonia.Controls.ItemsControl'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ItemsControl #63695501) [Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #36388601) [Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'SelectedItem': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #36388601) [Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #3475410) [Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'SelectedItem': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #3475410)
that's what the log says
Lmao, yeah, there's a lot of that on Windows at the moment. I might he able to find something more meaningful if you attach the full file... unless that's what's right at the end of the file?
that's the whole log
I deleted the metadata to just start over so I don't have more than this
Oh, the metadata clears itself.
It'll only contain logs from your last session, so the best time to grab it is right after a crash.
well I deleted the project since it wouldn't let me make a new one in the same directory and the old one wouldn't load
Ooh, gotcha.
You should be able to right click and delete projects from the project selection screen now.
that's what I did
which is why idk if there's anything else I can really show you rn
Gotcha. So it's not crashing at the moment...?



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