#EVTUI (Visual event editing tool)
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Yeah but pronouns
will kasumi be saying he lmao
Since I'll be using he/him for any custom events
If there's a reason to
Which there will be
Since I wanna use a bitflag that checks if you went with her on hawaii
And use it for some custom dialogue in the gift shop
i was thinking the same thing for the festival
i should sleep too
shusumi yuri or ryuji...
well do you prefer pegoryu or ryuann
(ryuann is pretty popular amongst shusumi fans, but idk if my view of the popularity is skewed)
lol
yeah but if you like pegoryu better you could do ryuji and if you like ryuann better you can do shusumi
i prefer pegoryu
ryukita
gosh I can never remember pitch yaw roll
i think if i had to pick a ship itd be either ryukita or ryusumi
i guess ryuann for third place but shihoann better
this all assuming that poly is not an option though lmao
tbh i probably shouldve included an asterisk with ryusumi about how i probably would be attached to it if theyd integrated sumire better since then thered probably be a dynamic you could see instead of just having to imagine it could happen
if I haven't made it obvious enough yet, shusumi is top tier for me
like why didnt the two athletes on your team have a hangout or a mementos conversation about hitting the gym and sharing warmup tips or something
well the game kinda pushes ryuann unironically
not as much as like naoto x kanji or anything
but quite a bit
but yeah it feels like Sumire is more just Ren's friend rather than being a friend of the group
i feel like if i bring up biromantic kanji i basically have to turn into that one will smith men in black 3 joke or annoying people will think im a persona fan
pansexual kanji 
Kanji's naotosexual (literally the only person he's interested in throughout the game lol)
he never said he didn't like guys, just that it didn't matter and his insecurities had nothing to do with that
"it doesn't matter if it's girls or guys, I'm just scared shitless of being rejected" or something like that
btw raven, was it you who said you didn't like having to load into the game constantly to check positions?
"and if you see a guy who likes sewing, that does not mean hes into men! ...i am into men, but not because i like sewing"
LMAO
yeah
I have a protip for you
er what
I have the scene loaded into blender on a second monitor
so I test positions in blender and then copy them over
how??
you load the GFS file for the map into blender, the assets you want to use, then you test positions in blender and copy over the coords
y is up in p5r's engine and z is flipped though
pitch is also flipped, just checked that
yeah y is almost always 0
but yaw matches up
idk about roll
well I say that because z is up in blender
anyway, this is how I test coordinates so I'm not loading into the game constantly
I always thought the scenes in p5r were just 2d
I know some of them are just 2d pictures
the akechi shelter scene is just a 2d image of a bathhouse
if it has a gfs file you can still test it for proportions
it matches up in blender
although the scale makes some stuff not render properly
there's actually supposed to be a tree in the screenshot I sent but it's not rendering in
btw
anyone know what FOV the p5r camera uses for events?
It can be set in the commands, but I think the default is 45 degrees or so.
π
so that's what angle means?
maybe setting it to "FOV" would be better lol
god damnit now i want to make that meme edit
okay
so while positional coordinates match up
rotational coordinates only sort of match up?
yaw is accurate
but pitch is clearly off
between p5r and blender
nothing the tool can really fix until it has a renderer
Yeahhh, Lyn and I have struggled to find a one-to-one for converting rotation between GFD and Blender, unfortunately.
yaw and roll match perfectly I think
it's just pitch that doesn't
it's inverted from blender but it's also not precise
I think there's a 90 degree offset there or something. But also some other shenanigans I haven't managed to work out.
like -54 in p5r is nearly straight down, but positive 54 is looking up
whereas in blender it's nearly flat
btw @faint plinth how do I use target type for MLa_?
model specifically
I tried asset ID, model ID, but I can't get them to look where I want them to and it'd be so much easier if I could
rather than coordinates
Honestly, not sure. I got that info straight out of the P5 beta event editor, so I don't even know if the model targeting works in the P5R version of the engine.
Probably asset ID + bone ID?
no matter what I set it to they just look at the world origin :/
guess I'll have to do coords
Possibly the coordinates are supposed to be calculated in the editor based on whichever mode you choose, tbh.... In which case, I'd need to implement that....
it doesn't seem to work right
i set a model id and the character just looks straight down lmao
i had to find the coordinates of where the character was at the time
I strongly suspect I'll need to implement the calculation of coordinates from target, tbh. But possibly it's still a matter of picking the right bone/helper ID. Either way, will be worth more testing alongside other positional previewing stuff.
why is the camera so high
it smoked a lot of weed
and I haven't figured out where I want it yet
easier said than done, for some reason it doesn't match up like model locations do

might be due to fov working differently between the two engines
fov in blender definitely doesn't match up
that might be the issue
that looks better
yeah 75 degrees fov for blender looks closer to what it's at in the game
and in the game "Angle of View" is set to 45
@faint plinth don't change "Angle of View" btw
I looked it up and it is indeed a different concept from FOV
if you can find a way to translate it into FOV, that'd be handy, but probably unnecessary once you have a renderer
@faint plinth are the msg selection conditions set up properly?
I can't get them to work using the UI

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 π
[Go to message!](#1216244753239248976 message)
(AKA, I will be fixing this as I modernize the Msg_ UI, which I am doing currently, lol)
ah
is it possible to fix in the UI itself or do I need the json for it?
like is it more of a lack of information problem or is it just up and not in the UI at all
I left it out of the UI (like a year or more ago when I did that part of the code... I think I just forgor
). So it's getting parsed, but there's no way to change it in the program. Using the JSON would be the workaround for now, unforch.
gotcha
just lemme know when you push the update
I'll keep the json open for now to edit it
I found out why it wasn't working
the second Msg_ was given an EvtFlagId of 0x1
all selection ones I think have to have the same evtflagid
do you know what those are for specifically btw?
since if you do it could be converted into something that could be controlled by a drop down menu or something
Not 100% sure what you mean.
EvtFlagId
for selections, every single thing reliant on that selection has to have the same id
or at least it has to be 0x0 maybe?
anyway, idk why
but the second one was given 0x1 and that broke the selection thing until I fixed it
The selection takes an argument that tells you which ID will store the result of that selection.
So, yes, you do need to then make sure you're referencing that same ID.
The thing missing from EVTUI (until I fix it) is the specification of that ID on the selection. But if you just let it be zero (the default), then you can fully do this in EVTUI.
okay
but I copied the Msg_ from one that had it set to 0x0
and it was given 0x1 for no reason
because it was on the same frame maybe?
idk
this seems to be a problem for anything that uses conditionals
I've just had to go to the json to fix it for an animation as well
Hmmm, okay, that is a big problem. It changes the values in the conditonals?
Might have made a typo in the recent PR or something π¬
while you're at it make sure you can change the flag values properly too, because they all just get set to "1"
That's the issue I mean.
EvtFlagId gets set to 0x1 if there's more than one on the same frame it looks like
EvtFlagValue gets set to 1 for everything that uses a conditional too though
at least in my experience
Okay, weird. I'll look into whatever regression happened there.
I'm just trying to make a different animation play for Sumi depending on what option you pick lol
oh
wait @faint plinth I think I know what's up
I think I've been misreading what these values mean
since they show up different in the actual json
Oh, yes. They are named differently.
Condition Index = EvtFlagId right?
Conditional Value = EvtFlagValue
well now that I've set them let me check
Yes, that's right.
yeah
so that's what was happening
now I get it
let me see if my changes worked
I was assuming that these conditions were referencing indexes from the selection itself
(I don't see any typos in the code at a quick glance, so π€)
either way
Ah. The value field is where that would come in.
I think that selections should work even as Msg_ is now
I was just using them wrong
I do have another problem though
for Fd__ specifically, but idk if it applies to others too, adjusting any frame parameters causes the pop up window to close
it makes it really annoying to move it
and I had to move the one at the end because I ran out of frames lol
oh it also happened for SBEA
other programs make it so that the value doesn't update until you unfocus the text box, maybe that can be a fix?
oh it's happening for everything now
it didn't used to do that
lemme try saving and reloading the project
nah it's still happening
even when using the arrows to move it around
Probably unavoidable right now, but relevant to this:
As-is it can't be movable, no, but I am working on changing the way that works entirely.
[Go to message!](#1216244753239248976 message)
idk if you're gonna leave it so that you can only open one, but if you decide to having it open in the center of the screen could also be good btw
just a suggestion, you might have a better idea
I don't wanna sound pretentious, sorry if I am coming off that way
The current plan is to get some kind of side panel situation working, but I'm open to other suggestions.
Something like this but more polished, lol:
well as long as all info is available no matter where you open it from
center, side bar, whatever
It'd be the same content that's currently in the little popups.
I had the dumbest idea
for my mod I could add in a nether portal that'll randomly spawn in mementos that you can go through, and it has an event of Ren and Morgana meeting Steve, who does the Jack Black voice line and then they just awkwardly leave and you never see it again (I'll have it only spawn randomly and if a specific bitflag is off)
I wanna have like one or two minecraft memes in it
I heard there was an EPL editor?
but much like the EVTUI until you brought it up, I haven't been able to find a github page for it or anything
Lolll, yeah. Some of the blend animations are still a little wacky.
darn
guess I'll just use the metaverse EPL file for the transition between minecraft world and mementos if I do that at all
...maybe I should keep a text file in the mod that lists every bitflag I use
Worth noting that the others brought it up, not me π
I usually don't go out advertising it because too many users in its current state would mean soooo much debugging. And most folks wouldn't be able to figure out how to built it, anyway
But I am very appreciative of the eager few who are helping to improve it π
if I release this mod before it's in a releasable state should I just credit you for the tool or for help with EVTs?
Either way is fine!
well if you don't want to advertise it too much, that's what I mean
I could just say you helped me out with the custom events
I plan to credit as many people as I can think of for the tools they made
Oh, nah, the lack of release is a big enough blocker.
TGE, ShrineFox, Sewer, Ryo, etc.
Feel free to mention the tool directly, it's not like literally a secret π
aight
should I credit "ajda" or "DarkPsydeOfTheMoon" I assume both are you
Both are me, yes... I think I have a GB account if that's where you're posting it. Uh, what was it....
Might also be @ profpsyduck on there??
yeah that's the plan
I decided to make a txt so I can remember
I plan to make a credits event though for some point in the mod
I might hijack the regular credits sequence?
or I'll just put it somewhere else
Sewer did both crifs and persona essentials, right?
idk if I'm crediting too many things to TGE but this is what's at the top of my head
afaik, most modding tools are based off of TGE's work though I think
or maybe it's just the ones ShrineFox made
A lot is based on TGE's work, yes.
I haven't used Ryo's framework yet but I will eventually so I decided to add him in now
also I'll probably continue to add content onto my mod even after I make a release of it
ah!
btw please let me know if I'm misattributing anything to anyone
there's so many modding tools :(
well you're already crediting more than most, usually people just credit the ones that helped more directly than the authors of tools they used 
it only feels right after knowing how stuck I'd be without them
I'm not smart at all so I can't do the stuff myself to make these mods work
Probably also worth mentioning EvtTool for TGE, lol.
But agreed, you're already giving a lot of credit.
It's very thoughtful βΊοΈ
is TGE in the server btw?
or is he a mysterious man who just does genius things and then leaves without a trace
they're here but they've mostly gone outside maybe their personal server (even then i don't think they check up much nowadays)?
femu was 
there are extensions of femu though, like the bf and other file merging made by others though
ngl
it's kinda weird when people think I'm smart for being able to program when you guys all do way more stuff than I have any idea how to do yet
I've never really done anything involving hex editing or exe patching. I've exclusively done programs that more or less operate independently of any other exe file
though it is something I'm kinda interested in learning how to do
particularly because it'd be helpful for modding games that don't have large modding communities
like Dishonored 2
even if it's monotonous, knowing how to actually get it done would be kinda awesome
this is also why I want to credit you guys so much btw
tbf ive never made a code hook 
you're still smarter than me
by like
a lot
p5r is the first game I've ever modded that didn't have official tools (made mods for, anyway)
ngl though
it's kinda crazy how much you can do with event files that atlus themselves didn't really take advantage of
like conditionals were rarely used for anything beyond dialogue and the paired animations, plus confidant points
but theoretically speaking
you can have an event progress in two completely different ways based on a selection if you wanted to
you can also run scripts in events, which opens up a whole ton of possibilities
ugh this is bugging me
how do you make the walking animation smoother?
I don't see any end animation for it I can use to make Sumi smoothly stop
I don't actually know π€ Something in the MMD_ command, surely, but I don't know what.
Something with the idle animation or with interpolation...?
lemme try
yep
that's what it is
you just set interpolation to anything besides 0 and it smooths it out
it'll base it on the number of frames you have it interpolate
I set it to 10 and it works great
fyi
I don't think there's actually anything wrong with the way Msg_ is handled in my version
I'm more confident in that since I looked at the json
like the currently available version, I mean
idk what those other values are for, but they don't seem necessary?
or setting them to 0 doesn't hurt anything
conditions seem to only care about EvtFlagId and EvtFlagValue
my struggles with crashing probably came from some initializer thing from the game over screen like I thought
Yeah, after looking at Msg_ parsing a bit today, I'm inclined to agree with you. The big list of entries seems unused -- they're only ever varied in extremely old EVTs, untouched since beta P5, and sometimes wildly ill-formed with no consequence.
mhm
are you planning on implementing a way to create fresh EVTs eventually btw? it's low priority for now I'm sure
but once the program is more stable with editing existing events is it something you've thought of?
well stability wise it's actually pretty good where it is now, so I guess moreso once the renderer is functional and we know what the rest of the calls actually do so they can be implemented
Absolutely, yeah.
it hasn't crashed once since your patch btw
Minimally a way to, like, copy and rename an existing one, if not fully from fresh (but also that hopefully).
Oh, nice!! That should have covered most places where crashes would go uncaught, so I'm glad π
I copied over a version of the event I'm working on now with way less going on
it just has a couple of msg calls but everything else is just frame 1 stuff
I think having something like that be what loads by default (for stability purposes) that'd be enough whenever you get around to it
just some default assets
kinda like the infamous blender cube, point light, and camera
it seems like events just use cameras from the maps if there's no camera asset btw
I'm guessing whichever camera is 0
Oh, interesting. I sort of figured it would just make a camera at the origin or whatever, but that makes more sense.
that's just an assumption on my part
it'd take more research to figure out how it actually works
another interesting thing I noticed
the character talking animation is automatic
but you can do it manually if you want to imply a conversation without any dialogue
yes
the model is vp and the bustup is f
but vp also controls the voice played
[vp 8 0 0 44 65535 0]
i think the 65535 is the trigger for the model
the 44 is the voiceline
65535 just means -1, i.e., skipping whatever argument would be there.
hmm
However, I think in this case I think it defaults to the name?
i'm just wondering what they do if the character makes a grunting noise but there's no dialogue
Like, there's a table mapping names to models.
making the model lip flap would just be [vp 8 0 0 0 65535 0]
no, for the model itself
oh does it do that for both?
neat
I've been setting that as the default since if you don't set a vp it'll skip it on auto
I'll modify it once the event is done to have actual sumi sounds
I need to do the actual bustups anyway
I haven't done them yet since they... don't exist
so I still need to make them :/
I'm no artist but I think some modifications to her summer casual bustups could make it look decent enough
i think i have a bustup from kap of her in a towel
you could use that
let me find it
well the reason that the summer outfit would be good is because both are off shoulder outfits, but idk how good either would be since I can't draw :/
oh wait these are kasumi
I can do 3d but that's it
either way, it's just the stuff beneath the face I'd need
then I can copy over the expressions
it was the shading I was worried about mostly
plus the shape isn't exact
it's the closest thing I can think of though
it's a problem for later me
plus if worse comes to worst I might be able to ask an actual artist to help me
I know a few
ugh
I can't get the additive animation to reset
I'm trying to set it back to 0 but it's not working
so you can't set it back to zero, but you can set it to something else ig?
so I set it to 42 because that's the happy closed eyes animation
but it wouldn't go back to zero with the next MAA call
I had to do one that opened the eyes and then make it blink again
weird event stuff ig
actually
I'll bet 0 is done that way on purpose
it's probably just the regular blinking animation and is meant to be compatible with any expression
@faint plinth MRot keeps resetting to 0
Which field? 
rotation
idk if it happens with all of them
but it happens with Yaw
yeah it happens with all of the rotations
...oh, yeah, the code there from the last update did it wrong
Simple fix, though....
are you just gonna put it in the next big update to the program?
also
does MRot work as an addition or does it set the rotation?
I hope it sets it
I just did a quick fix from my phone, lol. Let me know if it actually works or if I broke it further.
It should be absolute rotation and not relative, but I don't actually know for sure.
I'm like 90% sure it just sets it.
it appears fixed
Dope π
Not the first time I've done it, and probably won't be the last!
it works in the game too
out of curiosity @faint plinth is any kind of feature that makes it easier to put animations and stuff in the middle of an event in the works?
the sidebar'll help I'm sure, but I'm curious of if you're planning to somewhat have this application be like a video editor or something, where you can select a lot of the calls at once and move their starting frames all at once
I thought about it because I realized that if I wanted to do any edit that takes up a significant number of frames in the middle of an event, I'm going to have to manually offset everything that comes after it
(I'll probably wait until at least the side bar update before I decide to do that to any existing events lol, just so it doesn't disappear when I move the starting frame)
I am planning to add a right-click option in the timeline to the effect of "Insert Frames After Current Frame" (+ specifying how many frames to insert, ofc).
Being able to actually move commands around without opening them (or cut/pasting), let alone doing so with multiple commands at once, would also be nice -- so I want that, too, but it's not the highest priority.
Found a similar issue with MSD_ roll updating... I suspect there will be a number of similar issues after the big changes a few days ago. So it goes with sweeping changes and no one to really do code review 
at least cut and paste is fairly convenient for now
especially for patching up my own EVT mistakes
ah
it's a good thing I haven't needed that then?
I did fix it, at least, so if you need it now it should work π
lol
oh idk if you're doing this already
but another feature the next update could have is to make it so that if a call overlaps another call in the timeline it'll always be in a different row
I got to experience a fun time when one call was covering another because the starting frame was different, and I couldn't edit the call as a result
since it only separates them if the starting frame is the same
Hm, I've tried to make it so that the ones in later frames always get rendered on top so there's no chance of that, but there may be some weird exceptions π€
Like, they visually overlap, but they should always be clickable at minimum on their starting frame.
maybe I was clicking the wrong spot then? idk
I was just lucky they weren't fully overlapped
so like both were several frames long
Yeah, it's working as expected if you can click on each element at its starting frame, i.e., the leftmost edge (or the entire button, if it's only 1 frame). If that's not true, then it's a bug.
I'll keep it in mind next time something like this happens
can't seem to get MLa headshake to work
what's this field do?
seems to be to do with speed type?
like it's always instant
no interpolation
I think it's both Motion Type and Speed Type in one.
Hmmm... might need to find a working example from an existing event and see what the difference is.
maybe
I just removed it and replaced it with a MAB instead
for the time being
Yeah, fair. MLa_ is still kind of mysterious at the moment -- plenty of info on the labels, but not necessarily how all the pieces come together in-game.
also I decided to take a different approach to how I construct it
I'm gonna do the BMD first for each scene and then construct the actual EVT
up to earlier today, since I was also experimenting, I'd been writing a message and then immediately implementing
btw
chapters are what determine the blue columns, right?
how do I place new ones?
oh I can just manually highlight it by clicking the frame number
cool
Indeed, not chapter-related. It's just an in-editor marker. Actually stored in the EVT header!
π
what are chapters for then? I assumed it was to separate scenes
and it doesn't impact the fast forward button either
Not totally sure, tbh. I think they can technically be used to pause the frames, but they don't ever actually get used that way. Fast-forwarding would have been my only other guess.
maybe they were never finished in implementation?
like it was intended to be used as a skip feature
Seems weird for something that appears pretty often to be unimplemented, but not unthinkable I guess π€·
idk
I can't think of anything else
maybe making a custom scene without them at all might reveal something
either way
making custom events is fun
you should try it some time
I'm assuming you haven't done a full one yet?
Getting R2 to work reliably on Ubuntu is too annoying lol, and fully developing mods on my Steam Deck is also annoying. I'm kinda waiting for R3 to (hopefully) simplify it. But also I'm more interested in getting the tool up and running, so it would mostly be for testing, anyway.
yeah
having p5r launch with mods wasn't really a problem if set up properly
but I do remember .NET applications having a lot of problems on Linux generally
WPF + wine = sadness π
still
at least you can play p5r with mods easily on steam deck
I might do a playthrough on my own steam deck of my mod once I think it's ready for a release
(not a 1.0, but when I think it has enough content to make new playthroughs interesting)
which is the big point
I think the most important changes will be balancing related though
I'm not gonna do that many custom events, though I may edit some BMD files
balancing because those are the simplest to do that'll affect an entire playthrough
I wonder if Chap works with fast-forward but only in some debug mode. There are a few debug-mode-specific settings on other commands.
maybe
Looking at some MLa_ head shaking from existing events... it seems like the coordinates are still set. But they're just set to the model's current position.
So it may be worth experimenting with setting it to coordinate mode, copying over the model's current position, and then switching it to headshake mode. If that works, I'm not sure if the best approach is to leave the coordinates editable outside of coordinate mode, or to copy them over from the model's last position under the hood.
copy them from the last position
assuming the shaking is automatic, it's best to do it that way
if you want the character to look somewhere else first, just put another MLa_ with new coordinates I'd say
Probably so. Not sure if there's ever a reason to want it to be editable directly. But that also depends on whether this actually works for newly added commands, lol.
imagine if someone made an EVT Editor in Gmod
and like it actually exported evt files
that community can get pretty insane when it comes to mods so it wouldn't surprise me
That would be neat! I am kinda surprised it's taken this long for anyone to dive this deeply into EVTs. But also not, because. They are very complicated π₯² And Persona modding is still relatively niche.
yeah
I mean
my first mod for it ever, which just put a flower in Sumi's hair, got featured on the p5r mods page
because it's just not modded that often
tbf that just sounds really cute
i would feature <- biased
do you want it?

there's three versions of the mod (since I didn't know how to do configs yet)
1 with events
1 without events
and 1 for the Sumire Overhaul specifically
the events are just a couple of edits to some early scenes
I added them not knowing they'd override languages, so I decided to make another version that doesn't have them
wait they do?
apparently always rankup is one of best of this year, which is funny when it was actually pretty easy to make and honestly not something i would myself use
almost everything nowadays gets featured as bestof today
people just want to say the funny/horny/whatever they want line while also advancing the game
you have to put language support in FEmulator otherwise it'll default the events to english
makes sense
now something to celebrate is getting featured on the gamebanana homepage
my most low effort mod was listed as best of this week on gb lmao
and it'll still default to english (or whatever language you programmed the event in) if it's an unsupported language
like for confidants?
technically they could just use speak your mind if that was all they wanted, clearly people just dont want to deal with confidant points at all 
but you can't get gifts with that
I just use the NG+ arcana boost, but not the always rank up
just so I don't have to always have the right persona
do yours edit events?
if not thats why
no it edits a ctd
speak your mind changes the events instead right? and that can have compatibility issues
it changes messages if thats what you mean
yeah the .msg files
p5r is like the easiest game in the franchise to get 100% confidants in
the extra month definitely helps
chihaya the goat
stuff like she/her joker or cat morgana easily conflict with that
i think it's more fun to try and coordinate confidant points and stuff. also it puts useless personas in your inventory that you can use as fodder
in my first p5r playthrough, I didn't finish Ohya until the third semester lol
and I only bothered because I had nothing else to do
as soon as i unlock chihaya i gun to get her to level 5 where you can get confidant points
i mean neither did i but thats partly because i put off the mementos request
have my 100,000 yen chihaya
100k yen is worth her cracked perks 
(the shitty salt rock is nice too :V)
for my second p5 playthrough, i got everyone BUT yoshida, because i didnt know it was only sundays
of course takemi was maxed
in my first
this too. i hated they did that
i got about half in og p5 and that was as a blind player lol
yoshida is very easy to max bc he doesn't require points to rank up... for some reason
also i think yoshida is available on holidays
i was about to say, that one has a clear plot reason
mechanically its because he's only sundays
i feel like the hard deadline and limited availability is probably why he requires basically no points lol
was the shrine guy from p3 automatic too?
i eventually got conflicted between yoshida and kawakami, so it's important to max him early so you can max kawakami early for massage
oh. i never caught that
thats not what automatic means 
semi-automatic
like a gun?
flintlock confidant when

tbh i feel like massage in royal is indirectly nerfed compared to og by 1) being able to still do things in leblanc after infiltration, and 2) having so many more free nights to begin with lol
like having full privileges after infiltration is still nice but not nearly so critical lol
and kawakami has greater availability anyway
he's a bad boy
shrimply clean the bathroom a bunch 
that gives you like 1 point of kindness
also i'm p sure you're cleaning all of leblanc not just the bathroom. i think that's just where the cleaning stuff is stored
Real ones fertilize their plant with the best fertilizer for kindness.
true! i forgot about the plant this playthrough though π
although really i preferred to consume media for stats bc thats just how my preferences are, plus they are very slight content lol
i love dvds
and books
and video games
joker the media consumer
nerd
"youre a psychopath who bakes for money" iconic
I never noticed a gap. It's definitely not once a month. I always checked my plantπ₯°
oh yeah i was gonna do a movie select mod because i was annoyed by the good father being only watchable on 2/2 after school (a timeslot where youd probably rather be getting ella lmao)
well more like p5 was in development around breaking bad's releasing period
mod that changes the name of the dvds to the actual real life names
p5 was in development while [insert very old thing]
copyright infringement time
Well your plant sucks and my plant doesn't
i imagine someone could dig into leblanc flow and figure it out, i dont think anyone has bothered though lol
p5 was in development whil supernatural was releasing
(supernatural ended in 2020)
i wanna make some new dvds with other show parodies
what would supernatural be
i did edit to allow you to get confidant points of your own choosing by being all zen while feeding the plant, a mini chihaya. (my mod increases point requirements thats why) but i personally didnt investigate how many days the plant takes
spacetesticles
i imagine it would be a count that ticks down every day
nintendo doesnt really care that much for random mods in another game tho
preternatural 
the dialogue should conspicuously resemble the infamous destiel momento
gmod is big, and its all inside steam
nintendo doesn't necessarily condemn modding, what it's gunning against is piracy
sadly modding goes hand in hand with that, since to mod you either need to jailbreak your console or emulate which is associated with piracy
I think we should kill nintendo
we're in evtui thread btw
lmao
wait what if you could read homestuck on the fucked up laptop
or tanaka sold you a book that was off brand homestuck
poor ajda is probably like "help me"
oh my god
i need to figure out how to make this now
we're not very good at staying on topic in this server
i feel like thats active servers in general tbh lol
when its not so bad that mods have to actively wrangle them back on topic
that happened yesterday but it was probably because i started talking about sex
it uses the 1176 flag apparently
probably handled in the scheduler
the game is in 2016 so actual hs wouldve just ended around the start of the game
brb projecting my salt opinions onto futaba
i didnt see the l 
admittedly "sex under the shuake tapestry" is a very funny phrase
as an easter egg futaba talks about homestuck in this mod, joker says "hey i read that" and futaba short circuits
LMAO
you can talk to her after reading it and she goes on an overlong unhinged rant about vriscourse and setup and payoff 
the little i saw of the pikmin fandom is... unique
now that's something you'd have to write
i don't know anything abotu homestuck i just watched the animated pilot and became confused as all hell
she makes an actual multi hour rant video because i keep telling myself im gonna make a multi hour rant video and this somehow costs you hp
Those sound like the temp flags that a bunch of events use and clear, no?
ye
sounds about right
if you look at a lot of flowscript they turn on a list of flags then turn them off at the end
i'm not sure what they do exactly...
Different things in different events, I'd guess. No idea what the benefit of using them over local data would be.
Still, happens in a lot of events.
god in some cases they prefer flags and in others local data... like come on
if they had just used flag checks in the evt instead of local data for conditionals for romance things would be so much simpler
yup it is in the scheduler
they turn it off based on GET_COUNT(25). so 25 is what keeps track of planty
i'd just throw them in anyway. if the other hawaii events have them you should use them. you don't wanna break stuff
Should be, but you should also clear them at the start and end of the event to be safe.
romances are so weirdly programmed in this game
flowscript doesn't seem to have switch statements, so you end up with giant if statement sequences and not only that they check if you're rank 10 too which... like you made romance on a different slot for a reason? just check if the damn romance slot is rank 10 why add the bit chk??
like you'd assume they'd use the bitflag temporarily in this sense just to see if the confidant goes to friend or romance rank 10, but they keep using it even though they went through the effort to make the romances different confidant slots
actually they'd just use the flag to set the slot
they do
what i'm saying is it's likely switch statements weren't in flowscrip to begin with
i have no clue. maybe it's because they don't use it in large swathes? evt's control most of everything
the executable also controls all of the battle stuff... funnily enough
except for scripted battle events
tbls control other things in battles though... idk what they used to program the tbls
at least we have that. imagine if battle events were in exe
rn we only have templates for the tbls and haven't exactly decompiled them
big js file 
i mean we just haven't decompiled them right
(not factual)
i prefer json
most of them are also checking for rank 10 too though
that's what i mean
but they're in a whole seperate confidant slot if they're romanced
use Ins key on your keyboard. this way it doesnt add stuff just replaces
they compile into some other shit because if you decomp them again they look like the most dogshit if-else youve ever seen
probably not gameplay per se... unless the fight has a script file
or you want to go exe hunting

bitflags are hex, so you can do bitflag stuff in the exe
you can ask ai to compute the hex for you
don't you just replace the . . . . ? i didnt edit name.tbl but this is how i changed the confidant names (names like back-alley doctor etc)
no?
because each section has a bunch of pointers for the start of each name, and then the actual names
aren't the dialgoue that plays out during battle a keyfree event?
why isnt this in the names.tbl...
also if you edit a battle's script file you can change the actions of the characters i suppose
if you wanted to make a longer name youd have to edit the respective pointer and then every pointer after, which is why ppl just use nametbleditor
it's an event controlled by flowscript....? i think
yeah no evt
think the dialogue in palaces
yeah that's the point of akeyfree
it adds evt animations
idk where the name comes from...
must be because the format is different from the one i was thinking of. cmmName.ctd is like this
54 61 65 20 54 61 6B 65 6D 69 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
here it says Tae Takemi. seems like anything inside this block counts. there's a lot of space
oh yeah that ones prob just a c-string with a large buffer
no 
reply to wrong comment
but you get what i meant
skilled gamer
i can tell there is a lot of empty space tho
its me 
i have a bit of computer knowledge just bc i've been on computers my whole life... plus i think it might be genetic since my brother's a programmer
yeah it should consider the end of the string to be when it hits a \0 ie. null terminator, which is what the 00s are
i find most technology intuitive
im not sure there is a computer gene. but people do read stuff differently based on how their brains process the world
cognition...
no straight up that's what that is
lmao
perception or cognition,
perception's a bit more simplistic, cognition is more of the advanced neuropsychological concept
this is literally what the second lesson in the game says (im editing all lessons
)
they should bring more attention to cognition being psychology 
cognitive "psience" what if i kill you
ESPECIALLY BECAUSE IT'S BASED ON JUNGIAN PSYCHOLOGY
admittedly the main reason i picked cs to major in is just because it seemed like a thing i had skills for and could make dolla off of
ive always been good at math and puzzles and patterns lol
i chose psychology because i was passionate about it
iirc in japanese its some kind of pun where they use a different kanji than normal? idr for sure
i'm thinking of combining my skills though and becoming an intellegence agent
i also like psych tbh
there are multiple types of intelligence, and that's the one that seems to be what school rewards the most, propping up kids that are lacking in other types of intelligence that should be trained as wellβ
okay im rambling
idk about doing psych stuff for a living although tbh i have frankly no idea what to do with myself period lol
*intellegence analyst
idk why i always get that wrong
how many trues you have
but also im not sure why you brought it up lol
because you said of your type of intelligence, and that just reminded me of the many types lol
this is evtui chat btw
we love being off topic
Yeah, they use a sort of esoteric kanji that gets across the same woo-woo sense as the "ps" does in English. Pretty genius localization of an insanely language-specific pun, tbh.
yeah
more stuff lost in translation like shujin academy 
honestly when i sit on it its a mystery how anyone does cogpsi reasearch at all so no wonder its treated like woo-woo shit in-universe
why people don't get their personas are they stupid
wait what?
shujin academy is a mistranslation?
smth about prisoner and shujin
shujinku means protagonist... idk
(wasnt jung himself kind of a woo-woo sort of dude, actually? i think i read that freud didnt like that about him)
i thought maybe it was called something else since shujin is a prep school
jung's stuff is a bit...
a lot of his stuff leans on pseudoscience and the supernatural
no its a literal one. i dont know how they would translate it
but most formative psychologists had no backing since psychology was seen as a psuedoscientific field until the 1900's
the hiragana says shujin
so even freud's stuff has no backing lol
and A LOT of psychology today is based on freud
cbt
δΈ»δΊΊ (master) vs εδΊΊ (prisoner)
cbt 
note that δΈ»δΊΊε ¬ is protagonist
cbt is the most widely used therapy (even though it doesn't work for certain types of disorders) i would say like 95% of therapy, and it comes from freud
kanji is kind of cool but also annoying. if japanese just used spaces there'd be no need... but alas
correct
bc japan was like "let's steal china's writing system"
then they forced it on korea
no
china was one of the first (in modern history) to develop writing so
it makes sense why japan was like oooo yes please
i was unaware of master. i wonder if this ties to the theme
but shujin is not because protagonist im sure
I don't want to be a killjoy, but this is very off-topic π
well... i don't think so lol
but anyway
i need to head home so goodbye
later
shujinku meaning protagonist and the δΈ»δΊΊ being in front is just a coincidence
π
real
*shujinkou
i was actually gonna say a dialogue from the game that the translators seemed to have given up. a student complains of the school and calls it 'shujin-prison academy' or smth like that
this is also why ships are called shuake, shukita, etc
pe (persona) go (five)
One last bit of off-topic-ery just to say: having a giant tapestry in your bedroom is always slightly ridiculous no matter what you're doing. See: this post my wife made about the situation π€¦π
Context was the very off-topic convo in the P5 modding channel yesterday. It is not a joke (except for the fact that it is an inherently funny situation lol)
btw do events have logic in them? like executing a function or comparing values etc
i know bf files sometimes do
Commands can have logical conditions, yes, and also entire procedures can be run from a BF script via EVT command.
i was thinking that the stuff in the bf files was called by the evt itself
That's true.
Scr_ commands do that, plus you can specify an init procedure that runs at the start of the event without a command for it.
i assume that the inits in every one of these bf files are called? even when they are empty?
I believe so, yeah.
The index of the procedure that runs on init can be specified in the EVT header, but I think it's only ever zero or above -- i.e., if there's a script, there's an init function, even if it's empty.
(At least, I don't remember seeing any -1s there.)
have you investigated the evt of that event when someone asks if joker is thinking of marriage, and the girls have different reactions based on their romance state?
i dont believe i could actually do anything in the flowscript itself
i dont think there are many places the game handles a lot of logic in the event itself
That's almost certainly a case where there are FrJ_ (frame jump) commands that run based on variable checks, i.e., if you're not romancing one of the girls, the event will skip past the frames with her romance-specific dialogue.
thats an interesting way of handling this
HELP
That's how the game usually does it in most events!
oh so the name doesnt matter at all then?
It shouldn't matter, no.
quite different from flowscripts. so evts are like... deterministic sequences of events? idk how to phrase that
Yeah, they're fully sequential. Think like a video editor timeline.
... makes a lot of sense considering what they are used for
ajda you are who i hope to be in the future... fujo 4 fujo marriage with a beautiful wife who shares my favorite ships
If you believe it, you can achieve it π«‘
(hopefully my boyfriend dowsn't find this message
)
i've been trying to convert him to being a fudanshi thoguh lolol
π΅ I hope my boyfriend don't mind it
It felt so wrong, it felt so right
Don't mean I'm in love tonight
i used to love that song when i was a kid
just realised. this coming from my name is quite fitting
commenting on this, didn't we find they did some weird evt local data stuff instead of just doing bitflag checking? lmao
They usually do, yeah π
bruh moment
overhauling the evts to make use of bitflags instead of whatever this is smh
what it checks specifically?
Dunno about that one in particular, but for whatever reason, romance checks always involve some weird seemingly-unnecessary variable setting in the init procedure.
in flowscript it checks bit flags, sets evt local data
when evts have the function to check bitflags
Sometimes they're checking for both romance and rank 10, but sometimes just the former. In which case. Unnecessary!!
they usually do check rank 10, but for the marriage scene, i think it's fine even if they're rank 9, since you enter a relationship in rank 9 (unless you're kawakami, or ryuji in gay jonkler)
the poor japanese guy that worked on this is being blasted a decade in the future by fans sniffing on the code. rip
correct
'are you thinking of marriage, joker?' this scene
with the most milquetoast lameass reactions from the girls
he was probably just looking at what the others did, saw they checked rank 10 as well and was like "well guess i'll do that too"
does this event happen during shido?
in which case... early violet
i'm going to be adding events for early violet
since all it really does rn is insert her into the party
no story changes
you would be dating ||the wrong person|| but that can have quite an interesting narrative arc too imo, specially if they gave the player an actual breakup (the horror) because she needs time
i will have my own 'early violet' to fit my own story
it adds one custom evt (with no animations, but fair since it was done with evt tool) of her being initiated into the party, a scene in shido's palace where she recieves her code name, and that's it
oh and it edits the scene where she says no to joining
its quite awkward her just following you to the cup
||cup = yaldabaoth||
ill have her fuck off after shido
ehhh as fun as that would be... 1. it'd be difficult since idk if the confidan lock is hardcoded and 2. it messes with the story a bit too much for my taste
i think it's fitting you can only romance her once she's sumire
talking about it. i think i will actually do this when i get there
i think it would be interesting to explore that
Could be a thing where she feels uncertain about it for reasons she can't explain yet, yeah.
maybe she confesses to joker and he's like "i think you need to understand yourself a bit more..." or something
it's implied joker knew i'm pretty sure. he picks up her id on the ground and it said sumire? right?
it would make more sense for her to be uncertain
It could be fun if Joker confesses to her as Kasumi, but she confesses to Joker as Sumire.
inserting sumi into the evt's is gonna be such a pain though lol
i can see why atlus skipped out on it
I thought it was implied that he didn't know because the change in cognition also affected him π€
oh wait you're right
when is that? if its the same event we get faith rank 1 isnt that we got 'kasumi yoshizawa' and thats how our cognition of her got caught in the brainwashing of maruki, while everyone else was like "youre one weirdo girl"?
like the id did say sumire but it was changed
the reason akechi wasn't affected was because he knew kasumi and sumire beforehand
i dont think anyone ever refers to her as kasumi right?
the thieves say "yoshizawa" out of politeness
joker is the only fool lmao 
akechi calls her yoshizawa probably to avoid calling her sumire
no i think the thieves didn't know that's just what japanese people do when they're not close
anyone that watched anime knows that. im saying that the joker is the only one that got affected by her cognition change
tbf akechi doesn't refer to anyone by their first name before third semester though... and even in third semester i'm pretty sure he only refers to joker by his first name
we do though lol
when he called joker akira in my playthrough i nearly squealed. i'm such a fujoshi
everything eventually leads to akeshu here huh
if i'm involved it will
tbf i've never tried event editing using the 2014 editor
the 'stealing hearts' stuff is just a big metaphor for joker stealing akechi's heart 
right
that last stanza really hones it in
you can interpret it platonically. i'm just saying it's about akechi and joker
anyway
we love daylight savings
anyway continuing on, for the early kasumi romance, i can see joker saying wanna date lol
It's missing a lot of modern commands + outputs pretty outdated command + EVT versions, which you probably know. I've managed to parse the ancient-version output EVTs, but I don't know whether the P5R engine would π€
i didnt get the vibe of interest at all while she was kasumi tho
she finding out who she is herself is what allows that
in that way you can still go on dates with sumi even if it's like a limbo period. people do that anyway, like... not everyone gets into a relationship automatically
"you can interpret that platonically"
i think the later dates for valentines and white day will require you to be rank 10
(i've been tempted to do a combination with gay jonkler and sumi romance for royal trio because... yeah)
dude you just said "headcanons are headcanons" before. don't be contridictary
she is the only one to confess to you instead of the other way around at least
haru kind of... does?
i think you're letting you love for shusumi blind you. it's not canonical .they left it vague for a reason
Can we not shipwar in this thread, please 
sorry
anyway i might make that at some poitn but i got other stuff on my plate
idk if anyone woudl be interested in the royal trio one... i know not a lot of people like that ship
thinking of sumi's story makes me think how fitting the lovers arcana is for her. her unresolved disharmony from her relationship with her sister. the crossroads she finds herself in ||(and has the major decision made for her by maruki)|| before she finally finds harmony in her sense of self and makes the major choice to be sumire
that's a cute one
i like that ship i think its funny
It's all good, gang. Just trying to keep it clean in here βοΈ
i play a lot with different tarot spreads for the chars in my mod so i end up thinking a lot about this
i read this really cute shuakesumi christmas fic, like it was in the style of the p5 christmas event. it didn't end too well which i didn't enjoy (the author kept making akechi suffer for some reason) so i was like i need to make one myself
make a mod that adds the relationship in the third semester
that's a tight squeeze
thats what shβ
but gay jonkler already adds it technically
the akechi romance i mean
i would probably make an every day check for both flags being active then call an event with the two of them
in the third semester
and a special valentines day event with sumi as they sad akechi is gone
i would probably keep white day as is with maybe a bit fo extra dialogue
bury your gays smh my head /s
if i was a bit more advanced with evts i'd end the event with a shadow of someone by the door of leblanc...
make it be ryuji
LMAO
BTW, I'm almost done with adding in the ability to insert frames in a way that would resolve this issue. I'll let you know once that's done because it will probably break something or other and need some testing π
it is, i was looking at it the one time
itd be funnier if there was an egg crack in a few years
literally the opposite lmao
i'm bad at reading i suppsoe
futaba does
in en at least idk about jp
so the thieves were oblivious unless it was a slip of translation
i actually dont remember what they say when the whole thing happens
no one was affected she just misinfo'd to them lmao
that entire exchange was predicated on the assumption that maruki doing the thing affected anyone but her before third sem, which just isnt true skob
joker's blanking of sumire's real name was in third semester true
do you think akech iwent through something similar to joker in the sense that he like walked through the school or something
f-fanficiton material...
i think in my other fic i did something similar but instead of the school it was shibuya...
they have like a whole exchange about how everyone who already knew her (and wasnt socially expected to say "yoshizawa-san") was probably using "sumire" the whole time and she just processed it wrong ππ
yes? i never said that everyone got affected, just joker for seeing her as sumire already
he didnt though 
then i misremembered and thats solved
I keep thinking about how fun this would be, lol. Sumire confession that's like "I know you actually like Kasumi and you'd never go for Sumire, but I need to tell you ππ......" The only problem would be that turning her down at that point would be more painful than rejecting Haru π₯²
But I love pain and angst π
she only does that if you say yes to her as kasumi and no to her as sumire... cruel
that's what the player gets for leading her on
should you be allowed to date sumi even if you said no to her on rank 5
obviously. she was not really herself back then, 5 ranks is enough time for joker to fall for sumire
Ah
I think I found a way
to get accurate rotations
if I set the blender's camera rotation to 90 degrees, then I can use the delta transform to get a more accurate measurement
since I think 0 degrees is probably flat forward in p5r
whereas it's straight down in blender
that's probably what was confusing me
you see
this is how you know I'm actually a moron
@faint plinth because you said this before
If you can get the Blender-to-P5R conversion to work 100% of the time, that would be huge π because I swear this way usually works, except sometimes it seems like it's flipped for no reason....
Noooo... if you can pinpoint what you did prior to a crash, I can try to debug. But also hopefully crashes will now show up in the logs, maybe?
you have the rotations capped at 180 in each direction in the program
might have something to do with it
since blender doesn't cap rotations
idk
and I keep forgetting to check the logs
All good, just keep me posted if you do remember to grab the logs, or recognize a pattern to the crashes π«‘
I'm nearly done with the event btw
Yooo?? 
Still! You work fast.
but I just want to get the general idea together
also it wasn't a huge scene
the idea was some introductory dialogue, three scenes showing them having fun together, and then an ending dialogue scene
also the time of day won't shift because Sumire is short on time anyway
I was thinking of doing what the other events did
but I decided against it
anyway
I'm finally to the final scenario
which will just involve Sumi saying she had a lot of fun before running off
I'm still gonna adjust things and revise some scenes, but later
I think before I implement this event I'm gonna work on other more cursed changes
I've been spending too long on this event
what the timeline looks like so far
wow
39 hours working on this mod (probably more than that since blender wasn't open the whole time)
and also I've been on this for more than two weeks
I'm surprised p5r isn't at the top of this considering how many times I've had to open it
anyway
I think that's enough time on the event for today
I'm kinda tempted
after releasing this mod
trying to do a Doom Eternal mod, since that game has official modding tools
I kinda wonder if I could replace some 2d cutscenes with events instead
to goofify them
Rose & Violet (unless it's Kasumi as Protag) replaces the Futaba beach anime cutscene
but I don't have to do that to every cutscene, just some
or I could
Honestly, that would rule. I hate the anime cutscenes π
I like the anime cutscenes, but if I can remake them with EVTUI I could make them funny
Yeah, I did this for beach cutscene in R&V. It was quite a bit of work because the field they're in is very narrow and finding a good camera angle is pure pain.
There's probably a few other events that are doable I think (like the first encounter with Kamoshida in the car, if you don't actually show him. You could reuse the Yusuke/Madarame first encounter for that one), but some would require some custom animations or models (like the end of Futaba's palace... hum)
I know 3d art, so I can modify some fields if I need to
even though GFS files tend to use the bin textures, you can still just pack the textures into the gfs file itself and it'll work in the game (has to be a square texture though)
I'd say, a bit of thinking outside the box could work. It'd probably be easier to change the event a bit so it's not an exact duplicate of the animated cutscene
I think I'll wait until ajda releases the feature that lets me insert calls and offsets everything that comes after them first though
I imagine that'll make modifying events a lot simpler
Yeah, and a preview without launching the game would be very handy to prevent loss of sanity
also good job on that mod
but i am one