#EVTUI (Visual event editing tool)
1 messages ยท Page 8 of 1
can't you for now use a placeholder bustup?
it's not a major deal yet, I was just wondering if the f thing was required. Since I only used it for selection where it decides Ren's bustup
I can check later
plus
I'm a little tired of working on this event
I've been spending hours a day on it
f is just calling a function it seems like
that one icnreases points right
on SEL it decides what Ren's portrait looks like, at least the one I used
I copied it from Hifumi's since it's for the same portrait
oh i see
you don't get points in this event
maybe I should have you get somet though
but I think Sumi's first half of her confidant would already be done by now in most cases
still I could do it
you get in other beach dates right?
I don't think so
I went through Hifumi's yesterday in the game and I don't remember getting points
I do know that [f] is multipurpose though
it does lip flapping and decides Ren's portrait and probably does other stuff
yeah so, in this script, every line is calling [f 1 3 65535] at the end of each line
"...Is that Kamoshida's doing, too?[n][f 1 3 65535][w][e]"
the MND dialogue here does not have the initial f, but it still has the one at the end
can be this?
I think it can also flip bitflags
for SEL the portrait can be decided on any of the selections
but for MND it probably has a different purpose
since you don't see a portrait there
i am talking about mine
try adding [n][f 1 3 65535][w][e] to the end of every line?
I'll try it for the first few
its very consistent
gosh I really need to move my OS to my NVMe
yep
freaking
if I wasn't so worried about something breaking
I'd switch my OS from my SATA to my NVMe rn
it's still a SATA SSD, but it's way slower than the NVMe
The f is generic. It's the two numbers that follow that tell you what function it is. The bup, vp, etc. functions are just aliases.
๐

is there anywhere that documents them?
f 1 3 seems like it sets the message to be autoable
btw I've noticed MND tends to use [vp 1 0 0 0 -1 0] and everyone else uses [vp 8 0 0 0 -1 0] (for unvoiced dialogue)
what's the difference?
shrinefox probably documents the common ones
but idk about anything less common

i'll use this tool to add yuri to p5 (p5 but based)
I looked into this at one point, but I can't remember what I found... iirc, vp 6 also appears in some places.
"is that kamoshida's doing, too?" sounds a bit too formal for ryuji. maybe something more like "did kamoshida do that too?"
make Makoto and haru kiss 
"DID THAT EFFIN' KAMOSHIDA DO THIS TOO!?!?!?!"
based ship
honestly, something like that but without caps lock and less ?! sounds great for that line
well I was mostly goofing around lol
maybe you should add even more !? to it
!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?
yes i know lol
!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?

!


@faint plinth is it possible to load several fields into an event?
say I wanted an event to use multiple fields
would it be better to have one event load the other or can you have several fields in one event?
It is technically possible to do within the EVT structure, but I don't know what it ends up doing in-game. Given that the vanilla game doesn't really utilize multiple fields per event even in cases where it would kind of make sense (e.g., Metaverse entry/exit), my guess is either it doesn't work or it isn't worth it. But you never know until you try ๐คท
you need an MSD_ for a model to actually load in initially I think
so I assume that FSD probably does the same thing?
are there any events that load multiple fields?
I believe it's FS__.
something like that
I don't have the thing open rn
I'm still waiting on the bustups
I can't think of any events that do. There are some where fields have higher asset IDs than the usual 2, which makes me think there could be multiple in there... but not necessarily. I haven't looked in that much detail in a while.
I don't think there's actually a way to hide a field once you've loaded it like there is with character models....
a field might be considered a kind of model
and there's model commands that allow you to remove assets after they're used
so it could be possible
actually yeah you can remove the field with those commands
I accidentally did it once when testing the EVTs with the json
it doesn't get rid of the crowd though iirc
Fields are not treated the same way as character models in the beta editor. So you may be able to do some wild stuff if you break its assumptions and e.g. do a MRgs on a field asset, but I would be very hesitant to have that in the UI. Because it would add confusion and breakability.
No, the selection is limited to the assets of the right type for a given command.
?
?
Hmmm, broken if true.
I should go back and check my assumptions here on vanilla events, but sure, test away.
Makes sense, I suppose. I think for models specifically I didn't end up limiting the IDs you can pick on the first pass because it wasn't 100% clear what the set of possible asset types could be.
For field commands like FS__, it's definitely limited.
let me try loading a two different fields throughout this event
I mean, lol, yeah, I agree.
I am kind of curious if the game just crashes if you try to deregister the env or what ๐
I'm attempting to have two different fields load now lol
oh my gosh
look at those cars 
but yes
it's possible
if I can turn crowds on and off
then this could be handy
bruh imagine the types of confusion you could do with this lol
Should be doable with CwP_, I think.
the convergence
interesting things happen if you change the field to something that it's not supposed to be
I should do this for precisely one event in my mod and nothing else

another thing that would be funny is to have Ann and Ren's chat at the diner be in Shido's office instead
but instead of letting it be buggy
I modify it so that the coordinates match up
lol
I can just add a chair for Ren to sit in
oh my god do it
another thing that would be funny is have a scene with Futaba where it constantly switches between three different fields before they all vanish and Futaba's like "I think the field is bugged" before kicking something and then it goes back to what it's supposed to be
that would take forever
yes
it would
but it'd be funny
if I'm ever in a position to do so
I might attempt it lol
i have no voice acting experience but i will be futaba
lol
my voice might be a bit too deep
i love sao abridged
youre about to meet the wrath of a pissed off nerd with admin privilleges!
just imagine futaba with a super deep voice
ever seen ATLA?
like the guy who played Toph in the play in the show lol
I've never seen that one
I've seen the p3a abridged, DBZA, and some of evangelion abridged
ok my voice isn't that deep lol
idk how to describe it without misgendering myself
yeah but it gave me that idea lol
but the best way i can describe it is a tomboy-ish voice
someone did tell me once i sounded non-binary and i was very happy lol
so you sound like Morgana

I just sound like your average guy
extremely average
SAO ABRIDGED!!
SAO Abridged reference hello
yes I also youre about to feel the wrath of a pissed off nerd with admin privileges lol
ah yes my fellow abridged lovers
Hmm
In unison with my custom event, I should change two other things
First: I should add a description of Sumi as one of the possible selection options when Ryuji asks Ren his type
Second: I should have some edited dialogue in the giftshop scene if you went with Sumi
I'm pretty sure the options you have are meant to be:
Ann
Makoto
Futaba
When asked your type
So I should add one for the strawberry
anyone know what calls the cardboard cutout expressions over the characters' heads? โ ๐ฆ etc
found it. MIc_
how do i change the size of these?
There should be a frame duration setting under the frame options within the command's editor.
oh lmao thanks
my eyes skipped over that
isn't there a way to make the character's head snap to someone else's head?
It doesn't really seem like it ๐
MLa_ only seems to work with coordinates, based on experiments so far. And vanilla events are pretty consistent with that.
Might be easier to find the model's last position (from MSD_ or MMD_) and copypaste the coordinates. Plus probably increase the Y from zero to something akin to the height ๐
I'll def try to figure out some way to make look-ats less annoying....
good point
my favorit evt editor. vlc media player 
Is there anything the hardworking folks at VLC can't do ๐ซก
Play the ukulele?
this is what i've been working on 
(i try to make the vids as light as i can so sry for the quality
)
do you have a list of voice packs btw?
that's the main reason I had Sumi muted essentially during the event
since I didn't have any list for them
amicitia doesn't list them either afaik
go to a confidant event, the corresponding character will have a whole list in the Audio tab
thoughts?
i know i still have to add some head movement and animation after the choice
it does make me curious
moreso why Atlus didn't do stuff like this during story events more often
like having your choices give you confidant points
those were generally reserved for optional social scenes
it's coming along nicely, though I think some of the voicepacks don't quite fit what the dialogue actually says
if you can't find something appropriate I'm sure just leaving it muted is fine
i dont wanna have muted lines in events with voice acting
i think it feels even more jarring personally
it's jarring either way
imo
I think the clips here work decently! Better than silence, imo. YMMV as always.
tbh I find it more jarring when they play the voicepack anyway despite totally changing what the line says in mods like R&V
I'd rather it be muted personally
but that's just me
oh yeah this sucks. so far if i changed a line, i remove the voice
seems like this is very subjective
The most complete fix to me would just be switching a whole event to use singleword, but that sounds like a lot more work, lol.
well I'm also used to ddlc mods when it comes to VN-esque stuff so maybe I'm just used to silent unvoiced stuff anyway
the voice acting is too good to remove
btw
what's your guys' opinion of me having Ann kick Kamoshida in the nuts
:)
I'm gonna wait until that insert function is done ofc, but it's one of the changes I want to do
nah, make her use skull's bat instead (we are talking of cognitive kamoshida right?). she shouldnt be soiling her boots with that
oh I was gonna edit the scene where Ann makes an excuse about feeling sick or something so she doesn't have to go anywhere with Kamoshida
so that she just kicks him in the nuts after he asks and runs off
i dont think ann is stupid to do that. but if its a meme mod anyway, then sure lmao
well yeah exactly lol
it doesn't have to fit canon
Kamoshida just deserves to never be able to have children is all
someone else who actually thinks of the fridge logic of "how the hell does everyone else follow jonkler when he uses the hook" 
the game ever touches on that?
magic
some people hc that morgana gave everyone one
imagine on the final palace, joker is carrying like 9 mfers with him
I think it's most likely that everyone has one, not just joker
"but it was cool in smash!!"
fuck it i'll have a scene where morgana finally makes one for everyone, implying that joker was carrying yusuke, ann, morgana, and ryuji on their back this entire time
Omg. Please do this.
how's this feature coming along btw?
somewhere around makoto there becomes too fucking many of them to all ride at once so he has to :V
It's more or less done. I want to add a frame deletion one, too, but I haven't had time to do anything for a day or two โ๏ธ๐

just do your best
nah i'd win
if you can animate, then you could do a goofy one of them attempting to and then the line snaps
doing animations close to p5's quality would need a lot of time and skill, and preferably motion cap, because the animations can be this smooth thanks to it
make IK rigs 
PModding mocap studio when....
virtual mocap
I was planning to do a couple of animations in my project, but don't expect them to be p5r animation quality
btw do you know where the flowscript logic for Ryuji's instakill ability is?
I think you were looking at it before
oh dont worry. i dont think anyone expects any modder to do it in that level, unless they have quite the repertoire for this
I've used blender for like ten years
but most of that time was not spent animating
cant wait to see what you do
so basically you're making it so the other thieves get a grappling hook?
not yet
same
outside of animating Ann kicking Kamoshida in the nuts, idk what else I want to add yet
wouldnt that be hardcoded rather than in flow
I was thinking of making Akechi's blackmask transformation turn him into a bunch of pancakes
I think @solemn zealot looked into it before
im mostly injecting more interaction between characters in the game.
nah i didnt
darn
as long as I can modify the loot it's fine, that's all I was planning to touch anyway
isnt the loot the shadow's loot?
since I had the goofy idea of reverting it to vanilla p5 logic lol
yeah but instakill probably has a script for that
plus it gets you personas too, so it could be a separate function from the regular loot thing
like actually imagine if theyd played into the issue in the world design and thered be bits where jonkler would have to grapple somewhere and then create a non-grapple path so the others can follow, and it was possible to get into an encounter while doing this which youd have to do solo
i think that would have more help in #p5-modding-chat
#1045463242765504552
that too!
I was just asking you since you were here and I thought you looked at it lol
i'd love to be able to look at exes trust me
I'll look through the flowscript
I think that doing anything with C code in this project is a bit beyond the scope of it
so I'll either drop it if I can't find anything or, if I can, make it dumb :)
Using this as a springboard for my thoughts... It'd be nice to have a way to go through the singleword cue groups without already having the cues in your event. But the audio previewing is some of the oldest stuff in the UI, so we'll see when I get around to revamping itand actually making AtomicAudio GUI lol.
plus including DLLs in it could be bad, people like mudkip said before they don't trust mods that use dlls
unless it's open source, but I imagine even if it is some people would rather not risk it
using this as springboard for my question... is there a key i can press to play the audio, or do i have to click on the play button?
Hmmm, I think you do have to click the button. Which is kind of clunky, I agree. Does pressing the enter or space key do anything? (I don't think it does, but I don't actually remember what all I did there.)
enter doesnt work to play because it 'clicks' on the element its focusing, its not tied to the play button
so if you're choosing an audio, enter doesnt work. if you just pressed to play audio, then enter again, it will play the audio, but the arrows wont move the list, and clicking on the list repeats the former
tld;dr: enter focus based so not play
Yeah, if it seems clunky, it probably just is clunky for now, unfortunately.
its workable for now, you can focus on other stuff
actually that reminds me, when im checking the box to pin events i often have to double click because the first one just highlights it instead of actually checking it
gamebanana scans for viruses... but idk how well
not well enough for some people
I'm not saying I'd put a virus in
I'm saying it'd cause less people to trust the program if I had a dll in it and it wasn't a framework
idk code mods are verrry popular lol
idc imo
code mods are like... the reason reloaded was made
reloaded was meant to be a dll injecting mod loader
the entire day i was doing this 
i'd say I'm 99% done with this event
time go to back to gameplay modding 
events take a while lol
OK, options to insert/clear/delete frames are in ๐ They're minimally stress-tested, so they seem to work as far as I can tell, but be wary, lol.
๐
I'll test tomorrow
figuring other things out rn

> idly remember i was yeeting the bit_off call that makes sumire start putting her hair up again
> notice that corp022 maybe possibly calls e700_310
> e700_310.bmd doesnt exist
> realize it probably uses 700_300 as external bmd instead
> open it in evtui to test my hypothesis
oh
rip
bustups obtained
courtesy of https://x.com/EonDriver
Doing a draw and doing my best!
Store: https://t.co/Jpr1wEKT7O
https://t.co/JNrHnFsbYn
I decided to give them 500 values since that's not used for Sumi's bustups
Cute!
Ooh, that's a good reminder, lol. I forgot that I don't actually use the custom paths in extraction yet. Adding that to the list of script-related things to do ๐ฅฒ
I only did 5 bustups (EonDriver prepared two bustup orientations for me to use), but they should suffice for this scene
if I need another one I can just make another edit now that I have an outfit for it
Laundry list of script issues, while I'm probably forgetting others:
(๐ = coded, โ
= merged)
- โ
Modernize
Msg_command editor, including making sure the local data index is in there for selections - โ
Fix
MsgRcrashes - โ Update Avalonia version to get ALT codes working (see this issue)
- โ
Only show messages with names that can be parsed into major/minor/sub IDs in the
Msg_name selection (+ a little tooltip explaining the pattern) - โ Use the EVT header data re: script usage and custom paths in extraction
- โ
Look into lag from syntax highlighting after switching scripts
- โ ...as well as scroll position inconsistency after switching tabs
- โ Get BMD parsing to work irrespective of endianness
- Get modded scripts within custom CPK folders to work on BF/BMD emulation mode
- Same for scripts that don't exist in vanilla, custom CPK or not
- Get case (in)sensitivity to behave consistently in script paths specifically, but also in any paths
- Make compilation/saving more intuitive (and transparent re: what's saving where)
- Actually have BMD emu setup display properly on the timeline
- Make vanilla vs. mod script selection clearer, correct for emu, direct config of custom "CPK" folder names
- Make sure audio previewing can account for messages embedded in BFs
- ...and be more reactive to changes to messages in general
- Add ability to open up any BF/BMD, especially scriptchats that get called by the event...?
- Make sure bustup/cutin previews don't stop working after the first time clicking them within a command editor session
Feel free to add on other stuff I'm inevitably forgetting โ๏ธ
welp
now that I've added the bustups to the event
I should probably update my local repo of EVTUI lol
and then go to bed
tomorrow I'll do the voicepacks
tomorrow I wanna make at least one goofy event change using the new insert system
expect something absolutely stupid
So Mona?
Haven't decided yet

why ryuji's awakening event has this 
(really unfinished. just me testing the add/clear frames feature)
HECK YEAH. It's so easy to just add stuff now
i'll be stress testing it i guess
just one thing: adding frames does not move the blue highlight of a column
True, yeah. I guess that would be expected behavior ๐ค
the thing is that the nodes move: good, makes it easier to pace stuff. but the highlight basically stays where the nodes used to be. like, i mean, you can easily remove it and add again tho. just mentioning because in a long enough event, this could get confusing
I agree. Shifting marker frames when frames are inserted/deleted should be an easy enough thing to add.
so far nothing broke. the new feature is making the process buttery smooth
YAAAY ๐ฅณ I hadn't realized how essential this would be for the workflow, for something so simple... but it makes sense! The power of QA testing.
Legit something like this was the first thought I had when it came to convenience 
Not exactly the same, more like a boolean that determines whether an addition should offset everything after
But this is great
Now my power over events will be limitless
it seems like the animation preview is a bit broken. ann's weren't loading and ryuji's crashed when i tried to switch... but it was only for this event. i'm checking the other ones and the preview looks fine. i even spammed add frames/clear frames to see if that somehow caused it, but nope...
ingame vs what appears in the editor
but so far its ONLY this event which is wack
I think I recall some weirdness for Ann and Ryuji pretty specifically, but I don't remember what I found 
Not all of Sumire's animations load properly either
I think it was that some of their animation IDs seem to be old and wrong, and the game must have a logic for backing off to an existing file....
I thought I fixed it, but maybe not.
I can tell what they are usually, but they're frozen frame 1
By the way @faint plinth what does the UI grab for facial animations?
Like what file
in another project
its loading the correct one
judging by the crashes, and my ann model just up and vanishing in the preview... maybe its a desync?
interestingly, i changed the model id of joker to ryuji in a MAB_, and when i tried to change ryuji's animation, it crashed
nvm that is because of the 'from ext?' being turned on. btw how that works?
Ah, I've been meaning to display the paths it uses for animations in general -- that would help to answer both of your questions re: facial and ext animation paths.
I don't get the animation crashes (cross-platform moment............), but switching between models can get a little wonky.
But basically, uhhh, facial animations usually come from their EMT GAPs. Ext animations are derived from the secondary animation IDs defined on the asset.
talking of facials (wait... phrasing), morgana doesn't show the MAA_, and i have a pretty good guess that morgana is too short and the camera isnt picking his face
Primary animations are usually of the pattern EVENT/BE*.GAP, and secondary (ext) ones are of the pattern EVENT/AE*.GAP.
Morgana's weird because his animations are material ones. I don't know exactly how those work....
here goes my fun theory
That's also why he looks terrifying in previews 
So basically: models will almost always have a base animation GAP loaded, and sometimes will have an event-specific secondary (ext) GAP loaded. Checking that box switches which one you're pulling animations from.
It can get wonky if the model doesn't have an ext animation file loaded. Needs patching to make it more intuitive for sure.
well, at least i can get around by changing and copying the mab in an event that is working, and the pasting into this crashing one.
btw
is it possible for me to get the EVT to load the voiceline audio so it's easier to check?
rather than having two projects open
[Reply to:](#1216244753239248976 message) is it possible for me to get the EVT to load the voiceline audio so it's easier to check?
Using this as a springboard for my thoughts... It'd be nice to have a way to go through the singleword cue groups without already having the cues in your event. But the audio previewing is some of the oldest stuff in the UI, so we'll see when I get around to revamping itand actually making AtomicAudio GUI lol.
[Go to message!](#1216244753239248976 message)
Possible and something I want to implement, but I haven't touched that functionality in a while.
(Simply loading the full singleword every time without any extra design around it would massively bloat and slow everything down
)
just before i forget. this is not urgent, but having a way to see which frame is which in this window would be helpful. if not a slider, at least show the ending and starting frame or just a frame counter ticking somewhere
oh loading one into the event and then reloading it worked
how many voicepacks should I use?
Agreed, but that will require some more work from me to understand the internals of the animations ๐
is it possible to just print the frame number for now? would reduce a lot of friction from guessing or opening gfdstudio. no pressure, tho
Possibly, but even that will require a bit of digging ๐ So it may be super simple, but it also might. Not be.
...saw dniwe typing earlier, probably to tell me to do my annual update of the GFD dependency ๐
Honestly, should probably make PRs for Pherakki's work on blend animations, if he's not around to do it....
im just lurking
Confidant events are probably a good litmus test here. Not sure what ratio they use, but probably like... 1/3 of the lines have a singleword bark, if I had to guess?
they can be used in some lines to convey what you're going for more clearly, or to enhance the emotion in a scene
trust your gut i'd say?
That's a good point. They add emphasis to the lines if used sparingly.
So, whichever lines you want to stand out emotionally.
Portrait: constant, instantaneous visual shorthand for the tone of every line.
Animation: contextualizes it in the environment, makes some lines pop out, or can be their own lines by themselves without needing a single printed word.
Voice: applies the cadence that makes what you're going for hit.
well I've added voicelines to like four of the lines
uuh... apparently ann doesnt have most of her animations in the event im editing? how? w-why??? animation id 3 is her last one before nothing plays in the preview, and not in the game either. the event is 161_301
Old vanilla events are weird re: Ann and Ryuji animations ๐ฌ
Is that even true when not using her ext animations? Like just her base ones?
yeah, the ext is not turned on
Possibly you could try messing with the animation IDs on her model asset.
literally seconds before you sent the message lol
btw @faint plinth do you think you could add a reset function to the MAA_?
there's so much blank space for additive animations that idk which one resets it
0 just does the blinking animation, but doesn't open them up if they're closed
I also don't know how to reset them aside from setting it to zero 
Do you have them using the same "track" value?
I don't change the track value at all
so they're all at 0
I don't remember if this was ever fixed. But from what I can tell it's because it's trying to load an 'invalid' anim and so it crashes.
Essentially it's trying to read ryuji's ID for anims rather than jokers. Which the specific anim you tried setting it to doesn't exist for ryuji, thus it crashes.
last I checked the asset ID isn't updated fully until you close the window
so when you switch it, you have to click off and then back on
I've had it crash even after closing the window.
Yeahhh, I keep forgetting about that and not fixing it because it doesn't crash on my machine 
windows on topโ
๐คญ
I guess now that logging is a thing I can give it a try again.
no like
the model you are changing the animation of won't update until you change the asset ID and then the window
I think your analysis of the issue is correct, though. No sure if logs would tell us anything else.
There's some weirdness there, too, yeah. Most worth fixing as part of making the full render work and be responsive, tbh.
nah it was not that. switching seems actually fine
the ext was just on that's why
hasn't happened with me yet
Just got it to crash. Here's the log. It's definitely more indepth than before with just segmentation fault.
Still not that telling, tbh ๐
damn
I think I need a PR where I just put error catching literally everywhere I've been lazy and left it out. 
mood
okay i swear ann's head is stuck looking at mona. the value shouldnt be making her look there
I had a problem with MLA like this earlier
MLa_ calls have to be spaced
I generally go like 20 frames or so between each one
okay seems like most of the time, using 'slow' is the issue
I'll bet that enum determines how many frames it takes, but I don't know what the number actually is.
That may be good to determine....
(Through trial and error in-game
)
I don't know why it doesn't just let you set the number of interpolated frames like normal ๐ญ
the thing is that it seems that it might be easily interrupted for some reason?
It definitely is.
I'm gonna leave my hawaii event as it is now, except maybe I'll adjust some sounds
and I'll work out the rest of the bugs closer to the release of this mod since I'm very tired of working on that one event lol
seems like "reset eyes" can fix if a head movement is being 'sticky' and stubborn
maybe there is automatic tracking?
If there is, it's not clear how it's done ๐คท
But messing with the various checkboxes within MLa_ is a good bet.
is the part where you decide which person to hang out with/go on a date with for hawaii another event?
Not sure, but probably?
my guess is that it's part of 320 201
i'd say im 3/4s of the way there 
it is not
hmm
ngl I have no idea where to look for this script
clearly it exists, it's probably in the language cpk
but I can't find it
Do you know any specific lines from it? Otherwise, possibly check the scheduler on the day/time it happens.
wait what
I enabled the logging of certain info and it says it's event id 747 000
amicitia wiki lied
it says that's makoto's though
???
that's correct
but why did it access it then...
hmm
maybe that script just contains the messages
nope
oh
it might be a KFEvent
I'd guess it's either an event or a field script.
Either way, it probably calls most of the dialogue from chat scripts.
But the scheduler is really the best place to check.
it's this one
it's unlabeled on amicitia
hmmm
what's the easiest way to check romances?
since I'm trying to check if there's any romances at all
seems like 1288 is for the date
why do i get so many happy chemicals to the brain when editing events 
the gameplay part of the mod is screaming for attention
Checking all of the associated bitflags, tbh.
๐
there's no bitflag for if you have a romance at all?
also idk what all of them are :(
unhardcoded romance readme should have them all
well
some existing mods use different flags for guy romance
but tbh i dont think thisll be compatible with those anyway lol
novelty?
it's been pretty tough to do before EVTUI
better for me not to consider them yeah
the reason I want it to only be available if you don't have a romance is because I plan for it to influence Sumi's dialogue in the gift shop scene btw, figured it'd be easier if I didn't have to bring up the cheating thing
plus if you romanced someone else you probably wouldn't care to do the Sumi date anyway
well... before i had limited ways to express my changes, and they were tied to what you could change in .msg. i had more freedom in bf scripts tho, so i had quite some fun there
but yeah now i feel like the sky's the limit
what if you check how the rank 9s do it, since they warn you if youre already dating someone
if theres a more efficient way it might be shown there
so whenever you add a romance, you have to add to every single nook and cranny calling for it...

what if i make this but for flowutils
go ahead
BIT_CHK returns essentially a boolean right?
like during compilation it'll just assume == 1 right?
im sure by default its 0, false
0 for false 1 for true, so basically yeah
in programming when you write a bool if you just have if check for it it'll assume true and if you put an exclamation point before it'll assume false
oh that
I'm wondering if flowscript assumes the same
yeah just checking is asking if its true
now... what ID should I use
if statement above is just essentially what I'm copying from
they're not in order btw
so they don't go 590,591,592
oh yeah you'll have to add a chat if you don't have...
ik
do you know how to change icon and title?
wondering what ID I should give it
I can figure it out
there's a flowscript file on each one, I'm sure it's determined there if not in the messagescript
from the little i looked it didnt seem like it
but i might have missed something
@faint plinth MsgR node crashes when clicked
male flag check only works for the stock unhardcoded romance flags too ๐ญ
and both gay jonkler and that one femc mod use different ones
the Rose & Violet male romances might use different ones too lol
no that one uses stock unhardcoded romance flags
ah
anyone know what 1288 is for?
the bitflag
it gets turned on when you select a hawaii date and is then turned back off at the end of the hawaii date
and I'm just wondering why they bother
and it only gets turned on for some hawaii dates
there's two where it does not
one is the Ryuji event and the other is chat ID 411 which idk which it is
ngl
I'm just gonna copy Hifumi's chat messages and change them lol
they each start with [f 5 14] @solemn zealot, maybe that determines chat icon?
or it could be the name
since they're still signed as [Hifumi] in this case
like i could do a little thing to fetch the correct flag id depending on enabled mods, but...i dont know the femc ones off the top of my head
(i dont have the gay jonkler ones memorized either but theyre pinned in the respective forum post so thats less of an issue)
and you'd have to update it every single time a new mod comes out that has any kind of custom romances
so tbh
leaving it just vanilla and unhardcoded is simpler in the end
i find it highly improbable that anyone would make a mod and willfully use different flags
people do weird things all the time
plus they might make a custom romance character at some point, it's possible with unhardcoded romances to do that isn't it?
I switched all of gay joker's flags to the new ones
unhardcoded romance has unique behavior for gay jonkler and femc specifically because those mods predate it and have their current flags grandfathered in
theres no good reason to use different flags in a new mod since you are denying yourself the use of unhardcoded romance's features
you say that as though humans are known for their good reasoning skills
in r&V male romance I mean
I'm just saying that someone's probably gonna do it lol
even if it's really unneeded
humans are also pretty lazy sometimes. so why change when its already there?
if someone is stupid enough to do that then they can suck my dick 
again
people do weird things lol

sometimes people put a lot more effort than is required
I can guarantee you someone is stupid enough to do that
they can fuck around and find out 
if I make an early Sumi romance mod then I'll give her a new bitflag just to give you a headache 
glhf
(not really, that's way more pain than it's worth)
i don't imagine there is a good gui for message editing?
notepad
figures 
dude
fetching stuff not in the original msg is such a pain...
unhardcoded romance has an extra flag for sumire I thought
sorta
both have the same bitflag
there's just two character IDs
the point is adding support for existing popular mods does not obligate me to also support the asinine decisions of imaginary people 
since Kasumi and Sumire are technically separate characters in the game ig
btw
E747_101 is failing to load now for some reason
oh her slot changes
kinda interesting though
since that means you absolutely could do an early Sumi romance mod
even without unhardcoded romances
why is it treating it like it's blank
I made the freaking flow and msg files
and they only contain edits like the FEmulator guide says
do you have the corresponding empty file in the cpk?
yeah
it complained at me for not declaring sVar0 and now says that sVar0 is already declared
annoying
CALL_SET_SWITCH might be the problem?
you might be missing a ;
are you using dummy file or vanilla file
i feel like ive gotten weird behavior using vanilla files before
the function I'm replacing says _dummy
also do not use special ' and ". use the default ones. the thing cant understand those and goes capoot
and I added _hook to the end of that btw
i meant in persona essentials folder 
it's not missing
any missing or wrong {}?
this wouldnt cause that error tho
it said something about CALL_SET_SWITCH above where it complained about the variable
I also removed the variable since clearly the globals aren't the problem
oh duh
I didn't finish the check romance... check
let's see
if it has nonsensical 'var already declared' when thats just... no. then it's a syntax error
it complained it wasn't declared and then complained again when I added it so no, that's not the problem
it shouldn't be the problem anyway
yeah as i said, the var is not the problem, its wrong syntax somewhere
I'm attempting to complete the if statement
once I figure out what var2 is for
since that's the last thing it needs
what does SEL_MASK do?
since that's what var2 is used for later on
im sure its used for hiding options
okay
var2 is essentially set to 15 at the start
then the if statements subtract its value
I say essentially because
well
I have no idea why they did it this way
none of these are variables
what if I just
don't set it to anything
That shit's in a CTD
I can unearth the info later if you need it, but yeah.Table data.
๐ฑ Well, good timing, because that's up next for a revamp.
as i imagined
eventually i will make many custom chat messages, so i will need that in the future
huh. i dont remember if i had searched this server for this before. i guess i gave up before i resorted to discord since it wasnt a priority
anyway thanks
this might be the real reason mine's not working
since I'm not replacing an existing chat ID
CTD is effectively the same as FTD right?
Yep.
Should be able to use PAK emulator with it ๐ค
...the other half of the event will easily take another day.
do you know what each Data value does?
Data[0] is almost always 0 and Data[1] varies
I assume Data[1] is who you're chatting with?
in which case which is Sumi's...
Oh, is it not in the existing template?
there's a few I grabbed from
Check this and above in the thread. Or possibly it's in ark's fork.
i did less for more hours
i'll sleep then tackle this, hopefully
do I run p5r_chatDataTable.bt?
it's giving me errors
btw @faint plinth for pak emulator do I still need a blank persona essentials file?
yeah
it's still complaining about CALL_SET_SWITCH
and idk why because 1320 is a valid entry in the ctd
and it was before I even touched it
just to be clear
when you make a function hook, you copy the whole function right?
then add your code
apparently misread it
I'm surprised nobody pointed that out
fixed it
but now there's another issue
for some reason it's showing Iwai's icon at the top but Sumi's icon during the chad
and the other problem is idk where it decides which event to call
i am so confused by MRot 
somehow i still dont know if the yaw is 'rotate by' or 'rotate to' 
I'm pretty sure it's just absolute rotation, not relative to the model's prior rotation or anything 
I finished the rest of the event 
im pretty sure this is basically 100% done outside of microadjustments i'll make in some other lifetime
Nice work!!
You already got the details of the movements and body language pretty on-the-mark ๐ฎ
I suspect microadjustments will wait until you can do at least some of that previewing within the editor rather than opening up the game a million times, lolll.
that will def be appreciated once the pts start expanding 
making events with 6 or so characters on screen...
Nice work! I'm impressed by the head movements, that must have taken you a lot of time 
a lot of throwing my head at the wall... or theirs sometimes
And don't worry, you either become tolerant to the little imperfections... or you just lose your soul to it. There's no inbetween
oh yeah it was like, yesterday, an entire day from morning all the way to today's early afternoon
idk how it takes so long tho 
when you see the clock, the time has already gone
Event-editing addiction hotline feature coming soon ๐
it feels like you've done way more than you actually did
@faint plinth did you fix the issue with the borked gay joker evt's?
can i open them now?
They should all be good, yeah.
ok thanks
OK, this should now work as expected โ๏ธ
Msg_ and MsgR command editors should now be complete / not crash in the latter case, plus the ability to actually select the local data index in which to store the choice is there... although that doesn't include a fix for showing BMD emu versions of things in the timeline just yet ๐ฅฒ Still working on that + more intuitive compiling/saving in general.
hmmm i should be able to turn an unused event into a completely different one, and call it on a certain fhit?
oh yeah talking about unused, having the unused and even new flashbacks of the palace rulers should be doable now for me
well, the first part is easily done. now, to make an entire event 
yo, I cloned ann's rank 2 confidant under 706_025 (the original is 706_020) and im very surprised that 1) that works ingame, and 2)evtui recognized my unique event id
i have no constraints
let my shackles be undone
Nice
Yeah, adding fully new events is fine, there just isn't a good way to do a clone like that within the editor yet.
i just use the "Everything" search tool in my dump file, and mirror everything that shares the same id there. there's nothing i can miss
(unless that would be tbl or ctd dependant
)
Joker's posture and expression look especially funny when you map them onto other character models... then you realize that these levels of slouching and resting-bitchface are unparalleled ๐
can i interest you in https://discord.com/channels/746211612981198989/1424140027641860176
yeah but i wanna do my own
i dont rly see why though
my vision? i am changing more in the story yknow
also i also want to want to make new backstory scene tbh and my monkey brain has somehow convinced itself that "wow! two cakes!" doesnt apply to mods
Getting custom script paths to actually work
Not merged yet, but... progress....
i read "That was the first time I'd ever had to deal with a baker."
Truly a terrifying prospect....
this is... a start
joker sliding around is so funny
Nyoom....
I'm tempted to make a GUI tool that can read an EVT and scramble its msg calls
And then use it for a few events lol
actually
if it'd just be used for my mod, maybe I could find some way to scramble the calls of specific events each time they're loaded
scrambling text can lead to pretty goofy results, that's more or less why
@faint plinth it's uh... not detecting the files.
doesn't it expect the proper directories even in the working folder?
the thing is that they were also originally in their bf and bmd, but this saves to femulator and zeroes the original file. the problem is that it is somehow not retrieving the files it saved
this happens with events that have custom IDs
idk if there's other consequences to using BF/BMD Emulator for ones that do though
that's more BF/BMD Emulator than EVTUI
like it'll work in game if the stuff exists
but EVTUI has a hard time recognizing it
I think the issue is in the dummy files
it'll prioritize the BMD/BF in your mod directory and find that it's blank so it can't read it
could be more complicated than that if ajda hasn't fixed it yet though
It's specifically an issue with EVTUI's ability to handle BMD/BF emu structure, yeah. I assume you have a custom-named CPK folder -- i.e., it's not called EN.CPK. That's fine for the actual game, but I'm currently working to patch up some holes in the editor's ability to pick up on all that.
If you literally just rename the CPK-level directory to EN.CPK, I'd expect it to work. (Although I'd like for you not to have to do that in the near future.)
Oh, hm. What's the full path?
There are a few other path-related issues that can come up, such as lowercase in the path. (Also to be fixed.)
Root\ModName\CPK\EN.CPK
Hmmm, yeah, that should work....
it does work for reading when the file has stuff inside it. its only after saving and the program moving that to femulator that it just thinks there is no bmd or bf
saving and reloading it again. if you stay in the thing it will continue as normal
Oh -- do you have the project set to use BMD emu?
nope
Right, but the EVTUI project needs to have it set to use it.
Also something that needs smoothing out....
Probably I should just have it on by default.
No, within EVTUI.
Your mod is fine for the game. This is an editor-specific thing.
If you check the EVTUI folder within your appdata, the UserCache shows settings for each project. That's currently the only way to turn on BMD emulation -- again, just for the editor.
Hm, yeah, that would be the place...... well...
I can't check now, but if you want to toss over the zipped mod files, I can take a look later to see what the issue is.
just to make sure we are on the same page. this is when i first open the file(same thing for bf)
after clicking save all
after closing and opening the file again
it is sent here. (femulator/bf) (same for bmd in /bmd)and so far no other script had an issue reading this
its only this custom one
Ah. If this is a new event, I see how that would happen.
Another hole in BMD/BF emulation handling.
I will make a note of that in the pinned post I'm slowly working through.
All of these various issues come from clumsy handling of the dummy file, basically.
Whether it needs to be an exact CPK directory match, or gets skipped because it's a new event and there's no equivalent in the vanilla files... it all comes down to that.
this is manageable for now at least. you can keep saving and editing with the thing open even after the file itself was 0'ed out. idk if it is properly locating the files just on that session and then not in another one, thinking the dummy is all there is
It's just working from the copy in memory if you're within the same session, so indeed, it won't hit the issue until you close and try to reload.
uh... what do i do here for the event to properly end and me go back to the same place?
What's happening in the video, here? 
the event is being called. it is empty for now. then it ends and.... well, it stays on that black screen
without a fade it ends up in a black screen regardless once it ends
...does it need a fadeout in the script after the call?
oh that
hopefully this is all of it
nothing. i think it's just not properly ending?
Weird. Should probably unearth some events that are similarly situated within a Palace.
the bf. could be it?
I wouldn't expect any issues from procedures that don't get called.
this is for the event where they enter their first safe room
okay it was just missing call field 
...I was just gonna share that, lol. Based on another example where that's necessary:
now to find out how this works 
LOL... possibly need to mess with the third number a bit?
well, good thing the mod menu has this exact function i can keep magic-numbering over until i find it 
okay that's just the entrance id and anything higher than 1 that teleports youโ wait dont i just need to set my coordinates after? oh
my brain is soup by now
so... by the looks of it, when you have an 'event' in the middle of a field, it is handled through flowscript
when an event moves you to another map, or to one of the entrances of a map, its an evt that calls the field again and has to set the entrance...?
why did they make call_field so effing limited?!
oh well. i'll work around that. i just have to set the disaster shadow tutorial for somewhere else
Looks dope, though 
thanks but i hate myself for doing this
That's modding, babeyyy 
oh no. calling the field from here already lowers the bars visually. there should be something i can toggle to keep them raised tho no biggie
is this just a fun extra boss or is there a reason for the hecate fight?
there is
that wont be needed, i finally found out how to set the player position 
i cant for the life of me get the map to disappear in the event 
would there be a good way to get a list of every object in the event?
yeah, the map you get
i was gonna run something in the script to get anything up to 9999 id
puts on console
At the moment I don't fully know what those indices/IDs are coming from, unfortunately..... Is there anything about it in the FHIT script?
its what i showed. those are the models that hide and appear
but apparently the event doesnt think so?
I swear I've seen numbers larger than 9999 there, unless that's the limit on the number input.
99999 then 
I see, I see... hmmm....
It could just be that I've documented that command wrong ๐ฅฒ That one is mostly conjecture. But I was relatively sure 
If you switch it to Show, that doesn't do anything, does it?
im gonna see
The alternative is to run a script procedure at that frame using the flow commands you know to work, which I would recommend over brute-forcing the ID ๐
oops this crashed
LMAO
it's inverted
would it be possible to eventually add a way to retrieve the objects in that field?
I don't know where that information lives ๐ฅบ
If you have any idea, then yeah, absolutely.
found this in 151_004.OBL in FIELD/OBJECT
looks promising
these are both the medal and map objects numbers
doesnt seem to do anything 
My last attempt to understand OBLs apparently, lol:
i'd actually seen that when searching for something else funnily enough
the things is that no matter what i change, the objects dont seem to change at all
even going nuclear and zeroing everything doesnt seem to affect the game or the objects in any way
Ah-ha!
oooh is that what it is
That's good to know, thank you ๐
but they basically donโt do anything bc itโs handled by an mat anim iirc 

There's that Atlus Moment I was waiting for, lmfao.
I think it may just be in the field model somewhere, honestly 
i uh... i dont think this is what im looking for
Looks like a map to me ๐
.MAP in 010 editor tells you what models a field uses in the metaverse
They're stored in FIELD_TEX itself, not OBJECT
And the .map file is in field/map
Ah I scrolled up
Hmm
What are you looking for exactly?
Props are usually in the GFS file anyway
well, these def look like a map and a medal
somewhere you can get the RESHND of the field's objects
Hmmmmmmmmmmmmm
The field loads files that aren't in the unpacked folder
So they're probably in a .pac or .bin somewhere
Some of them come from the data folder, so they probably do contain handles
yeah the data fbn does have some
Yeah but I assume encounter data could be stored in one of those too
I just need to find the right pac
For the life of me, I do not know where RESHND for these kinds of field objects is actually defined in the first place. Referenced, plenty, but defined...... 
Even looking in the field GFS, I see resInd on some nodes, but it doesn't look like the values I'd expect....
I think MODEL/FIELD_TEX/F251_004_0.GFS is the field in question...? In which case, I don't see the handles you've been working with defined anywhere.
looking at the model, no. that's the roof of the castle
Hmmm....
That should map to that GFS, as far as I know....
okay its quite hard to zoom into this so i cant tell exactly if the room is here
scroll wheel goes just a few inches its awful
Y'know. Why don't you just have the event and fight before you pick up the map? So then you don't have to waste time finding the map.
i have the field already. its mostly to find out where the ids of the object within it are located
couldn't you just look at the map event and then delete stuff until you find what you're looking for?
i already found out tho. this is to easily find out for any future cases
im so confused
Well, if we don't actually know which field GFS it's loading... then I'm stumped. We should really know that by turning on logging or something.
logging?
what event is it?
what the hell am i looing at
battle field
Because if it's not 251_004, then it turns out I don't actually know how field models are derived from the IDs....
it's F051_041_0.GFS
..........how on earth ๐ญ
(How on earth is it getting that from those IDs..............)
no mistaking it
i mean, it has 51 and 4 in common
151, 4 => 051, 41 
what is the event id? I can try deciphering it?
It's a custom event.
well it's based off of the map event
nah. it's based off of ann's rank 2 event lol. i successfuly made it an event of this map already
.MAP tells the field what GFS files to load
it's not math
plus some .MAPs load multiple GFS models
idk why they named it the way they did, but if you want to figure out which GFS models go to which map
you have to examine the .MAP files
00 00 00 02 00 01 00 00 01 00 00 00 00 00 00 00
00 33 00 29 3C 34 00 00 00 00 00 00 00 33 00 28
3C 3C 00 00 00 00 00 00
the entire map file
Yeahhh, I couldn't find it in there.
51 = 33 in hex
Oh, wait, I see...
I SEEEEEE....
its easier to see when you have the numbers already 
I was looking in there for the RESHND numbers, but it's the actual field model IDs ๐คฏ
OK, we're getting somewhere, lmfao.
Whyyy is it so complicated to load a dungeon field 
there's a template for .MAP
it can read the data
trust me I've literally spent hours on this and it's been consistent
where is the map 
the .map bt file I use doesn't always work though, but it works for most of the map files
however
idk what the heck the purpose of .MAP is
since only the palace ones are actually available in that folder
Some of them have swapped endianness and other shenanigans happening.
oh yeah I took a screenshot of the bt template yesterday
So, okay, yeah. Non-Palace fields just work like fucking normal. But apparently Palace fields need .MAP to tell you the actual files to load....
I have also seen the template, yes.
I did not realize it was actually referring to GFS files, though.
the template tells you though
I mean swapped endianness that breaks the template.
Not what the template already handles.
But anyway, it says major and minor ID, but I didn't realize what for.
Many things have those, including objects.
hang on does that mean I can make a second template that just swaps these endian funcs and it'd work properly?
for the ones that are flipped