#EVTUI (Visual event editing tool)

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jolly epoch
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I'll figure out which soon enough

solemn zealot
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can't you for now use a placeholder bustup?

jolly epoch
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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

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I can check later

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plus

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I'm a little tired of working on this event

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I've been spending hours a day on it

solemn zealot
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that one icnreases points right

jolly epoch
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on SEL it decides what Ren's portrait looks like, at least the one I used

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I copied it from Hifumi's since it's for the same portrait

solemn zealot
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oh i see

jolly epoch
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you don't get points in this event

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maybe I should have you get somet though

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but I think Sumi's first half of her confidant would already be done by now in most cases

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still I could do it

solemn zealot
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you get in other beach dates right?

jolly epoch
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I went through Hifumi's yesterday in the game and I don't remember getting points

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I do know that [f] is multipurpose though

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it does lip flapping and decides Ren's portrait and probably does other stuff

solemn zealot
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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

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can be this?

jolly epoch
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I think it can also flip bitflags

jolly epoch
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but for MND it probably has a different purpose

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since you don't see a portrait there

solemn zealot
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i am talking about mine

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try adding [n][f 1 3 65535][w][e] to the end of every line?

jolly epoch
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I'll try it for the first few

solemn zealot
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its very consistent

jolly epoch
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gosh I really need to move my OS to my NVMe

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yep

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freaking

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if I wasn't so worried about something breaking

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I'd switch my OS from my SATA to my NVMe rn

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it's still a SATA SSD, but it's way slower than the NVMe

faint plinth
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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.

jolly epoch
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๐Ÿ‘

solemn zealot
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is there anywhere that documents them?

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f 1 3 seems like it sets the message to be autoable

jolly epoch
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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)

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what's the difference?

jolly epoch
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but idk about anything less common

ocean acorn
solemn zealot
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i'll use this tool to add yuri to p5 (p5 but based)

faint plinth
rocky kelp
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"is that kamoshida's doing, too?" sounds a bit too formal for ryuji. maybe something more like "did kamoshida do that too?"

rocky kelp
jolly epoch
solemn zealot
jolly epoch
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maybe you should add even more !? to it

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!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?

solemn zealot
jolly epoch
# solemn zealot yes i know lol

!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?

solemn zealot
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!

rocky kelp
solemn zealot
jolly epoch
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@faint plinth is it possible to load several fields into an event?

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say I wanted an event to use multiple fields

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would it be better to have one event load the other or can you have several fields in one event?

faint plinth
# jolly epoch <@572321426456182794> is it possible to load several fields into an 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 ๐Ÿคท

jolly epoch
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so I assume that FSD probably does the same thing?

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are there any events that load multiple fields?

faint plinth
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I believe it's FS__.

jolly epoch
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something like that

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I don't have the thing open rn

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I'm still waiting on the bustups

faint plinth
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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.

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I don't think there's actually a way to hide a field once you've loaded it like there is with character models....

jolly epoch
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a field might be considered a kind of model

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and there's model commands that allow you to remove assets after they're used

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so it could be possible

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actually yeah you can remove the field with those commands

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I accidentally did it once when testing the EVTs with the json

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it doesn't get rid of the crowd though iirc

faint plinth
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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.

jolly epoch
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I think you can already do that in the UI

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you can select any loaded asset

faint plinth
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No, the selection is limited to the assets of the right type for a given command.

jolly epoch
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?

faint plinth
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?

jolly epoch
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only two of these are character assets

faint plinth
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Hmmm, broken if true.

jolly epoch
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should I test?

faint plinth
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I should go back and check my assumptions here on vanilla events, but sure, test away.

jolly epoch
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yep

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it doesn't get rid of crowds though

faint plinth
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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.

jolly epoch
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mhm

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but uh

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environments probably shouldn't be selectable

faint plinth
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For field commands like FS__, it's definitely limited.

jolly epoch
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let me try loading a two different fields throughout this event

faint plinth
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I am kind of curious if the game just crashes if you try to deregister the env or what ๐Ÿ˜…

rocky kelp
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we really breaking shit here

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for science!

jolly epoch
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I'm attempting to have two different fields load now lol

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oh my gosh

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look at those cars sumilaugh

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but yes

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it's possible

faint plinth
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Omg.......

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Okay, well, I changed my mind, lmao. This is staying in ๐Ÿ˜†

jolly epoch
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if I can turn crowds on and off

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then this could be handy

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bruh imagine the types of confusion you could do with this lol

faint plinth
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Should be doable with CwP_, I think.

jolly epoch
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or

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I could do

rocky kelp
jolly epoch
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interesting things happen if you change the field to something that it's not supposed to be

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I should do this for precisely one event in my mod and nothing else

rocky kelp
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find the funniest field combination

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i like the first one where they're in the ground

jolly epoch
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but instead of letting it be buggy

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I modify it so that the coordinates match up

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lol

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I can just add a chair for Ren to sit in

rocky kelp
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oh my god do it

jolly epoch
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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

rocky kelp
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oh my god yes

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futaba is aware

jolly epoch
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imagine a p5r abridged mod that's kinda like DBZA

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with voice acting and everything

rocky kelp
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that would take forever

jolly epoch
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yes

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it would

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but it'd be funny

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if I'm ever in a position to do so

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I might attempt it lol

rocky kelp
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i have no voice acting experience but i will be futaba

jolly epoch
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lol

rocky kelp
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my voice might be a bit too deep

lime scarab
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youre about to meet the wrath of a pissed off nerd with admin privilleges!

jolly epoch
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ever seen ATLA?

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like the guy who played Toph in the play in the show lol

jolly epoch
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I've never seen that one

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I've seen the p3a abridged, DBZA, and some of evangelion abridged

rocky kelp
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idk how to describe it without misgendering myself

jolly epoch
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yeah but it gave me that idea lol

rocky kelp
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but the best way i can describe it is a tomboy-ish voice

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someone did tell me once i sounded non-binary and i was very happy lol

jolly epoch
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I just sound like your average guy

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extremely average

mellow gazelle
weary pelican
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SAO Abridged reference hello

lime scarab
lime scarab
jolly epoch
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Hmm

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In unison with my custom event, I should change two other things

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First: I should add a description of Sumi as one of the possible selection options when Ryuji asks Ren his type

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Second: I should have some edited dialogue in the giftshop scene if you went with Sumi

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I'm pretty sure the options you have are meant to be:
Ann
Makoto
Futaba

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When asked your type

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So I should add one for the strawberry

solemn zealot
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anyone know what calls the cardboard cutout expressions over the characters' heads? โ— ๐Ÿ’ฆ etc

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found it. MIc_

solemn zealot
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how do i change the size of these?

faint plinth
solemn zealot
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oh lmao thanks

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my eyes skipped over that

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isn't there a way to make the character's head snap to someone else's head?

faint plinth
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It doesn't really seem like it ๐Ÿ˜”

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MLa_ only seems to work with coordinates, based on experiments so far. And vanilla events are pretty consistent with that.

solemn zealot
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... close enough naosmiley

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i just have to invert uh... x?

faint plinth
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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 ๐Ÿ˜…

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I'll def try to figure out some way to make look-ats less annoying....

solemn zealot
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my favorit evt editor. vlc media player naosmiley

faint plinth
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Is there anything the hardworking folks at VLC can't do ๐Ÿซก

solemn zealot
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this is what i've been working on naosmiley

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(i try to make the vids as light as i can so sry for the quality naodead )

jolly epoch
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that's the main reason I had Sumi muted essentially during the event

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since I didn't have any list for them

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amicitia doesn't list them either afaik

solemn zealot
jolly epoch
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ah

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ok

solemn zealot
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i know i still have to add some head movement and animation after the choice

jolly epoch
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moreso why Atlus didn't do stuff like this during story events more often

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like having your choices give you confidant points

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those were generally reserved for optional social scenes

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it's coming along nicely, though I think some of the voicepacks don't quite fit what the dialogue actually says

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if you can't find something appropriate I'm sure just leaving it muted is fine

solemn zealot
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i think it feels even more jarring personally

jolly epoch
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imo

faint plinth
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I think the clips here work decently! Better than silence, imo. YMMV as always.

jolly epoch
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tbh I find it more jarring when they play the voicepack anyway despite totally changing what the line says in mods like R&V

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I'd rather it be muted personally

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but that's just me

solemn zealot
solemn zealot
faint plinth
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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.

jolly epoch
solemn zealot
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the voice acting is too good to remove

jolly epoch
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btw

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what's your guys' opinion of me having Ann kick Kamoshida in the nuts

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:)

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I'm gonna wait until that insert function is done ofc, but it's one of the changes I want to do

solemn zealot
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nah, make her use skull's bat instead (we are talking of cognitive kamoshida right?). she shouldnt be soiling her boots with that

jolly epoch
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so that she just kicks him in the nuts after he asks and runs off

solemn zealot
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i dont think ann is stupid to do that. but if its a meme mod anyway, then sure lmao

jolly epoch
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it doesn't have to fit canon

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Kamoshida just deserves to never be able to have children is all

ocean acorn
# solemn zealot

someone else who actually thinks of the fridge logic of "how the hell does everyone else follow jonkler when he uses the hook" femc

solemn zealot
jolly epoch
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some people hc that morgana gave everyone one

jolly epoch
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not even once

solemn zealot
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imagine on the final palace, joker is carrying like 9 mfers with him

jolly epoch
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I think it's most likely that everyone has one, not just joker

ocean acorn
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"but it was cool in smash!!"

jolly epoch
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:)

solemn zealot
jolly epoch
ocean acorn
faint plinth
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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 โœŒ๏ธ๐Ÿ˜”

jolly epoch
solemn zealot
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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

faint plinth
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PModding mocap studio when....

solemn zealot
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virtual mocap

jolly epoch
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I was planning to do a couple of animations in my project, but don't expect them to be p5r animation quality

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btw do you know where the flowscript logic for Ryuji's instakill ability is?

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I think you were looking at it before

solemn zealot
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oh dont worry. i dont think anyone expects any modder to do it in that level, unless they have quite the repertoire for this

jolly epoch
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but most of that time was not spent animating

solemn zealot
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cant wait to see what you do

rocky kelp
# solemn zealot

so basically you're making it so the other thieves get a grappling hook?

jolly epoch
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freaking need a new headset

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mine doesn't like staying connected anymore

jolly epoch
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outside of animating Ann kicking Kamoshida in the nuts, idk what else I want to add yet

ocean acorn
jolly epoch
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I was thinking of making Akechi's blackmask transformation turn him into a bunch of pancakes

jolly epoch
solemn zealot
solemn zealot
jolly epoch
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darn

jolly epoch
solemn zealot
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isnt the loot the shadow's loot?

jolly epoch
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since I had the goofy idea of reverting it to vanilla p5 logic lol

jolly epoch
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plus it gets you personas too, so it could be a separate function from the regular loot thing

ocean acorn
solemn zealot
ocean acorn
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#1045463242765504552

solemn zealot
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that too!

jolly epoch
solemn zealot
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i'd love to be able to look at exes trust me

jolly epoch
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I'll look through the flowscript

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I think that doing anything with C code in this project is a bit beyond the scope of it

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so I'll either drop it if I can't find anything or, if I can, make it dumb :)

faint plinth
jolly epoch
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unless it's open source, but I imagine even if it is some people would rather not risk it

solemn zealot
faint plinth
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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.)

solemn zealot
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enter doesnt work to play because it 'clicks' on the element its focusing, its not tied to the play button

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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

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tld;dr: enter focus based so not play

faint plinth
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Yeah, if it seems clunky, it probably just is clunky for now, unfortunately.

solemn zealot
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its workable for now, you can focus on other stuff

ocean acorn
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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

rocky kelp
jolly epoch
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I'm not saying I'd put a virus in

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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

rocky kelp
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idk code mods are verrry popular lol

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idc imo

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code mods are like... the reason reloaded was made

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reloaded was meant to be a dll injecting mod loader

solemn zealot
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the entire day i was doing this naosmiley
i'd say I'm 99% done with this event
time go to back to gameplay modding naodead

solemn zealot
faint plinth
jolly epoch
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I'll test tomorrow

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figuring other things out rn

faint plinth
ocean acorn
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> 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

rocky kelp
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rip

jolly epoch
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bustups obtained

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I decided to give them 500 values since that's not used for Sumi's bustups

faint plinth
faint plinth
jolly epoch
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I only did 5 bustups (EonDriver prepared two bustup orientations for me to use), but they should suffice for this scene

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if I need another one I can just make another edit now that I have an outfit for it

faint plinth
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Laundry list of script issues, while I'm probably forgetting others:
(๐Ÿ”„ = coded, โœ… = merged)

  • โœ… Modernize Msg_ command editor, including making sure the local data index is in there for selections
  • โœ… Fix MsgR crashes
  • โœ… Update Avalonia version to get ALT codes working (see this issue)
  • โœ… 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)
  • โœ… Use the EVT header data re: script usage and custom paths in extraction
  • โœ… Look into lag from syntax highlighting after switching scripts
    • โœ… ...as well as scroll position inconsistency after switching tabs
  • โœ… 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
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Feel free to add on other stuff I'm inevitably forgetting โœŒ๏ธ

jolly epoch
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welp

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now that I've added the bustups to the event

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I should probably update my local repo of EVTUI lol

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and then go to bed

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tomorrow I'll do the voicepacks

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tomorrow I wanna make at least one goofy event change using the new insert system

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expect something absolutely stupid

weary pelican
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So Mona?

jolly epoch
solemn zealot
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why ryuji's awakening event has this naosmiley

solemn zealot
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i'll be stress testing it i guess

solemn zealot
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just one thing: adding frames does not move the blue highlight of a column

faint plinth
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True, yeah. I guess that would be expected behavior ๐Ÿค”

solemn zealot
faint plinth
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I agree. Shifting marker frames when frames are inserted/deleted should be an easy enough thing to add.

solemn zealot
faint plinth
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YAAAY ๐Ÿฅณ 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.

jolly epoch
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Not exactly the same, more like a boolean that determines whether an addition should offset everything after

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But this is great

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Now my power over events will be limitless

solemn zealot
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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...

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ingame vs what appears in the editor

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but so far its ONLY this event which is wack

faint plinth
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I think I recall some weirdness for Ann and Ryuji pretty specifically, but I don't remember what I found naohmm

jolly epoch
faint plinth
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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....

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I thought I fixed it, but maybe not.

jolly epoch
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I can tell what they are usually, but they're frozen frame 1

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By the way @faint plinth what does the UI grab for facial animations?

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Like what file

solemn zealot
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its loading the correct one

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judging by the crashes, and my ann model just up and vanishing in the preview... maybe its a desync?

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interestingly, i changed the model id of joker to ryuji in a MAB_, and when i tried to change ryuji's animation, it crashed

solemn zealot
faint plinth
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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.

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I don't get the animation crashes (cross-platform moment............), but switching between models can get a little wonky.

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But basically, uhhh, facial animations usually come from their EMT GAPs. Ext animations are derived from the secondary animation IDs defined on the asset.

solemn zealot
faint plinth
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Primary animations are usually of the pattern EVENT/BE*.GAP, and secondary (ext) ones are of the pattern EVENT/AE*.GAP.

faint plinth
solemn zealot
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here goes my fun theory

faint plinth
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That's also why he looks terrifying in previews naosmiley

faint plinth
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It can get wonky if the model doesn't have an ext animation file loaded. Needs patching to make it more intuitive for sure.

solemn zealot
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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.

jolly epoch
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btw

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is it possible for me to get the EVT to load the voiceline audio so it's easier to check?

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rather than having two projects open

balmy basaltBOT
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[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.

Jump

[Go to message!](#1216244753239248976 message)

faint plinth
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Possible and something I want to implement, but I haven't touched that functionality in a while.

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(Simply loading the full singleword every time without any extra design around it would massively bloat and slow everything down naosmiley)

solemn zealot
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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

jolly epoch
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how many voicepacks should I use?

faint plinth
jolly epoch
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there's not exactly a good line for everything Sumi says

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so what's a good balance

solemn zealot
faint plinth
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...saw dniwe typing earlier, probably to tell me to do my annual update of the GFD dependency ๐Ÿ˜†

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Honestly, should probably make PRs for Pherakki's work on blend animations, if he's not around to do it....

patent pier
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im just lurking

faint plinth
# jolly epoch so what's a good balance

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?

solemn zealot
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they can be used in some lines to convey what you're going for more clearly, or to enhance the emotion in a scene

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trust your gut i'd say?

faint plinth
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That's a good point. They add emphasis to the lines if used sparingly.

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So, whichever lines you want to stand out emotionally.

solemn zealot
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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.

jolly epoch
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well I've added voicelines to like four of the lines

solemn zealot
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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

faint plinth
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Old vanilla events are weird re: Ann and Ryuji animations ๐Ÿ˜ฌ

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Is that even true when not using her ext animations? Like just her base ones?

solemn zealot
faint plinth
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Possibly you could try messing with the animation IDs on her model asset.

solemn zealot
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funnily enough, i just found out about this

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i would have tested before

solemn zealot
jolly epoch
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btw @faint plinth do you think you could add a reset function to the MAA_?

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there's so much blank space for additive animations that idk which one resets it

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0 just does the blinking animation, but doesn't open them up if they're closed

faint plinth
#

I also don't know how to reset them aside from setting it to zero hmm

#

Do you have them using the same "track" value?

jolly epoch
#

so they're all at 0

amber moth
#

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.

jolly epoch
#

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

amber moth
#

I've had it crash even after closing the window.

faint plinth
amber moth
#

windows on topโœŠ

faint plinth
#

๐Ÿคญ

amber moth
#

I guess now that logging is a thing I can give it a try again.

jolly epoch
#

the model you are changing the animation of won't update until you change the asset ID and then the window

faint plinth
#

I think your analysis of the issue is correct, though. No sure if logs would tell us anything else.

faint plinth
solemn zealot
#

the ext was just on that's why

amber moth
faint plinth
#

Still not that telling, tbh ๐Ÿ˜”

amber moth
#

damn

faint plinth
#

I think I need a PR where I just put error catching literally everywhere I've been lazy and left it out. naosmiley

amber moth
#

Actually I think we need to kill atlus

#

but yeah more error catching would be cool

solemn zealot
#

okay i swear ann's head is stuck looking at mona. the value shouldnt be making her look there

jolly epoch
#

MLa_ calls have to be spaced

#

I generally go like 20 frames or so between each one

solemn zealot
#

okay seems like most of the time, using 'slow' is the issue

faint plinth
#

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 naosmiley)

#

I don't know why it doesn't just let you set the number of interpolated frames like normal ๐Ÿ˜ญ

solemn zealot
#

the thing is that it seems that it might be easily interrupted for some reason?

faint plinth
#

It definitely is.

jolly epoch
#

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

solemn zealot
#

seems like "reset eyes" can fix if a head movement is being 'sticky' and stubborn

#

maybe there is automatic tracking?

faint plinth
#

If there is, it's not clear how it's done ๐Ÿคท

#

But messing with the various checkboxes within MLa_ is a good bet.

jolly epoch
#

is the part where you decide which person to hang out with/go on a date with for hawaii another event?

faint plinth
#

Not sure, but probably?

jolly epoch
#

my guess is that it's part of 320 201

solemn zealot
jolly epoch
#

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

faint plinth
#

Do you know any specific lines from it? Otherwise, possibly check the scheduler on the day/time it happens.

jolly epoch
#

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

faint plinth
#

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.

jolly epoch
#

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

solemn zealot
#

why do i get so many happy chemicals to the brain when editing events naosmiley

#

the gameplay part of the mod is screaming for attention

faint plinth
jolly epoch
#

also idk what all of them are :(

ocean acorn
#

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

jolly epoch
#

it's been pretty tough to do before EVTUI

jolly epoch
#

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

solemn zealot
# jolly epoch novelty?

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

jolly epoch
#

this is so ugly

#

should probably flip the results just to make it less confusing

ocean acorn
#

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

jolly epoch
#

let me see

#

nope it's basically the same

solemn zealot
#

so whenever you add a romance, you have to add to every single nook and cranny calling for it...

ocean acorn
jolly epoch
#

BIT_CHK returns essentially a boolean right?

#

like during compilation it'll just assume == 1 right?

solemn zealot
#

im sure by default its 0, false

ocean acorn
#

0 for false 1 for true, so basically yeah

jolly epoch
solemn zealot
#

oh that

jolly epoch
#

I'm wondering if flowscript assumes the same

solemn zealot
#

yeah just checking is asking if its true

jolly epoch
#

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

solemn zealot
#

oh yeah you'll have to add a chat if you don't have...

jolly epoch
#

ik

solemn zealot
#

do you know how to change icon and title?

jolly epoch
#

wondering what ID I should give it

jolly epoch
solemn zealot
#

tell me then cause i dont

jolly epoch
#

there's a flowscript file on each one, I'm sure it's determined there if not in the messagescript

solemn zealot
#

from the little i looked it didnt seem like it

#

but i might have missed something

#

@faint plinth MsgR node crashes when clicked

ocean acorn
#

male flag check only works for the stock unhardcoded romance flags too ๐Ÿ˜ญ

#

and both gay jonkler and that one femc mod use different ones

jolly epoch
ocean acorn
#

no that one uses stock unhardcoded romance flags

jolly epoch
#

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

ocean acorn
jolly epoch
#

so tbh

#

leaving it just vanilla and unhardcoded is simpler in the end

ocean acorn
#

dojima_false i find it highly improbable that anyone would make a mod and willfully use different flags

jolly epoch
#

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?

rocky kelp
ocean acorn
#

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

rocky kelp
#

^^^^^

#

use the stock unhardcoded romance flags. there's no reason not to

jolly epoch
rocky kelp
jolly epoch
#

I'm just saying that someone's probably gonna do it lol

#

even if it's really unneeded

solemn zealot
ocean acorn
#

if someone is stupid enough to do that then they can suck my dick naosmiley

jolly epoch
#

people do weird things lol

solemn zealot
jolly epoch
#

sometimes people put a lot more effort than is required

jolly epoch
ocean acorn
#

they can fuck around and find out adachi_true

jolly epoch
#

if I make an early Sumi romance mod then I'll give her a new bitflag just to give you a headache FutabaGremlin

ocean acorn
#

glhf

jolly epoch
#

(not really, that's way more pain than it's worth)

solemn zealot
#

i don't imagine there is a good gui for message editing?

ocean acorn
#

notepad

solemn zealot
#

figures adachi_true

solemn zealot
#

fetching stuff not in the original msg is such a pain...

rocky kelp
#

unhardcoded romance has an extra flag for sumire I thought

jolly epoch
#

both have the same bitflag

#

there's just two character IDs

ocean acorn
#

the point is adding support for existing popular mods does not obligate me to also support the asinine decisions of imaginary people adachi_true

jolly epoch
#

since Kasumi and Sumire are technically separate characters in the game ig

#

btw

#

E747_101 is failing to load now for some reason

rocky kelp
#

oh her slot changes

jolly epoch
#

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

solemn zealot
#

do you have the corresponding empty file in the cpk?

jolly epoch
#

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?

ocean acorn
#

are you using dummy file or vanilla file
i feel like ive gotten weird behavior using vanilla files before

solemn zealot
#

the error is stupid and pretends like your syntax is perfect

#

happens often

jolly epoch
solemn zealot
#

also do not use special ' and ". use the default ones. the thing cant understand those and goes capoot

jolly epoch
#

and I added _hook to the end of that btw

ocean acorn
jolly epoch
#

oh

#

yes it's blank

#

it's just a blank txt with the file extension changed to BF

solemn zealot
#

have you checked already for a missing ;?

#

most of the time its just that

jolly epoch
#

it's not missing

solemn zealot
#

any missing or wrong {}?

jolly epoch
#

my assumption is that this is wrong somehow

#

maybe I'm missing something

solemn zealot
#

this wouldnt cause that error tho

jolly epoch
#

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

solemn zealot
#

if it has nonsensical 'var already declared' when thats just... no. then it's a syntax error

jolly epoch
#

it shouldn't be the problem anyway

solemn zealot
jolly epoch
#

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

solemn zealot
#

im sure its used for hiding options

jolly epoch
#

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

faint plinth
faint plinth
solemn zealot
#

eventually i will make many custom chat messages, so i will need that in the future

balmy basaltBOT
#

[Reply to:](#1216244753239248976 message) That shit's in a CTD pensivekechi I can unearth the info later if you need it...

it's handled in en/init/cmpTable.bin/chatDataTable.ctd

Jump

[Go to message!](#1137202245465817098 message)

solemn zealot
#

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

jolly epoch
#

since I'm not replacing an existing chat ID

#

CTD is effectively the same as FTD right?

faint plinth
#

Yep.

jolly epoch
#

ok

#

I'm gonna extract it, modify it, and then replace the bin version with it again

faint plinth
#

Should be able to use PAK emulator with it ๐Ÿค”

solemn zealot
#

naosmiley ...the other half of the event will easily take another day.

jolly epoch
#

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...

faint plinth
#

Oh, is it not in the existing template?

jolly epoch
#

I'm using Persona_5R_FTD.bt

#

from...

#

I forget which github page

balmy basaltBOT
#

@faint plinth @tired lodge

Jump

[Go to message!](#1242835742317871206 message)

p5_enums_ftd.bt
jolly epoch
#

there's a few I grabbed from

faint plinth
#

Check this and above in the thread. Or possibly it's in ark's fork.

solemn zealot
#

i'll sleep then tackle this, hopefully

jolly epoch
#

it's giving me errors

#

btw @faint plinth for pak emulator do I still need a blank persona essentials file?

rocky kelp
#

yo u do

#

for the pak

jolly epoch
#

just the .bin file?

#

blank though right?

#

ugh

rocky kelp
#

yeah

jolly epoch
#

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

jolly epoch
#

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

solemn zealot
#

i am so confused by MRot naodead

#

somehow i still dont know if the yaw is 'rotate by' or 'rotate to' naosmiley

solemn zealot
#

i think i'll actually finish this pretty soon.

faint plinth
solemn zealot
#

im pretty sure this is basically 100% done outside of microadjustments i'll make in some other lifetime

faint plinth
#

Nice work!!

#

You already got the details of the movements and body language pretty on-the-mark ๐Ÿ˜ฎ

#

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.

solemn zealot
#

making events with 6 or so characters on screen...

bronze cargo
#

Nice work! I'm impressed by the head movements, that must have taken you a lot of time pogchie

solemn zealot
bronze cargo
#

And don't worry, you either become tolerant to the little imperfections... or you just lose your soul to it. There's no inbetween

solemn zealot
#

idk how it takes so long tho naodead

#

when you see the clock, the time has already gone

faint plinth
#

Event-editing addiction hotline feature coming soon ๐Ÿ˜…

solemn zealot
#

it feels like you've done way more than you actually did

rocky kelp
#

@faint plinth did you fix the issue with the borked gay joker evt's?

#

can i open them now?

faint plinth
#

They should all be good, yeah.

rocky kelp
#

ok thanks

faint plinth
faint plinth
#

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 ๐Ÿฅฒ Still working on that + more intuitive compiling/saving in general.

solemn zealot
#

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

solemn zealot
solemn zealot
#

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 femc let my shackles be undone

faint plinth
#

Nice naocool Yeah, adding fully new events is fine, there just isn't a good way to do a clone like that within the editor yet.

solemn zealot
#

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 naosmiley )

solemn zealot
#

date in the void naotoflushed

#

holy shit what's with joker's posture dark

#

just like me fr

faint plinth
#

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 ๐Ÿ˜†

ocean acorn
#

i dont rly see why though

solemn zealot
ocean acorn
#

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

faint plinth
solemn zealot
faint plinth
#

Truly a terrifying prospect....

solemn zealot
rocky kelp
#

joker sliding around is so funny

faint plinth
#

Nyoom....

jolly epoch
#

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

jolly epoch
#

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

solemn zealot
#

@faint plinth it's uh... not detecting the files.

jolly epoch
solemn zealot
#

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

jolly epoch
#

also BF/BMD Emulator still doesn't work afaik

#

not for anything custom, at least

jolly epoch
#

idk if there's other consequences to using BF/BMD Emulator for ones that do though

solemn zealot
#

it does work tho

#

its only the program that seems to not properly retrieve

jolly epoch
#

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

faint plinth
#

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.)

solemn zealot
#

they are both in EN.CPK actually

#

ecs and evt in base.cpk

faint plinth
#

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.)

solemn zealot
#

Root\ModName\CPK\EN.CPK

faint plinth
#

Hmmm, yeah, that should work....

solemn zealot
#

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

solemn zealot
faint plinth
#

Oh -- do you have the project set to use BMD emu?

solemn zealot
#

nope

faint plinth
#

Right now it's determined at a project level. So that'd be it.

#

(Probably.)

solemn zealot
#

what is bmd emu...?

#

oh no i do have

#

FEmulator right?

faint plinth
#

Right, but the EVTUI project needs to have it set to use it.

#

Also something that needs smoothing out....

solemn zealot
faint plinth
#

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.

solemn zealot
faint plinth
#

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.

solemn zealot
#

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

faint plinth
#

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.

solemn zealot
#

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

faint plinth
#

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.

solemn zealot
faint plinth
#

What's happening in the video, here? hmm

solemn zealot
faint plinth
#

Hmmmm....

#

Does it need a Fd__ at the end?

solemn zealot
#

without a fade it ends up in a black screen regardless once it ends

faint plinth
#

...does it need a fadeout in the script after the call?

solemn zealot
#

oh thatnaosmiley hopefully this is all of it

#

nothing. i think it's just not properly ending?

faint plinth
#

Weird. Should probably unearth some events that are similarly situated within a Palace.

solemn zealot
#

the bf. could be it?

faint plinth
#

I wouldn't expect any issues from procedures that don't get called.

solemn zealot
#

this is for the event where they enter their first safe room

#

okay it was just missing call field naosmiley

faint plinth
#

...I was just gonna share that, lol. Based on another example where that's necessary:

solemn zealot
#

now to find out how this works dark

faint plinth
#

LOL... possibly need to mess with the third number a bit?

solemn zealot
#

well, good thing the mod menu has this exact function i can keep magic-numbering over until i find it naosmiley

#

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

#

naodead my brain is soup by now

solemn zealot
#

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...?

#

naodead 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

solemn zealot
#

i wanna sleep now...naodead

#

this will be hell to finish naosmiley

faint plinth
#

Looks dope, though demistare

solemn zealot
#

thanks but i hate myself for doing this

faint plinth
#

That's modding, babeyyy naosmiley

solemn zealot
#

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

rocky kelp
solemn zealot
#

there is

solemn zealot
solemn zealot
#

i cant for the life of me get the map to disappear in the event naodead

#

would there be a good way to get a list of every object in the event?

faint plinth
#

Can you show an in-game screenshot of what you mean?

#

Oh, the item on the shelves.

solemn zealot
#

i was gonna run something in the script to get anything up to 9999 id

#

puts on console

faint plinth
#

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?

solemn zealot
#

but apparently the event doesnt think so?

faint plinth
#

I swear I've seen numbers larger than 9999 there, unless that's the limit on the number input.

solemn zealot
#

99999 then naosmiley

faint plinth
#

It could just be that I've documented that command wrong ๐Ÿฅฒ That one is mostly conjecture. But I was relatively sure naohmm

#

If you switch it to Show, that doesn't do anything, does it?

solemn zealot
#

im gonna see

faint plinth
#

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 ๐Ÿ˜…

solemn zealot
#

oops this crashed

solemn zealot
#

it's inverted

faint plinth
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LMAO, let's fucking gooo.

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Listen, at least that's a simple solution ๐Ÿ˜†

solemn zealot
#

would it be possible to eventually add a way to retrieve the objects in that field?

faint plinth
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I don't know where that information lives ๐Ÿฅบ

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If you have any idea, then yeah, absolutely.

solemn zealot
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found this in 151_004.OBL in FIELD/OBJECT

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looks promising

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these are both the medal and map objects numbers

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doesnt seem to do anything naodead

balmy basaltBOT
#

My last attempt to understand OBLs apparently, lol:

A bit late to chime in, but I happened to also be looking at OBLs recently, and yeah, they're pretty much just special FTDs. My current best attempt at parsing:

Jump

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solemn zealot
#

i'd actually seen that when searching for something else funnily enough

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the things is that no matter what i change, the objects dont seem to change at all

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even going nuclear and zeroing everything doesnt seem to affect the game or the objects in any way

faint plinth
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Lol???

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OBLs unused demistare

silent flame
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nuh uhhh

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it controls glowing objects iirc

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with thieves eye

faint plinth
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Ah-ha!

solemn zealot
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oooh is that what it is

faint plinth
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That's good to know, thank you ๐Ÿ™

silent flame
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but they basically donโ€™t do anything bc itโ€™s handled by an mat anim iirc maaan

solemn zealot
faint plinth
#

There's that Atlus Moment I was waiting for, lmfao.

rocky kelp
solemn zealot
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sigh... not in the fbn either

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there are other objects in the fbn tho

faint plinth
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I think it may just be in the field model somewhere, honestly naotoshrug

solemn zealot
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i uh... i dont think this is what im looking for

faint plinth
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Looks like a map to me ๐Ÿ˜†

jolly epoch
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They're stored in FIELD_TEX itself, not OBJECT

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And the .map file is in field/map

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Ah I scrolled up

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Hmm

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What are you looking for exactly?

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Props are usually in the GFS file anyway

solemn zealot
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well, these def look like a map and a medal

solemn zealot
jolly epoch
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The field loads files that aren't in the unpacked folder

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So they're probably in a .pac or .bin somewhere

jolly epoch
solemn zealot
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yeah the data fbn does have some

jolly epoch
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I just need to find the right pac

faint plinth
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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...... naodead

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Even looking in the field GFS, I see resInd on some nodes, but it doesn't look like the values I'd expect....

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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.

solemn zealot
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looking at the model, no. that's the roof of the castle

faint plinth
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Hmmm....

solemn zealot
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it is the floor with the creepy shiho room

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the id of the field itself is 151_004

faint plinth
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That should map to that GFS, as far as I know....

solemn zealot
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okay its quite hard to zoom into this so i cant tell exactly if the room is here

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scroll wheel goes just a few inches its awful

faint plinth
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Oh god dark

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Seems like it could be somewhere in there, though.

solemn zealot
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found the shift scroll to make it faster

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and no... thats only the roof area

amber moth
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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.

solemn zealot
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i have the field already. its mostly to find out where the ids of the object within it are located

amber moth
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couldn't you just look at the map event and then delete stuff until you find what you're looking for?

solemn zealot
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i already found out tho. this is to easily find out for any future cases

amber moth
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im so confused

faint plinth
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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.

solemn zealot
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logging?

amber moth
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what event is it?

solemn zealot
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what the hell am i looing at

amber moth
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battle field

faint plinth
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Because if it's not 251_004, then it turns out I don't actually know how field models are derived from the IDs....

solemn zealot
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it's F051_041_0.GFS

faint plinth
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..........how on earth ๐Ÿ˜ญ

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(How on earth is it getting that from those IDs..............)

solemn zealot
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no mistaking it

solemn zealot
faint plinth
#

151, 4 => 051, 41 naohmm

amber moth
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what is the event id? I can try deciphering it?

faint plinth
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It's a custom event.

amber moth
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well it's based off of the map event

solemn zealot
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nah. it's based off of ann's rank 2 event lol. i successfuly made it an event of this map already

jolly epoch
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it's not math

amber moth
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okay then what is the id of the map event

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;-;

jolly epoch
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idk why they named it the way they did, but if you want to figure out which GFS models go to which map

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you have to examine the .MAP files

solemn zealot
faint plinth
#

Yeahhh, I couldn't find it in there.

solemn zealot
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51 = 33 in hex

faint plinth
#

Oh, wait, I see...

solemn zealot
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51 41

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29 is 41

faint plinth
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I SEEEEEE....

solemn zealot
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its easier to see when you have the numbers already adachi_true

faint plinth
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I was looking in there for the RESHND numbers, but it's the actual field model IDs ๐Ÿคฏ

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OK, we're getting somewhere, lmfao.

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Whyyy is it so complicated to load a dungeon field naosmiley

jolly epoch
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it can read the data

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trust me I've literally spent hours on this and it's been consistent

solemn zealot
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where is the map naosmiley

jolly epoch
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the .map bt file I use doesn't always work though, but it works for most of the map files

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however

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idk what the heck the purpose of .MAP is

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since only the palace ones are actually available in that folder

faint plinth
jolly epoch
faint plinth
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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....

jolly epoch
faint plinth
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I have also seen the template, yes.

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I did not realize it was actually referring to GFS files, though.

jolly epoch
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the template tells you though

faint plinth
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I mean swapped endianness that breaks the template.

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Not what the template already handles.

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But anyway, it says major and minor ID, but I didn't realize what for.

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Many things have those, including objects.

jolly epoch
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hang on does that mean I can make a second template that just swaps these endian funcs and it'd work properly?

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for the ones that are flipped

faint plinth
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Probably would take more than that to get it to work for the weird files, tbh.

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I haven't cracked them yet. I think they have a slightly different field count.

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But give it a go ๐Ÿคท

jolly epoch
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well let me try with one that broke yesterday

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I was still able to figure out what GFS file it used since there was only one