#How does Boss Text Dialogue work?
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it's called from the encounter script like any other dialogue
although I think they started using a unique function for this in P5R? I have no idea why
can I make my own dialogue?
As in copying the .msg and .flow from one boss and renaming it to a different number?
you dont have to copy, you just make a unique label and msg and call that
the msg id doesnt matter unless youre doing some kind of math like eg. jazz club does to pick a pseudorandom msg
All I'm doing is making text dialogue that plays in the battle and maybe at certain times.
I'm looking at other boss flows to try to get a handle on it but so far it looks a little confusing.
Not boss ai scripts, the encounter scripts
Where are those ones at?
BATTLE/EVENT/SCRIPT?
Might be in the wrong area
i havent looked much at encounter dialogue specifically but the msgs themselves are basically, like
[s]According to all known laws of aviation[n]there is no way a bee should be able to fly.[n][w][e]```
id suggest giving a look at this for learning to use different msg tags like bustups https://gamebanana.com/tuts/15363
How to edit dialogue text (and more) in Persona 5 Royal... A Persona 5 Royal (PC) (P5R (PC)) Tutorial in the Other/Misc category, submitted by chlorophylls
I think so
Idr
I assume I'll have to find them myself, or does Amicitia have the events that play?
the event locations I mean
Amicitia has a list of encounters, find the encounter script for it, both the flowscript and messages are in it
You can search for some boss battle banter text (like for example pre-aoa lines) in text dump
Thats where I was I think
Yeah that
This is what's confusing me.
Since most of this I don't need as my guy won't be healing, or he will but not like kamo.
I mean encounter script can just show dialogues when some condition is met or just at the start of someones turn
It's up to you to program that
MSG_DEVIL(), if im looking at it right, is used to make it show the funky textbox that enemies use (though i dont know what the second variable after the msg label does)
and then msgs with the regular textbox are just MSG()
youd use MSG_WND_DSP to make the game display a textbox, call the MSG command, and then MSG_WND_CLS makes the box disappear
im not sure about the different BTL_CUTSCENE_ functions, i assume theyre what makes the camera focus on the speaker in this case
the BTL_CUTSCENE functions relate to the BCD files
bc thats how you call the msg lol
But the others have 1+ sVar2 stuff in them
you can call by msg label or msg id, id just use label unless youre doing some sort of math to pick between a set of msgs
I'm looking at others flow and everyone but kamoshida has the 1 + sVar2 thing.
because Atlus's programmers are very smart
presumably sVar2 changes throughout the fight, with the msg called being based on its value
lmao
atlus moment
I WAS gonna use another boss's flow as a template for mine, but since kamo has a bunch of healing and other scripted stuff that ain't happening.
Now I gotta find another way to make the dialogue.
You know I'm honestly amazed you're making enemy ai scripts with 0 programming knowledge or even understanding them
Though by that point I assume atlus might have been the same..
gotta start somewhere right?
plus Fay kinda been carrying me.
And I wanna make some custom fights.
I had 0 programming knowledge when I started messing with enemy ai either
it's honestly not that complicated
especially considering how primitive a lot of this game's AI is
meanwhile me, a cs major who has done one(1) flow mod completely urelated to enemies
Yeah the scripts are very simple, I recommend actually studying them to understand how they work instead of going "well it doesn't do exactly what I won't so no luck". Might help down the line if you want to make more custom fights
yeah it wouldnt hurt to learn a little c syntax
wonder what'll happen if I replace the 1 + var thing with the msg label...
if it's the same msg, then nothing different will happen
the value the game is reading is the same
idk why they decided to write it that way
but Atlus's programmers have a habit of making things way more complicated than they need to be
I can vouch for this, it's a very good resource
and that includes hardcoding stuff lol
I mean regardless of how annoying it is for us, most of the stuff they hardcode makes some sense
it's usually just in the way they decided to hardcode it
or when they do shit like shoving every bmd related to navi dialogue into the executable for god knows what reason
So how would the boss call the dialogue?
Rn I'm using 0305.BF for the boss dialogue but how would MY boss know to call it?
You have the script. Figure out how it shows the dialogue and then figure out how you can show them
you would enable this flag in ENCOUNT.TBL
then rename your BF to the hex for whatever encounter ID you're using
so if you were making a custom encounter over encounter ID 870 (just as an example)
then you'd rename it to 0366.BF
the name is always padded out to 4 digits
mine is 775.
but I don't see the hex number
it'd be 0307 then
I think you can use a calculator to convert the number to hex
but I just use this lol https://www.mathsisfun.com/binary-decimal-hexadecimal-converter.html
Can convert between Binary, Decimal and Hexadecimal
plug the encounter ID into the Decimal field and the Hexadecimal is what you want to name the BF
just make sure it's padded out to 4 digits like this
I thought the encounter table on Amicitia also had the hex IDs but apparently not
I might fill that out at some point if I get bored