#archived-modding-development

1 messages ยท Page 14 of 1

rain cedar
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Ok, I'll look into it.

leaden hedge
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its Language.Get("CHARM_NAME_0", "UI")

rain cedar
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Alright

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I think I'll just make it write the key, sheet, and text to file then play for a bit

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To get all of them that I need

royal ridge
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I'll try to get a knack for it tonight thanks though ๐Ÿ˜„

leaden hedge
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ye pretty sure anything that appears on screen in the inventory will be in ui, INV_NAME_SPELL_FIREBALL2 is shade soul for instance

rain cedar
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Thanks, this will be pretty helpful

solemn rivet
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en_prompts also has some lines that you might wanna take a look at

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<entry name="GET_DOUBLEJUMP_2">Use these ethereal wings to sail above enemies and discover new paths.</entry>```
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like getitem descriptions

rain cedar
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I found a bug in the randomizer that makes it run on saves it shouldn't sometimes

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So hopefully nobody got their saves broken

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Oops

knotty tapir
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"You see Jimmy, subjectivity means that literally all language, philosophy, and discourse is rendered meaningless because that's what Karl Marx wanted when he invented sociology."

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hahahaha

solemn rivet
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so

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since I'm bored, I plan on making some sort of leveling system mod for HK on my spare time

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would anyone be interested in playing this?

leaden hedge
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depends if its fun

solemn rivet
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oh

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I was like "I have no idea what they're talking about"

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xD

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I still have to work on this idea

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but it seems feasible and perhaps interesting

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also, a nice way to remove the problem we have right now of too much geo with nothing to spend it on

olive turtle
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what would it be like?

fringe goblet
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So it's all bugs in HK, and there's a lot of aquatic arthropods, like shrimps and lobsters. INB4 aquatic DLC/mod?

hidden gull
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That might be interesting

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Somewhere to go deeper in Isma's Grove

solemn rivet
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I'm still letting the idea brew for a while

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but maybe make a levelling system that has stats that increase nail damage, spell damage, salsh cooldown, walking speed, total health, total MP...

hidden gull
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Maybe Zelda II meets Dark Souls style? Reach a geo amount and you can spend it on a stat upgrade at a particular vendor

stable rain
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I liked Zelda II

buoyant obsidian
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Nail Range is another adjustable

solemn rivet
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I was thinking kinda Dark Souls-esque

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maybe even have Salubra upgrade your charms and stuff

rain cedar
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How would charm upgrades work?

buoyant obsidian
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magic, speed, and strength trees

solemn rivet
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dunno

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just an idea

buoyant obsidian
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Another possibility would be to hijack the charm system and use it as a skill tree with each row being a skill requiring the one before it

solemn rivet
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that sounds interesting

buoyant obsidian
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it'd require quite a bit of work though

solemn rivet
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yeah

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I think a simple levelling system shouldn't be too hard tho

rain cedar
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Yeah, it shouldn't be too bad

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Just pop up an ugly default unity ui for it when at benches

solemn rivet
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make variables to keep track of current stat level for each stat

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precisely

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and use those variable during the damage/health/MP/etc. calculations

rain cedar
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Yeah, could be cool

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Maybe set nail upgrades to max but keep nail damage at 5

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So the nailsmith does nothing

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Need to level up for damage

solemn rivet
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hm...

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that'd be hard to do, I think

buoyant obsidian
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not really, just set new game stats so all of that is already done

solemn rivet
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I know, but

rain cedar
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Just set PlayerData.nailSmithUpgrades = 4

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And ignore that in nail damage calculation

solemn rivet
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hm...

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I was thinking that maybe we could use the nailsmith for something tho

rain cedar
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That works too

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Just depends how ambitious you want to be

buoyant obsidian
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Eh, his dialogue could just be replaced with memes about being phased out by the leveling system

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"I used to be an adventurer like you, but then I took a nail to the knee."

solemn rivet
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for now it's just an idea

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since I have no time to really work on it

finite herald
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There is a guy who wants to play Hollow Knight, but he is aracnophobic and even tho Nosk is not scary to him, he says he is terrified by the shadow-spiders in Deepnest. Is there something simple anyone could do for him? Like change the models of the spiders or make deepnest an optional zone?

hazy sentinel
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easy

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make every spider enemy invisible

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fixed

finite herald
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Ayy lmao but then how he kills them

hazy sentinel
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skill

civic hatch
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I have the same guy

rain cedar
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Just play that area without lantern

finite herald
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Lol haha

rain cedar
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Can't see the spiders if you can't see anything

civic hatch
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and I showed him remrem. Still afraid of spiders

finite herald
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Remrem?

civic hatch
finite herald
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Baklava booptis lol

buoyant obsidian
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The spider crawling on the screen should be in the assets

finite herald
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I would think (without knowing anything about modding)

  1. Change spider models
  2. Herrah already absorbed since the beginning
  3. Placing herrah or trigerring herrah somewhere else?
civic hatch
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shes too adorbs

finite herald
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She is

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Did you make her?

civic hatch
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yash

finite herald
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Cute

civic hatch
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anyways. Replace spiders with zotelings

solemn rivet
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shadow spiders?

finite herald
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Yeah you know, the ones that come from the shadow and you can see their silhouette and then they show up to attack you

solemn rivet
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ah!

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those ones

civic hatch
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this game is too cute to be scary :<

finite herald
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Yeah. I guess I cant put myself on the shoes of an aracnophobic, I couldnt think of that being scary at all. I guess the mind can be super tricky for some people

civic hatch
finite herald
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Yeah, al@lst everything in Hollow Knight is super cute

civic hatch
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except you show them what they really look like under the cape

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head = butt

finite herald
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I would say the only non cute thing for me, are those death corpses of giant bugs with the scary masks, or the environment of the abyss

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And well, the bunch of corpses in deepnest, with nosks, maybe the feeling in kingdoms edge with all@the corseps falling down

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Mostly corpses tho

civic hatch
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idk. Radiance is pretty creepy :^)

finite herald
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Really? To me its cute

tacit dove
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Grubs are the cutest, though.

finite herald
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Ohh yeah

solemn rivet
hazy sentinel
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corpse creepers are the cutest

solemn rivet
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so

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what formula should I use for attack increase/STR level?

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any suggestions?

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1 atk/level seems a bit too much

rain cedar
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It depends on how the level xp scales

solemn rivet
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yeah...

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I don't want to make it so you can easily overlevel and have like 100 naildamge

rain cedar
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I think 60*(level^2.1) works out nicely

solemn rivet
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I would have to check how does the geo dropped from enemies increase as the game progresses to have a good estimate of what a good geo/level ratio would be

rain cedar
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Roughly 20k geo to level 16

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Which at 1 damage per level is the same as max nail

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Only 1100 geo to reach +4 damage

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Maybe that's a little harsh, I dunno

solemn rivet
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I was thinking something more exponential in nature

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so that there's some sort of natural softcap

rain cedar
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I mean this includes level^2.1

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So it is going to get exponentially harder

solemn rivet
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hm...

rain cedar
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It's just a suggestion, though, I think something that scales harsher after a certain level could be better

solemn rivet
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1100 for 4 damage sounds reasonable

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I mean, you should be able to get that way earlier than you would reach City of Tears, which is where you would usually get that +4 damage

rain cedar
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Yeah

solemn rivet
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but in order to do that, you'd have to forsake levelling up other stats

rain cedar
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Maybe change the Lemm values as well so that it's not an insane xp boost

civic hatch
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what stats are there?

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And what do they do?

rain cedar
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Probably just hp, mp, damage

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Those are the easiest three to do

solemn rivet
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yup

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I have already set up a variable for spelldamage, but won't use it for now

civic hatch
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STR for nail and INT for spells?

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AGI for attackspeed :O

solemn rivet
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also, I set up DEX for attackspeed

civic hatch
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or so

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VIT for defense :^) so you can facetank white defender

solemn rivet
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damage reduction... Wouldn't be a good idea to implement, since most enemies do either one or two damage/hit

civic hatch
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oh boi this would be a nice addition to binding of the vessel imo

tacit dove
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Woah, woah, woah. This sounds interesting, what are you guys talking about? New mod?

solemn rivet
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yeah

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I've been thinking on making a level system mod

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basically a Dark Souls bonfire mod

tacit dove
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Oh shit, that's exciting.

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That'd be really fun.

civic hatch
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throw in item randomizer and steel soul and we going further down the roguelite path

tacit dove
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If you can make the game turn based and randomly generate the rooms, we may even have a real roguelike on our hands. hollowface

civic hatch
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Binding is a roguelike and not turn based

tacit dove
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But it's not. BoI is a roguelite.

civic hatch
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I want binding of vessel

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also randomly replaced enemies would be cool

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buuut thats feasable :/

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just as replacing everything with zote is feasabl

tacit dove
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I like to believe that randomly placing enemies is within the realm of possibility, we just haven't figured it out yet.

civic hatch
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It would make it perfect tbh

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it would give you a good challenge and so on

rain cedar
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The only change that is likely to be noticed with this new build is that pickups show the correct name for the ability/charm that they give you. Aside from that, there's been some small bug fixes and a pretty massive overhaul of how the mod works internally. So if I broke anything let me know

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One of the two big changes is that all the item data is loaded from an xml file, so it's possible to mess around with that and see what happens now

buoyant obsidian
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Alright I haven't done this in a while, why does the game crash when I create a new variable in PlayerData?

trim totem
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how hard would it be to make a leveling system where you can gradually add damage to your nail

buoyant obsidian
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If it's just damage, not too hard.

solemn rivet
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That's what I'm doing, khan

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753,I have no idea

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Is there a way to do this remotely?

buoyant obsidian
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how would you go about declaring a new variable in PlayerData?

trim totem
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how hard would it be to make a custom npc

buoyant obsidian
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I have no clue how you'd even go about doing that

trim totem
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oh

buoyant obsidian
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Get ready for a Lightbringer update :)

bleak robin
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๐Ÿ‘€

autumn flower
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Finding the address for player data is pretty ridiculous on cheat engine.

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I spent about 40 minutes looking through the lines of code to get to it.

rain cedar
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Why do you need that?

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I mean literally everything in PlayerData is in the save file so you could just change it there

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Or use the debug mod

autumn flower
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I tried to reverse killing the nailsmith lmao

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I decided to let it be afterwards, but how does the debug mod work anyway?

rain cedar
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I'm not sure it can change unimportant things like that

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But you can just edit your save file if you want

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Or even just cheat the achievement on Steam

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I assume that's why you want him alive

autumn flower
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I mainly wanted for him to be with Sheo, but the achievement would be nice too.

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I have a friend who is currently playing the game right now and he's willing to copy his save file right before he upgrades his nail so that should do it for me.

rain cedar
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Cool

autumn flower
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I felt like a jackass once I found out that he's with sheo if you spare him.

stable rain
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you could always do another 100% playthrough for the fun of it ๐Ÿ˜‰

hazy sentinel
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^

solemn rivet
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@buoyant obsidian, why do you want to create a new var in playerData?

buoyant obsidian
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Time Fracture is fixed :)

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I ended up just making the new variable in HeroController like everything else

solemn rivet
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what do you mean "fixed"?

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was it broken?

hazy sentinel
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was it fractured hollowface

solemn rivet
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also, if I make a new class, do I have to give the game specific instructions to call it (say, on GameManager or something) or will it execute whatever it's there?

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actually

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that's way more complicated than it should be

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I'll make it run under HeroController

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should work fine

buoyant obsidian
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Time Fracture used to return to normal time whenever an enemy died, now it only returns to normal time when you take damage.

solemn rivet
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oh

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that's cool!

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I mean, I can't play with it on, but that's good to know!

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okay, the basis of the level up mod is set up... Now to build a level up GUI

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how much I regret having this idea right now

bleak robin
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good luck, brave soldier

solemn rivet
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smh

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I'd much rather someone with actual experience designing GUIs did this

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anyone?

finite herald
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Hornet 2 without upgrades no soul is extremly fun and challenging

bleak robin
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i cant believe you are gonna make a hollow knight mmorpg

heavy geyser
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New meaning of Raid ๐Ÿค”

solemn rivet
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not a mmorpg

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simply add a simple levelling system

bleak robin
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ik, it was a bad joke

solemn rivet
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no skill trees and stuff (for now)

bleak robin
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i cant wait until i have to grind for 3 hours to unlock vengeful spirit

heavy geyser
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Add gambling and microtransactions

solemn rivet
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oh

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actually, you are right

bleak robin
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you have to pay real money for pale ore

solemn rivet
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everyone's doing this, right? I should as well

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precisely!

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and it takes 5 hours to upgrade your nail...

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or you can pay $$ to have it instantly

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genius!

bleak robin
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and you have limited energy

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you cant just keep playing all day

heavy geyser
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Every upgrade has a chance to fail

bleak robin
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you can only move between a certain number of rooms before having to wait

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1 hour = 1 screen transition

heavy geyser
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Unless you buy a ticket

solemn rivet
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also

bleak robin
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ticket increases chance of success

solemn rivet
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charms are given to the player on a gacha-based system

bleak robin
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not guaranteed

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void heart is the grand prize in the gacha

solemn rivet
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you can buy golden tickets to get good charms

heavy geyser
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S> Pale Ore 10k geo offer

solemn rivet
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oh

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and it's also always-online

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for security reasons

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okay, if the game doesn't blow up in my face then I haven't done anything wrong - yet

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well, it did

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huh

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okay, I seriously need help

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how can I make it so that new things are saved into the save file?

rain cedar
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For randomizer I'm making a secondary save file and putting things there

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In theory anything in PlayerData is saved

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But I couldn't get anything added there without it blowing up

solemn rivet
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because adding stuff to PlayerData had amazing results which made the game break in awesome ways

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yup

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I had HP and MP bars in the title screen

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and I only added a few lines of variable attributions to SetupNewPlayerData

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how did you make that secondary save?

rain cedar
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System.IO.StreamWriter

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Unless you mean something else by that question

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Because that's a pretty dumb answer

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Also the save directory is UnityEngine.Application.persistentDataPath

leaden hedge
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don't add anything to playerdata,
you can instead copy SaveGameData class into another called like SaveModGameData
then copy PlayerData into a class called ModData

remove everything pretty much from ModData and add your variables
then add ModData to the SaveGameData

then change GameManger savegame / loadgame / getsavefilename / getsavestatsforslot to use the new SaveModGameData class

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and you can add any variable you want to the save

solemn rivet
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you're a lifesaver

leaden hedge
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also at your other question how to get something to run, just add base.addComponent(yourClass) in gameManager.Awake()

solemn rivet
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that's probably for the best

tribal nexus
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Gradow I have been really lazy, but could I have a download for the debug version?

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I figured i might as well run it while I finish 100%

solemn rivet
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wut

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you mean Blackmoth?

leaden hedge
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this should be a barebones ModData @solemn rivet

[Serializable]
public class ModData
{
    protected ModData(){this.SetupNewModData();}

    public static ModData instance {
        get    {
            if (ModData._instance == null){ModData._instance = new ModData();}
            return ModData._instance;
        }
        set    { ModData._instance = value;    }
    }

    private void SetupNewModData(){
        //whatever
    }

    private static ModData _instance;
}
tribal nexus
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yes

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sorry

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ima dummy

rain cedar
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So relics aren't being updated from PlayerData.SetInt and they aren't being updated anywhere I can see from analyzing variable with dnspy

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Anyone have ideas on where that could be getting done?

tribal nexus
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The blackmoth with the debug on

solemn rivet
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okay

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hold on

tribal nexus
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thanks!

solemn rivet
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I think I somehow overwrote it

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together with all my backups

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wtf

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just a second

rain cedar
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Well done

tribal nexus
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10/10

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I just used the search function

leaden hedge
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did you try IntAdd @rain cedar

rain cedar
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No I didn't see that, I'll look into it

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Thanks

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There's also IncrementInt it seems

leaden hedge
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It'll probably be one of those 2

rain cedar
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Weird that they have 3 functions for setting int values

leaden hedge
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its because of PlayerMakerFSM

solemn rivet
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found it

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phew

tribal nexus
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I already used the search function

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.<

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I got it man

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but thanks

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yeah that nail damage counter will be nice though

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to see when it break

buoyant obsidian
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Personally I love gacha games

tribal nexus
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broke when I was fighting white defender and figured I should just turn on the debug

leaden hedge
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so SetInt is only for fixed stuff i.e. spells
and its probably inefficient to read an int into fsm, just to do SetInt(whatever, var+5), when you could instead just do AddInt(whatever, 5)

solemn rivet
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I gotta go now

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probably won't have time to work on that level up mod for a few more days

leaden hedge
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dunno why they have an incrementInt and addInt, when when addInt(var, 1) is the exact same lol

tribal nexus
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bye gradow. thank you :)

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Okay

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I got knockedback

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this is a new glitch

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all my dashing is backwards

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and I'm floating

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I'm stuck

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lmao

rain cedar
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That's an old glitch

tribal nexus
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Activating the menu fixed it

rain cedar
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If you dash during hitstop

tribal nexus
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Oh okay

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and because the dash is so frequent

rain cedar
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I thought Gradow fixed that

tribal nexus
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I am surprised I didn't run into it before

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that's the only time I have run into it this run

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and I played 10 hours

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maybe the glitch is in this mode

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this is odd

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because I never experienced it before now

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maybe the debug was made from an older .dll

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okay interesting - my dash does no damage but my damage value is set correctly

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I pass through the enemy without hitting them though

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I mean I have seen this before, but it's interesting that the damage is still set correctly

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although it kinda makes sense since you still have the damage you just aren't dealing it

rain cedar
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It's just not activating the sharp shadow code, I guess

tribal nexus
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probably

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I don

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don't remember if it did this even when I didn't have sharp shadow

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but probably?

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It might have to do with dung defenders dung balls

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because I had issues with infection seeds

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and It might have to do with low health enemies

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which is concerning if that carries to the spinny disks in TOF

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but I don't remember it doing that

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dung defender is the only boss I have had this happen with though.

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white defender*

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It might have happened with dung defender too

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would make sense

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I am not used to using spells though

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okay I can infinitly updash

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this version is a little buggy in its own right

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there is more air dash control though which is nice

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because before you could only dash left - right or up - down

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not all 4 in one jump

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might just be a product of dash being broken though

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I managed to get out of bounds in dirtmouth though

rain cedar
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You can probably do that anywhere with an open ceiling

tribal nexus
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probably

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I just got around the back right side

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I think using the dreamnail breaks it

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nevermind it doesn't

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it just broke for some other reason

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damage disappeared again

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possible if you hit spikes and the first attack you do that hits an enemy is with the nail

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@solemn rivet just tagging you so you can read my rambling disjointed feedback.

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Blug I don't want to hunt grubs. I think I'll just try and do an any% run

rain cedar
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Anyone know how to tell if the player has their inventory/map/whatever open?

leaden hedge
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its probably a gamestate

rain cedar
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Nah, not that easy

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Game state is still playing when in menu

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I think it's stored in FSM because inventory key presses are sent into it

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But I have basically no idea what to do about that

leaden hedge
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@rain cedar GameObject.FindGameObjectWithTag("Charms Pane"); returns null if the player isn't in their map

rain cedar
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Thanks, man. I'm making progress but I feel like it would've taken me a bit longer to find something functional

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Checking current game objects is smart, I was trying to use fsm

leaden hedge
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afaik, inventory / maps are in a gameObject called inventory tagged Inventory Top, but all the internal logic is FSM

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but that exists all the time

rain cedar
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Yeah, I used kcghost's mod to print out all fsm logic and I was looking for a way to use Inventory Top

leaden hedge
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It'd probably be faster on the cpu to read fsm variables, but eh

rain cedar
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I will just make an InInventory function and I can change it to fsm later if I feel like killing myself

rain cedar
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I guess I felt like killing myself because I made code to check the fsm

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In case anyone else wants this:

{
    PlayMakerFSM invFSM = GameObject.FindGameObjectWithTag("Inventory Top").GetComponent<PlayMakerFSM>();
    foreach (FsmBool invBool in invFSM.FsmVariables.BoolVariables)
    {
        if (invBool.Name == "Open" && invBool.Value)
        {
            return true;
        }
    }

    return false;
}```
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I'm sure there's a cleaner way than looping the bool array but fuck playmaker

leaden hedge
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its an indexed array

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so im pretty sure invFSM.FsmVariables[0] is always the same

rain cedar
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It's not letting me apply array indexing to FsmVariables or FsmVariables.BoolVariables

leaden hedge
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try invFsm.GetFsmBool("Open").value

rain cedar
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Not seeing a GetFsmBool function

leaden hedge
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oh

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its in FsmVariables

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so invFSM.FsmVaraibles.GetFsmBool

rain cedar
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Oh, yeah, I got it

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Thanks

rain cedar
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Got relics being randomized now, and fixed some bugs that got introduced when I changed everything last time

heavy geyser
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Just relics? ๐Ÿค”

rain cedar
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In addition to what was there before

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So charms and abilities are randomized among themselves/each other

solemn rivet
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okay

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sorry for the shitfest

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I'll fix Blackmoth asap

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okay

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I <<probably>> fixed most bugs

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sharp shadow not activating is probably the reason why sometimes you do not do damage while dashing

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still doesn't explain the sudden change to constant 1 damage

wide pier
#

what is that

solemn rivet
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well

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long story short, the universe is against me and I almost lost every working version of my mod

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thankfully I was able to salvage ir from pieces of other versions

wide pier
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what mod

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for which game

solemn rivet
#

Blackmoth

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Hollow Knight...?

wide pier
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...

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how do i install the mod ._.

solemn rivet
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oh

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that's not the full mod

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just a sec

wide pier
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what does ur mod even change (pretty new,sorry lol)

solemn rivet
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basically it makes Sharp Shadow your main form of dealing damage

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you start the game with the ability to dash through enemies and deal damage to them

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charms which would normally affect Nail, now affect Dash

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for instance, Longnail increases dash distance

wide pier
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woah

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that is

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cool

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me like da sound of dat

solemn rivet
#

the downside is - the nail does basically no damage at all

wide pier
#

well uh

solemn rivet
#

it's only useful for pogoing and getting Soul from enemies

wide pier
#

i tend to run into mobs anyways

#

so no shits given

#

i mean i had to give myself inf life to complete the game the first time so im sure i can handle that

#

(not,imma die like 251741 times)

solemn rivet
#

ha

wide pier
#

but i mean i did complete the game in soul steel without dying

#

so i hope im not gonna dieee

#

...how do i install it m8

solemn rivet
#

there should be install instructions inside

wide pier
#

ok thx

solemn rivet
#

but if there isn't, I can guide you

#

oh

#

btw

#

I assume you're on windows

wide pier
#

yeah

#

just wait a bit

#

im in another game rn

#

ill try it later

solemn rivet
#

unfortunately I don't have the time for a full playthrough, to try and debug this as much as I would want to

wide pier
#

imma try the normal version now

#

see ya

solemn rivet
#

@tribal nexus this version should be working

#

I built it on top of the latest working version, simply adding the onscreen text

wide pier
#

wait Gradow when you are modding the game you have access to all texture files right?

solemn rivet
#

yeah

wide pier
#

could you maybe try finding the Grub Child texture for me?

solemn rivet
#

oh

wide pier
#

i mean the sprite sheet with all of em

solemn rivet
#

grub child?

wide pier
#

the grubs that you free

solemn rivet
#

should be easy enough

#

brb

wide pier
#

thank u

solemn rivet
wide pier
#

omfg

#

thank you

solemn rivet
wide pier
#

it would have taken me hours to find them because im not good with that stuff

#

i luv u

solemn rivet
#

dunno if there are more

wide pier
#

imma make a new game now and try your mod

solemn rivet
#

can't be bothered to check

wide pier
#

those r all i wanted xD

solemn rivet
#

because, well, the filenames make no reference to what they contain

#

simply atlas

#

so... I have to look at them one by one

wide pier
#

...well..uh...

#

i tried starting a new game and it crashed

#

._.

#

imma try again maybe a first time bug

solemn rivet
#

let me try here...

wide pier
#

omfg HALP

#

Hollow knight changed itself to german

#

how do i change it back ;-;

solemn rivet
#

um

#

you must have done something wrong

#

it worked just fine here

wide pier
#

yeah it just did too

#

but then it suddenly was in german xD

#

i noticed the difference on the second stard because Behemoth was in the Main Menu

#

...ill guess ill try hollow knight in german,huh..

#

nevermind found it

#

wo

solemn rivet
#

that's... Well, let's call it a "new bug"

#

no one ever reported that

#

xD

wide pier
#

yeah i mean i just reinstalled the mod after a while

#

so maybe it just bugged a bit for me

#

my pc isn't da best

#

?

solemn rivet
#

nvm

wide pier
#

k

solemn rivet
#

just to show it was working

#

but my connection lagged pretty bad

#

uni internet is shit

wide pier
#

yeah its working for me now

#

im already playing

#

and oh shit nail does literally 0 damage

#

lol

#

gotta go eat dinner brb

solemn rivet
#

not 0

#

just 1

#

compared to dash, which does 5+4*upgrades, it's pretty bad

wide pier
#

oh god

#

playing hollow knight after such a long with without using nail

#

its so

#

not used to

#

wait @solemn rivet if i kill hornet and pick up the item what happens then

#

do i deal more damage or smth

#

?

#

i mean that would be a nice idea instead of upgrading ur nail

stable rain
#

I think it says in the read-me included

wide pier
#

oh it does

solemn rivet
#

You'll have to see for yourself

wide pier
#

didn't see that

solemn rivet
#

But it's a nice upgrade, I'll tell you that

#

That's not fun

#

:<

wide pier
#

what happens when i upgrade my nail

solemn rivet
#

Dashdamage=5+upgrades*4

wide pier
#

no idea what team means

#

just gonna assume its more damage

solemn rivet
#

The damage your dash does increases by 4 for each upgrade

wide pier
#

ok

solemn rivet
#

Which is the same behaviour the nail would have normally

wide pier
#

kk

#

im gonna try a 100% run with this mod

#

see how that goes

#

wait

#

does hunters journal count to 100%

#

?

#

@solemn rivet false knight is very hard

#

fashing through him doesn'T go far enough

#

and i get damage

solemn rivet
#

Well, it's feasible

marble scarab
#

fashing

solemn rivet
#

And the dash can actually just barely avoid his hitbox

wide pier
#

atleastt i can heal myself completely once hes down

solemn rivet
#

You just have to time your dashes very accurately

wide pier
#

i can't beat him

#

._.

#

i have to use the nail

#

lmao

#

i have no other way than to use the nail

#

nevermind

#

fucked him

#

and i died

#

._.

#

and again

#

to these little rolling mother fuckers

#

i like this mod

#

alot

bleak robin
#

False knight was hard on blackmoth first time lol

rain cedar
#

I'm pretty sure the last randomizer I posted here had debug code to start you with every movement ability

#

So basically I'm an idiot

#

This one definitely doesn't have that

wide pier
#

wait what does the randomizer do m8

bleak robin
#

Randomize everything

rain cedar
#

It randomizes things

#

Every charm and ability gives you a semi-random charm/ability

#

Instead of the one it's meant to

#

And relics give you a random relic

wide pier
#

can u choose it?

bleak robin
#

There's easy and hard, I believe? Hard might require you to use skips

rain cedar
#

You can choose whether it's enabled, if that's what you mean

wide pier
#

any way to select what u want to start with?

bleak robin
#

I can't wait to go through WP and get dashmaster

rain cedar
#

You don't start with anything

#

Kingsoul isn't in the randomizer pool

#

It's too complicated of a charm to be doing that with right now

wide pier
#

uh..

#

so like when you beat Hornet you get a random ability?

bleak robin
#

Well, not kingsoul, the white fragments

wide pier
#

Xenon

rain cedar
#

Still, that's not randomized either

wide pier
#

the white fragments r the king soul

bleak robin
#

I'm that

#

But you don't technically pick up kingsoul itself, you pick up two fragments and the second one triggers kingsoul

#

I think, can you get WP fragment before white lady?

wide pier
#

yes

rain cedar
#

I could probably put the white fragments/void heart into the randomizer, it would just be a bit tedious since there's I think 4 variables tracking your kingsoul state

#

Not sure how good of an idea that is, though, I mean it would suck to have something you wanted locked behind void heart

bleak robin
#

Void heart feels like it would be really complicated, since you need full kingsoul to get it

#

I'd say it's fine leaving white fragments, kingsoul and void heart alone

rain cedar
#

Biggest thing on the to do list is Isma's Tear

#

Someone had a good idea for getting that to work, I just haven't gotten around to trying

bleak robin
#

Do spells randomize?

rain cedar
#

Nah

#

Maybe I'll add that eventually

#

Not a big priority since they're pretty much locked anyway

#

Need dive from soul master or you're stuck

bleak robin
#

That would probably be its own difficulty setting

rain cedar
#

Need fireball/dive from shaman or you're stuck

bleak robin
#

Cause you can just be stuck without vengeful spirit

#

Well, I guess you can grind up to lantern

#

And hope you get something in crystal peak

rain cedar
#

No, you couldn't

bleak robin
#

But without claw you are fucked

rain cedar
#

There is a hard save at the shaman hut

#

You literally can't leave without killing the baldur

#

And there's no pickups in there

#

So you can't really randomize the fireball at all

#

It's unfortunate that it works this way

#

I suppose I could try to remove the save trigger in some way

#

I dunno

bleak robin
#

Oh yea

#

Well

#

You could try replacing the elder baldur

#

But have it still marked as the "kill this guy and you can leave" enemy

#

Idk if you can or not though

rain cedar
#

Actually, different baldurs have different distances they close at

#

So there's probably some property or object that marks how far you have to be

#

I could try changing that

solemn rivet
#

If you're talking about dropping a shiny in front of Isma's, then it was me seanpr

#

We kill the Baldur

rain cedar
#

Nah, I meant checking if the game is loading instead of looking at the stack trace

#

I think it was KDT

#

The shiny is a good idea too if I can't get the other thing to work

solemn rivet
#

That was KDT

#

They even came up with a simple way to implement that

#

But I can't remember how

rain cedar
#

I can just look at the hero state

heavy geyser
#

@rain cedar pin the thing

rain cedar
#

Oh, I guess I forgot

#

I have an updated version that seems stable so far, anyway

#

I'll just post that and pin it instead

#

Give me a sec

heavy geyser
#

๐Ÿ˜Š

rain cedar
#

That one's got shop charms randomized as well now

#

And to compensate for having a ton of things accessible very early on now I made movement abilities less likely to show up early

heavy geyser
#

Ah i was afraid of that before!

#

neato

leaden hedge
#

why not put it in the google drive, don't have to repin it then

rain cedar
#

Do I even have access to do that?

heavy geyser
#

being updated a lot seems like ๐Ÿค”

rain cedar
#

I guess I could check

leaden hedge
#

just dm some dargons with your email

#

and he'll give you edit perms

rain cedar
#

Alright

heavy geyser
#

he'll spam you with dragon dildos

rain cedar
#

Also: I tried to add in Isma's Tear using a check for loading

#

Turns out that's not gonna work

#

The acid gets converted from a damaging hitbox to water during the load as well

#

So I was cancelling that too

#

Alright I've got it in the google drive folder now

heavy geyser
#

um

#

i couldn't get past the acid pit after not getting the dash

rain cedar
#

Yeah, but that's no big deal, right?

#

You can just quit

heavy geyser
#

i guess

rain cedar
#

Otherwise I'd have to lock that pickup to only dash, wall jump, or double jump

#

Which is kinda lame

heavy geyser
#

if you're like me you'd die trying and that's also kinda lame

rain cedar
#

Nice

heavy geyser
#

if you're not like me, you'd sit on the bench two screens away and then die trying

rain cedar
#

But yeah there's a couple places like that

#

Like if mantis claw isn't actually mantis claw or wall jump

#

As long as you can fix it by quitting that's low priority on my to do list

heavy geyser
#

oh i could have bought double jump from sly

#

super neato

#

300 geo what a bargain

civic hatch
#

Heh

#

I need to try this soon

rain cedar
#

It's in a pretty finished state

heavy geyser
#

wow it's pretty weird having doulbe jump and wall jump without dash

rain cedar
#

Yeah, it does feel a little weird sometimes

heavy geyser
#

this is real cool if you get a 'key' ability at the beginning

#

the places you can go early

cold bluff
#

anybody know what crystal dash is called in the unity assets

rain cedar
#

You're just trying to find the animation for it?

#

That's probably on the character sheet

cold bluff
#

yeah

#

superdash

vale zenith
#

@buoyant obsidian You around? I have a question for you

#

How are you handling the respawning of the dream bosses in the glass souls mod? We're trying to port it over to the modding dll as a proof of concept and have everything except for that done

leaden hedge
#

probably just setting either playerData or sceneData

vale zenith
#

It doesn't seem to be either, that's why I'm confused

leaden hedge
#
if (this.bossFound)
                    {
                        if (GUILayout.Button("Force respawn", new GUILayoutOption[]
                        {
                            GUILayout.Height(20f)
                        }))
                        {
                            if (this.bossData[this.gm.sceneName].Key)
                            {
                                PlayMakerFSM[] components = GameObject.Find(this.bossData[this.gm.sceneName].Value).GetComponents<PlayMakerFSM>();
                                if (components != null)
                                {
                                    PlayMakerFSM[] array = components;
                                    for (int j = 0; j < array.Length; j++)
                                    {
                                        PlayMakerFSM playMakerFSM = array[j];
                                        if (playMakerFSM.FsmVariables.GetFsmBool("Activated") != null)
                                        {
                                            playMakerFSM.FsmVariables.GetFsmBool("Activated").Value = false;
                                            this.addLine("Boss control for this scene was reset, re-enter scene or warp");
                                        }
                                    }
                                }
                                else
                                {
                                    this.addLine("GO does not exist or no FSM on it");
                                }
                            }
                            else
                            {
                                PlayerData.instance.GetType().GetField(this.bossData[this.gm.sceneName].Value).SetValue(PlayerData.instance, false);
                                this.addLine("Boss control for this scene was reset, re-enter scene or warp");
                            }
                        }
                    }
#

thats how debug mod does it

#

oh thats just normal bosses

#
                    PlayerData.instance.falseKnightDreamDefeated = GUILayout.Toggle(PlayerData.instance.falseKnightDreamDefeated, "Failed Knght", new GUILayoutOption[0]);
                    PlayerData.instance.mageLordDreamDefeated = GUILayout.Toggle(PlayerData.instance.mageLordDreamDefeated, "Soul Tyrant", new GUILayoutOption[0]);
                    PlayerData.instance.infectedKnightDreamDefeated = GUILayout.Toggle(PlayerData.instance.infectedKnightDreamDefeated, "Lost Kin", new GUILayoutOption[0]);
#

thats dream bosses

vale zenith
#

Yeah, I know how to do set playerdata values to false

leaden hedge
#

well thats how debugmod respawns dream bosses

#

just sets the defeated flag to false and it lets you go back in

vale zenith
#

yeah, I know

#

But thanks nevertheless

#

And those values aren't referenced anywhere except SetupNewPlayerData, hence why I'm asking him, since I can't see him set anything like it in hiw code

leaden hedge
#

he might have used playerData.instance.SetBool("falseKnightDreamDefeated", false) instead

vale zenith
#

maybe, it seems easier to ask him

leaden hedge
#

those values are referenced

#

in HeroController.CharmUpdate()

vale zenith
#

oh sweet

leaden hedge
#
this.playerData.falseKnightDreamDefeated = false;
this.playerData.infectedKnightDreamDefeated = false;
this.playerData.mageLordDreamDefeated = false;
vale zenith
#

I searched the assembly but it didn't show up, odd

#

but thanks man

leaden hedge
#

did you do, right click analyze

vale zenith
#

yes

leaden hedge
#

weird

vale zenith
#

I was searching for the killedGhostHu one though, since that's what's used in the Game Completion calculation

#

so that's why I didn't find it

wide pier
#

...so uh..

#

can anybody explain me how to use Unity studio plz

#

just tryin to find some textures

#

but like

#

how do me open

rain cedar
#

What are you looking for?

wide pier
#

Grub

#

but like

#

i want to do it myself

#

so i know how to do it if i ever need it

rain cedar
#

Alright

#

You just load the folder with the game in it and hunt

wide pier
#

File - Load Folder - Steam\steamapps\common\Hollow Knight\hollow_knight_Data ?

#

there

#

?

rain cedar
#

That will probably work, yeah

wide pier
rain cedar
#

Don't click the folder

#

Just press open

wide pier
#

wot

#

oh

#

ok

#

open Hollow_knight_data or the folders inside?

#

also when i click open it opens the folder

rain cedar
#

Make sure you don't have the folder selected

wide pier
#

wat

rain cedar
wide pier
#

Unity Studio crashes when i try to open anything :I

rain cedar
#

It's a modded dll that writes all loaded textures to D:\Risky\

#

Made that for something I'm doing for another guy

wide pier
#

oh ok

#

where do i put it tho

rain cedar
#

In the managed folder

wide pier
#

oh ok

#

i tried searching for risky

#

but i don't have that folder on my pc

rain cedar
#

Make the folder

#

On your D drive

leaden hedge
#

why not use Application.persistentDataPath

rain cedar
#

I just wanted this for personal use

#

But yeah I guess I can change it to that

leaden hedge
#

alot of people won't have a D drive

wide pier
#

i have a C drive :c

rain cedar
#

I haven't tested that but literally all I changed was write location

#

So it should work

#

It'll put the sprites in %appdata%/../LocalLow/Team Cherry/Hollow Knight/Sprites/

wide pier
#

ok thx

#

uhm

#

....

#

my game keeps crashing....

#

when i try to start a game it crashes

#

instantly

leaden hedge
#

probably just being slow

rain cedar
#

It's not crashing, give it time

leaden hedge
#

whilst it saves alot of images

rain cedar
#

Yeah

#

It doesn't write duplicates so once you're in it should be mostly fine

wide pier
#

ok

#

thx

rain cedar
#

You sure you don't want me to just send you the grub spritesheet?

wide pier
#

no

#

but like

#

i don't wanna annoy or anything

#

but theres no sprite sheet in hollow_knight

leaden hedge
#

its in your save location

#

C:\Users<user>\AppData\LocalLow\Team Cherry\Hollow Knight

wide pier
#

its not there

rain cedar
#

In the sprites folder

wide pier
#

there is no sprite folder

rain cedar
#

I see

wide pier
leaden hedge
#

sometimes it doesnt make the folder

rain cedar
#

Maybe File.WriteAllBytes doesn't make a folder, yeah

#

Make your own folder called "Sprites"

#

Then try

wide pier
#

k

#

it loaded some sprites then it stopped

rain cedar
#

It writes the sprites that are in use by the game

#

You need to go rescue a grub to get the grub textures

wide pier
#

oh ok

#

well uh

#

...you know i also use the dash = attack mod

#

and it doesn't work anymore

#

the Blackmoth mod doesn't work anymore

rain cedar
#

Yeah, assembly-csharp.dll is where all mod code goes

wide pier
#

oh

rain cedar
#

You can't have two mods active (Yet)

wide pier
#

:I

#

entering the grub room is enough too lol

#

thx

solemn rivet
#

The way mods are set up right now it would be pretty hard to make something to 'combine' mods

buoyant obsidian
civic hatch
#

what does it do??

buoyant obsidian
#

You can speed up time by attacking upwards, up to 2x speed

#

it resets when you take damage

solemn rivet
#

I mostly used this to speed up Soul recovery

#

cus I'm lazy

buoyant obsidian
#

Now it's more viable for combat too

solemn rivet
#

I can't fight that fast tho xD

buoyant obsidian
#

I like to attack upwards twice for 20% extra speed, I can usually handle that much at least

solemn rivet
#

yeah, just a tad faster than normal is fine

#

oh

#

this reminds me to update my mod's page on moddb

sturdy whale
#

how do I get randomizer here?

bleak robin
#

Pinned

vale zenith
#

@solemn rivet guess what, we just combined 2 mods

wide pier
#

howwwww

vale zenith
#

pushing code up, gimme a second

#

The mods are using a DLL that has mod hooks installed and dispatches events to mods so that they can change stuff in the game

#

It's not super clean yet, but it works

#

Credit goes to @rain cedar as well

wide pier
#

what

#

i don't understand that

vale zenith
#

What specifically do you not understand?

wide pier
#

all of it

#

how do i get 2 mods

vale zenith
#

in that case I don't think I can help you

wide pier
#

._.

vale zenith
#

Anyway, ideally we'd like to invite people to port their mods over to use the modding dll. The added benefit is that you don't have to port your mods over to be compatible with new versions of the game. Only the modding dll will have to be ported

solemn rivet
#

I think I can try to make Blackmoth compatible

wide pier
#

i wish you could upload mods to the steam workshop ;-;

vale zenith
#

There will likely be a bunch of hooks missing that you need, but we're happy to add them

#

By we I generally mean sean, since I'm a lazy fuck

#

@solemn rivet do you know what functions you have hooked into for your mod?

rain cedar
#

Yeah he is

vale zenith
#

You wanna fucking go m8?

solemn rivet
#

honestly, no I don't

#

I'll have to look it up

vale zenith
#

The other benefit is that it makes your code a hell of a lot cleaner and easy to read

#

@rain cedar is the DLL uploaded somewhere?

rain cedar
#

Kinda

vale zenith
#

the one in the randomizer mod is outdated

rain cedar
#

Yeah

#

That's the only one I've uploaded anywhere

vale zenith
#

alright

solemn rivet
#

hm...

#

sorry if this is stupid, but Blackmoth not only adds functionality to existing functions or adds new functions, but it also removes certain lines of code/modifies existing functions. How would I go about porting that kind of behaviour?

vale zenith
#

That kind of depends on what behaviour you are trying to remove

#

Can you give me an example?

rain cedar
#

If you're just removing lines that change a variable you could instead add code to change it back to what you want

vale zenith
#

given that pretty much everything is an FSM that will work most of the time

#

although obviously that will make your mod incompatible with a lot of other stuff

solemn rivet
#

lemme check here

#

for instance, in HeroDash() I remove all the handling for how to dash down, and treat it separately on its own method DownDash()

#

that was made due to some bugs which were happening

vale zenith
#

For stuff like that we will probably have an OnDash and an AfterDash hook. So you could remember the relevant state before the down dash code and restore it in the afterDash and run your own code

rain cedar
#

Could also just add a down dash hook that overrides the game's down dash code if applicable

vale zenith
#

That works too I guess, gotta see how many things like that will come up

#

@solemn rivet at the moment we are adding hooks on demand, so you'll probably just get a downDash hook that allows you to override the basic functionality

solemn rivet
#

okay

#

here's what I'll do - I'll write down basically a full documentation of Blackmoth

#

that'll help me figure out what I need to do

#

for instance, I just realized I technically don't need to "change" heroDash() - I can just make a new method normalDash() and call it whenever heroDash() would be called

#

the only issue with that, is that I would have to remove the lines from lookForQueueInput() which reference heroDash() anyway, so...

rain cedar
#

It all depends on how the modding hooks are set up

#

Like for PlayerData.SetInt it's a complete override of the normal code there if the hook is used

#

But I'm not sure that's a good idea for the dash function

frail copper
#

On a different note, for blackmoth, if you can dash up, wont it allow you to skip certain areas that require double jump?

rain cedar
#

The only places I can think of where that is applicable are white palace/hidden station and crystal guardian 2

#

You really don't need double jump for much in this game

fringe goblet
#

It does feel nice to get a dash/double jump off of the bounce slashes though.

#

Makes you feel hyper-mobile

deep pilot
#

Isn't there also the Fungal Core and the passage leading up to Hornet 2 (I heard that you need both shade skip and aspid pogoing to get up it without double jump)?

rain cedar
#

Yeah you're right, you can't get up fungal core without double jump normally

#

But getting to hornet 2 is easy

#

You just need to bounce on an aspid to clear the first jump

#

Then there's wall jump surfaces for the next two

deep pilot
#

Ah, alright then

#

I guess the convo I had was whether it was possible to reach Hornet 2 without wall jump as well

rain cedar
#

Maybe, if you were able to use the aspid for all three jumps

#

I dunno, sounds like hell

deep pilot
#

I think the whole basis for that discussion was whether it was possible to get to Hornet 2 before Hornet 1

rain cedar
#

I don't see why it wouldn't be possible

#

That would be interesting

#

Never tried

deep pilot
#

When I tried to see how far I could get without facing Hornet 1, I tried to do fireball skip into Fungal Wastes

#

Didn't succeed since the gap at both entrances (Crossroads and Queen's Station) was too wide (for me, at least)

rain cedar
#

Crossroads is not possible, but Queen's is

#

It's just really hard

deep pilot
#

Yeah, it seemed like it was possible

rain cedar
#

@hexed basalt Is that what you did for low% nmg or do you have an easier path?

hexed basalt
#

yeah thats what i did

#

pretty sure you have to do that

rain cedar
#

Yeah, can't think of any other way to avoid dash

hexed basalt
#

maybe you could grind geo early on and get super dash earlier and get it with that

#

but that would be really slow

rain cedar
#

No way you're getting super dash without wall jump

hexed basalt
#

oh right

#

im very smart

deep pilot
#

Another issue along the "route" to get to Hornet 2 before Hornet 1 without wall jump is in the vertical passage that you head up in order to skip the acid blocked entrance directly across from the King's Station entrance of Kingdom's Edge.

rain cedar
#

What's wrong there?

deep pilot
#

This:

rain cedar
#

Oh, without wall jump

deep pilot
#

Left side has a clean vertical wall, so you can't get up there

rain cedar
#

Yeah, don't try to get that far with literally no movement tools

#

At least get wall jump

deep pilot
#

I've tried pogoing off the jumper right at the height of its jump when its at the edge and succeeded once with MoP

rain cedar
#

You need wall jump to get mark of pride, though

deep pilot
#

Exactly

#

Which is why it's a problem

hexed basalt
#

you could try long nail

deep pilot
#

I put about 20 minutes of attempts in with Long Nail with no success

#

Maybe someone with better timing might be able to pull it off

#

And of course, the kicker of all of this is that if the Aspid can't take enough hits to get you up all 3 ledges, then you need to die to leave your shade there and then redo the entire trip

rain cedar
#

Everything in kingdoms edge is super tanky

#

Just don't get nail upgrades

deep pilot
#

Sounds about right

#

Course, it's way easier just to get wall jump

tribal nexus
#

Yeah but it's not about doing easier.
Low % true ending

#

Although it's not possible to do white palace without wall climb

#

Afaik

dapper folio
#

@rain cedar @solemn rivet
Do you guys want your mods pinned or is just in the drive folder fine?

rain cedar
#

I'm fine with it just being in the drive

dapper folio
#

Alright, I'll edit the drive pin so that it lists what's in it

#

there we go

solemn rivet
#

Same here. If I ever come around to make a worthy mod, then I'll ask for it to be pinned

trim totem
solemn rivet
#

hey, does anyone know how I can make a new class create a GUI?

#

I could just use OnScreenDebugInfo, but I'd really rather not

#

I tried adding a OnGui() to the class, but that wasn't enough

leaden hedge
#

OnGUI() works fine

#

you just need to add your class as a component to some gameobject

#

i.e. do base.addComponent(yourClass) in gameManager.Start()

solemn rivet
#

when I try adding that line, it doesn't recognize the command 'addComponent'

#

btw, thanks for all the help you've given me all this time, KDT

leaden hedge
#

in gameManager start?

solemn rivet
#

GameManager Start(), yup

leaden hedge
#

oh apparently its this.gameObject.AddComponent(yourClass)

#

the compiler then changes it to base.AddComponent

solemn rivet
#

oh

solemn rivet
#

still nothing

leaden hedge
#

and LevellingSystem has a OnGUI function?

solemn rivet
#

yup

#

maybe it's not triggering the conditions for the GUI to be shown

#

I'll remove all ifs, just to see if it shows anything

#

(it's only one if for now, so shouldn't be a problem)

#

nothing

#

oh

#

ffs

leaden hedge
#
    private void Start()
    {
        if (this == GameManager._instance)
        {
            this.SetupStatusModifiers();
            this.SetHeapSize();
            base.gameObject.AddComponent<TestMod>();
        }
    }
public partial class TestMod : MonoBehaviour
{
    // Token: 0x06003050 RID: 12368 RVA: 0x00024333 File Offset: 0x00022533
    public void OnGUI()
    {
        GUI.Label(new Rect(0f, 0f, (float)Screen.width, (float)Screen.height), string.Join("\n", this.console.ToArray()));
    }
}

works for me

#

although you obviously would need to write something into console for this

solemn rivet
#

I had two problems

#

first, the GUI I wrote was shit

#

second, I called it OnGui instead of OnGUI

leaden hedge
#

yeah all unity functions are case sensitive

solemn rivet
#

I know, I just must have been really tired when I wrote this a few days ago

vale zenith
#

@solemn rivet also still waiting to know what hooks you need

solemn rivet
#

oh, I'm sorry, but I'm not really working with Blackmoth (or any other mods) right now... I only asked because it's something that has been bugging me for a while

buoyant obsidian
#

Would somebody mind explaining to me how hooks work?

vale zenith
#

Basically the modded DLLs are replaced with a DLL that's designed to load mods. That DLL contains events you can hook so that whenever that event occurs your code will be executed

leaden hedge
#

sort of like, UnityEngine.SceneManagement.SceneManager.activeSceneChanged delegates, although that doesn't even work in dnspy

vale zenith
#

@buoyant obsidian not sure how old the modding DLL in the randomizer mod is, but just add that as a reference to a new visual studio project and look into the Modding namespace

buoyant obsidian
#

Alright I think I get it.

#

That wouldn't really work for texture replacements though, would it?

vale zenith
#

yupp, we aren't sure how to best handle that yet since Unitys content load functions aren't in C#

tribal nexus
#

oh shoot gradow did you make the nail damage instantly reset after swinging? that's pretty great

#

:)

#

going to run through the game see what happens

#

oh shoot I just realized I don't have the city crest

#

I can't get in rip

#

well guess I'll just go kill the mantis lords

#

ima beat the game without getting any spells

quick ravine
#

You can't get 100% then, but sounds fun. :3

tribal nexus
#

I am just going for any%

#

and it's blackmoth

bleak robin
#

blackmoth is really fun

tribal nexus
#

yes

#

mantis lords dead