#archived-modding-development
1 messages · Page 16 of 1
So yeah, I just do what they allowed others to do, when I complained.
¯_(ツ)_/¯
In the end I can always claim: "Hey, I was joking."
So how bout that randomizer mod? Is it good? I was attempting to make one before I dropped off awhile back but was running into lots of problems.
kcghost sadly i lost the link to download it and couldn'T try it ;-;
Randomizer is in the drive I think
isn't it pinned?
its int eh almighty folder
I'm honestly impressed by how far the randomizer mod has come
never thought so much could be randomized
No more speculating on what happened to KeinZantezuken and why he left the way he did. It's unproductive with how little we know and only likely to bring up hard feelings.
haven't been able to give randomizer a shot yet
110% adds stuff to the completion rate
110% is supposed to turn the percentage tracker into an accurate one
110% adds percent for geo rocks and journal iirc
unending dreams means you can fight warrior dreams as much as you'd like
110 is mine, it's meant to be very completionist and force you to "do everything"
ok
Atomic but thats already possible?
i was able to fight the white defender infinite times
only zote and white defender
oh ok
champion, tyrant, and kin aren't repeatable
Looking at the randomizer readme now...man I think I'll have to dig into the dll and see how seanpr and firzen did this...I was trying to hook the PlayMaker dll. And they added a platform!?
via getbool
just overriding the requests to a certain bool
with another one
the platform is just a copy + paste of another one in the scene
gonna update the mods folder
does anyone know if they eventually figured out how to deal with isma's tear?
oh, does it play the right animation thing beforehand?
no
SD can you put the bonfire mod there?
I think he replaces the text on certain stuff
that's part of the plan
I think ismas tear is still rip due to the way he does it
wont show up in the drive for a bit, gonna update then turn on the sync app
Has anyone created a boss rush mod yet?
mirror link?
yh if someone has a mirror that'd be great since the game needs a boss rush
every game with bosses needs a boss rush
you have to get a mod to DM you the mod download because of a dmca takedown?
it just can't be in the public google drive pretty much
can you even legally dmca people hosting your mod?
it's not really worth trying to dispute this claim
you can dmca anyone for anything,
the question is, is it worth fighting
and would you win
SD took the path of less confrontation, and I completely agree with them
done updating, now for the sync program to start syncing
as for boss rush, send me a direct message
since I got the DMCA, it won't be on the drive
so I offer it directly instead
if you could dm me it that would be great
changelog to drive folder
-added bonfire
-updated blackmoth
-updated lightbringer
-updated 110%
-updated readme
hey guys just a quick question: do mods lock achievements?
no
thank you very much
hey @solemn rivet DRM-free bonfire mod locks the game upon starting a new playthrough
oh
continuing from a previous save gives a black screen
I ran into that when testing out the Steam version
I'm not on my pc right now, but I'll get onto that asap
first I'll have to remember what caused it, THEN I'll fix it
btw
what version are you using?
1.1.1.8
I mean, where did you get the mod?
oh the mod is the one in the drive folder
okay, should be up-to-date
Also, could you please send me the output log?
It's in the same folder as the managed folder
could anyone help me get a rip of some sprites for inktober stuff
i need the mapreading sprite and sitting one
if anyone can
14.3 MB wtf
now you'll have access to all of their poses, with the exception of spells and unique moments like moth wings
here
hope that helps @serene tundra
'v'
^
you gotta find it in uabe
you can just save the tk2d components sprite
or use seanpr's sprite ripper
unity asset bundle exporter
lets you look at the asset files and export / import standard files
ah so that has pretty much everything from backgrounds effects enemies etc?
yeah it has everything in there
if your looking for something specific I'd ask for seanpr's sprite ripper though
everything in UABE is just called ATLAS
except level stuff
the sprite ripper, names it after the object
or you could be like me and look through the 7000 sprite sheets and rename them all manually
Alright, I converted the text in one of the NPC's dialogue, but Open Office can only save these files as open office XML files. will that still work once it's recompiled into the game?
nvm, found an actual XML editor
you can export them as raw text files
could anyone with the drm-free version of HK check to see if you can start a new game with this?
that's the bonfire mod btw
someone reported it wasn't working
so I make a few changes
I have the drm free version from the humble store
Is that the same as the gog version?
I believe so
can someone help me with the bonfire mod
tell me how it works
i installed it got all the geo i can from king's pass rested at the bench in dirtmouth i expected a menu to pop up but nothing happened
did anyone else try the bonfire mod
the creator didnt explain how it works in the README
Nice ui
I don't know if that was sarcasm or not, but thanks
you tell me about it
by far, the thing about this mod that took the most time to do was the GUI
not a huge fan of unity's ui overhaul
it happened in like 5.3.1, right?
5.3.4, yeah
i remember cus we basically panicked at work haha
I wouldn't be sarcastic about that, that'd be mean
is by far and wide my fav emote
I genuinely had no idea this game had mod support
"mod support" isn't exactly what's going on here
it's not at all like Skyrim and BoI in that aspect
they're reverse engineering the game, cus it's a unity game
it's way more impressive than mod support
these guys are genuises
Oh wow
that's a bit too much
some people sure
I am specially impressed by the randomizer mod
like, REAL impressed
What exactly does that do?
randomizes basically every pickup in the game
swaps abilities around
charms
relics too iirc
That sounds interesting
so you could pick up a journal and it'd actually be the Mantis Claw?
irma's tear
I believe they are randomized within certain groups
Relics are separate I believe
like, charms can only swap places with abilities, or something like that
Relics are not switched around, it's just each relic has a %chance of being any relic
Based on how many are in the world
ooh, yeah, that's right!
So, theoretically, there's a seed with only arcane eggs
forgot we talked about that and discussed the expected values and such
Every single relic is an arcane egg
on the other hand
They have a higher chance of all being journals
there are LOTS of seeds in which every relic is a Wanderer's Journal
"lots" here doesn't mean a number, but a percentage
it's just what it sounds
you fight bosses "in order"
no exploration or whatever in between
Not always in order
you are rewarded with points based on your performance
You can randomize them
Final boss is always last though
Soul Master without dash seems like it'd be torture
so far, the only one we haven't managed to beat with 0 upgrades is Flukemarm
but we still believe in the fluke dream
When I did boss rush
flukemarm was a double kill
I killed it, and then a fluke killed me
Still moved me to next boss
If you're not on Glass Purse are you even playing Boss Rush?
753 asking the real questions
holy shit, the amount of people bashing me via DMs in reddit for the bonfire mod
should never have posted it there
Oh shit
there's something bad about it?
The internet likes hating things
basically people complaining that I'm ruining the game
uh it's a mod

mods are supposed to ruin the game :^)
They... Chose to use it...
either saying that "the game is perfect as it is!!!" or that "it's just a crutch to make the game easier!!!"
It's a way to mix up gameplay
^
do they not understand what "fun" and "different" is?
I gotta ask btw, what happens with nail upgrades in the mod?
ignoring is probably the best bet
Like nailsmith upgrades
Gotcha
but slightly less than what it would be in vanilla
otherwise, any investment in Str would give just too much atk
either that, or I make Str irrelevant
Strength only build
the thing is, since I don't have the drm free version I can't test it at all
i bought it on humble so i have drmfree and steam
actually
I have a copy inside the IndieBox
but I didn't open the box yet, so I feel like it would be a shame to open it just for that...
also i think the cd might not update to 1.1.1.8
could be
well, the post has done its job, at least
now more people are aware of mods
that's all that matters
Lol
btw when people asked for footage of Blackmoth I linked them to your twitch vods
:O
I still gotta get around to streaming another mod, been busy with college
Might do your new bonfire one
Cause it seems like a nice twist
there are a lot of interesting mods now
BR, Randomizer and Bonfire seem like they have a lot of replay value
so would be great for streams
if my pc cooperates, maybe I'd even do some streams myself
I should probably upload my twitch vods to YouTube
and also edit out the part at the beginning where I installed the mod wrong
no the mod doesnt work at all for me
can someone tell me if i did anything wrong here is how i downloaded the mod:
downloaded the Csharp(steam) placed it in the hollow_knight_data file moved the orginal Csharp to another file for backup for later and named the removed the (steam) from the Csharp(steam)
you need to put it into the /Managed/ folder inside /hollow_knight_data/
jsut did it myself, and it worked
Sorry for just barging in but what's this bonfire mod?
It's a level up mod
Damn, I thought the name was clever... Now I'm having second thoughts
Ooooh
You can know what it means if you know the mod itself
How does the mod work if you don't mind me asking?
I would test it but my keyboard's left arrow isn't working
Hence "bonfire"
It's basically the Dark Souls of Hollow Knight mods
Its the Ragnarok Online mod for Hollow Knight
It belongs in the Managed folder
manager folder?
oh
i see
it works now thanks
also neat thing: i tried to get the most geo in king's pass in figured out it has a total of 95 geo
what does MP stand for?
mana points
guys something happened and im not sure if its a part of the mod or not
when i killed something there was a sound of explosion and black void stuff came out the enemy i killed
thats a crit
i think base is 15%
ok
15 is about 0
15 is a lot
80% of the time you'll crit within 10 hits that's fairly high
phantom assassin only has a 15% chance to crit for 450%
but whenever I play against her she crits me everytime
checkm8
That's relatable as fuck KDT
so does quick slash add to your slash speed? or is it useless if you got higher stuff than it
same for nail upgraids
oh wow
so if you have 0.5 attack time due to dex at 20 dex
then add quick slash you attack 50% faster, so 0.33 attack time
Oops
Should change mp to Soul
Also, does anyone know when the game checks if you have FoF/fragile strength to calculate your nail damage?
Because I can't find that in code
it isn't in code afaik
it'll probably be the init state of playmakerFSM on the sword prefab
https://www.reddit.com/r/Cuphead/comments/74rmm7/mod_cuphead_smoothparry/?st=j8gka2hp&sh=6c48e675 Might as well share this here, Cuphead is modded the same way as Hollow Knight.
made a quick mod in 30 seconds to demonstrate
didn't think cuphead was a unity game,
how much of the game is actually in code though
or is it similar to hk were most of it is in proprietary files
It looks like you can edit a lot more, including enemy stats and projectiles.
Just uploaded a new randomizer build with dream nail and its upgrades in there + some charms I missed
@young walrus
okay, I'm finally home
welcome home
you said that already
waiting
why the hell is the crit% showing the wrong amounts?
wouldn't know

I haven't played HK in weeks
drmfree dll still broken 
thanks!
you shouldn't be able to crit at lck level 0
double num = (double)new System.Random().Next(0, 100);
double num2 = 15.0 * Math.Log((double)this.modData.statLck);
this.crit = (num <= num2);
if (this.crit)
{
this.playerData.nailDamage = (int)((1.0 + 0.23 * Math.Log((double)this.modData.statDex)) * (double)this.playerData.nailDamage);
this.spriteFlash.flashInfected();
}```
log(1)=0, so num2=0 and this.crit should always return false...
@noble trout did the Knight shine in orange when you crit?
if it didn't, maybe it's triggering the crit animation without it actually being a crit
did you level up Luck, even if it didn't actually visually increase your crit%?
oh
shit
there's literally a 1% chance to crit
I think I'll just leave it at that
xD
in the case the random number is 0, (0<=0) is true, so the crit happens
so far, just got to Hornet1 with 3 levels
didn't really farm for geo
and hornet1 was a joke
To be fair, Hornet is always a joke
careful what you say, think of the baby Hornets
How'd you check?
I got me a drmfree version
I've been doing that to some steam games
I don't trust steam
Gotta cash out before the market crashes
I don't trust their licences
their ToA
"you don't own the game, you own a licence to play it"
thats how it is for disk games too
"and we can revoke this licence at will, with no forewarning"
Sure they CAN, but they'd lose all of their customers if they started randomly doing that
I'm not saying they are going to do that
And sure Valve is rich already, but that's no reason to stop making money
heck, I still buy all/most of my games there
but I'd like to have something to fall back on in the event of a Steampocalypse
The fallback plan is piracy
I imagine they wouldn't just disappear without doing something
Yeah, I'd like to think if for some reason Valve is ever going under they'd do something like give us some period of time to download anything we have in our library DRM free
that would be just awesome
I don't see Valve disappearing any time soon, though
sadly doesn't really work for games which are relying on steam's servers
if the developer still cared at all, I imagine they'd do what from software did
when windows live went down
you just earned a point with me, seanpr
Is that a good thing or a bad thing?
good thing
I mostly loathe multiplayer games
@leaden hedge we can't reasonably expect developers to be like From, now, can we?
Gearbox did something similar with Borderlands 1
trying to get the mod installer working
can't get it to recognize "mod bundles" though
Don't bother with that crap
it's a specific file format
Mod bundles are just zips
Unzip them
Copy the files to the game directory
So much easier
i have unzipped them. just thought having one program to do all the switching of files would be nice
but it's not recognizing anything
lol
I've never used the installer
just tried loading up the randomizer
and the screen was all kinds of fucked up
do i just need to move the randomizer file? or both that and the data file? i moved both of them
so yeah, just the two folders
Oh, yeah that matters
If you send me your GOG assembly-csharp.dll I can make a working one
But yeah that zip is steam only
kk. i'll install on top of steam
no biggie
just had that one around for 0.6 patch anyways
can always switch it back
that's the GOG one
Alright
I'll make a working gog one at some point
Not super urgent since you have steam as well
Should just keep a copy of every version like I do
yeah....... probably should
Some of them I don't even know why I keep
Like 1.1.1.6
Literally just 1.1.1.7 except a single enemy can't be killed
i keep prior versions for posterity and potential for funny stuff
TC does do balance changes in their updates
so are masks and vessel fragments part of this rando?
randomize everything, even bosses and mobs
enters gruz mother room... Radiance music starts
lol
probably too complicated, mob/enemy placement is part of the levels themselves
I mean I already know how to steal platforms and shit from other scenes
yeah?
Don't see why I couldn't steal mobs, too
could work...
Only if it's an additive scene load, though
i'd love to see this rando get more and more complex
I don't know how to make it work with stuff like dream gate
like LTTP complex with the logic and possibly item placements dependent on other items/skips
Item placement is dependant on other items, to some extent
like.... go to get nail arts and you get a mask
like everything is part of it
nail upgrades etc
The thing with spells, masks, nail upgrades, etc is they're all stored as ints
And the randomizer is really only set up to handle bools right now
rip
i know LTTP does that with swords and shields
any shield or sword upgrade you find just adds 1 to the integer
so you can't just find nail4 out of the gate
Well, I would just place 4 generic "nail upgrade" pickups
That's kinda what I do with dash
Whichever you get second is shade cloak
makes sense
same idea
and could do the same with dream nail "upgrades"
if that even makes sense
first you find dream nail, then gate, then awoken nail
Yeah, dream nail is set up so that whichever you find first is dream nail
Then the other two are awoken/gate
It's possible that you would find a shop with 3x dream nail in it, actually
i just died to hornet cuz i found flukenest early and didn't know how to fight her with it
Then after buying one the other 2 would turn into the proper stuff
so yeah, you're already doing it then
LuL dying to Hornet
so... to do a different rando seed
do i just enter it in at the file select there?
i just started a file tbh
didn't poke around with it
Yeah, just type whatever in
It'll randomly choose a seed every time you go to start a new one, anyway
No reason to change it unless you found one you want to play again
Or for races
so it will choose the seed based on what you put in. that's my question, for races and stuff
Yeah, whatever's in the box is the seed
👍
this is really sick though dude
mad props.
can't wait to see what it evolves into
like an OoT beta quest kinda thing
Just not sure how best to do that to not be too confusing and awful
that'd be amazing
you'd have to have it fixed rather than random on each transition to stop people just going back and forth to find specific rooms
you'd have to make sure each room can be reached eventually
and to do that you'd pretty much have to go through each room and figure out how to get from every gate to every other one
but theres only like 300 rooms and each one only has probably 3 / 4 gates
That's assuming a complete randomization, which I think falls under the "confusing and awful" criteria
Much easier to just randomize where the larger areas connect
theres probably only 4 ways to really do it
1)every room connects to a random room
2)every room connects to a random room in its area but area -> area is normal
3)every room connects to a random room in its area but area -> area is random
4)every area connects to a random area but rooms are normal
its sorta weird in hybrid rooms though like xroads -> greenpath
Yeah, I'd just have to make a decision on which that counts as
I'm more worried about stuff like city -> waterways
Because of the key required for that transition
Not super easy to just move the key thing to wherever the randomization wants it
And it's kinda lame to just have it open from the start
are the fragile charms part of the rando? looks like they're not?
or maybe i'm just this lucky?
Ah shit yeah I forgot those
lol. okay
Not sure randomizing those is a good idea, anyway
why not?
I'd have to check what happens if I get one from somewhere else and break it
shouldnt matter, their broken status is in another var
Dunno if I'd be able to repair it
CHARM_23_BRK iirc
brokenCharm_23
oh charm 23 brk is the name of the string
well aslong as you don't mess with that bool
it shouldn't affect anything
Well, if you got fragile strength from somewhere other then leg eater then I'm telling the leg eater shop that you don't own it
So that it's still in the shop
To buy for whatever pickup it actually is
Doubt you'd be able to repair it before buying it
And making it indestructible is kinda lame
doubt you'd be able to break it without owning it
shrugs i mean, i agree
so it shouldn't check if its owned
but it allows you to throw it in the pool,
Yeah I dunno, I'll test how it behaves later
unless the box for it in the menu for it is literally
if !ownedCharm_23
show buy charm 23
else if brokenCharm_23
show fix charm 23
else
show nothing
Even if it does let you fix it, what if it removes the other thing from the shop until you buy the fix?
see how it reacts, then you can think of a solution
the easiest case is it works fine
but if it lets you buy the item but not repair
you could always add another menu to repair stuff whilst talking to him
not sure about if it lets you repair but not buy the item
FYI the mod is open source, in the time it took to have this conversation anyone could have done the work already
they're not part of the one i'm using then? lol
Nah the one you have is up to date
oh okay
Just not the source on github
Thanks for undermining my point
does it use the modding api, I don't even remember which one of my 20 assembly-csharps has it
I should probably rename it
It uses the API because not using it is insane
There's the most up to date modding dll
It makes your mod harder to maintain it makes it incompatible with all other mods and it forces you to remake the mod for every new release of the game
ye but you've gotta ask for every hook you want
That's a one time inconvenience
And you can still write your code without the hook, not like you need to wait for it to actually be there
You can just add the hooks you need to the dll yourself as far as I'm concerned that's not more work than hacking the games dll
And then just send it to Sean or me
If you don't fuck it up we'll just keep it
So that feels like a bullshit excuse for being lazy
ye im pretty lazy
Well i guess soon most mods will be broken with the update on Halloween
so.... you randomized the relics. was that just with each other? or was that part of the charm pool?
Picking up a relic gives you a random relic based on the percents of each relic in the game
Using a combination of the game seed and the room name to randomize
I dunno why im even looking at randomizer code to test this
I can literally just break the charms without owning them on a normal save
So like, there will still be 3 arcane eggs or something?
Although none is far more likely
Ah
Still pretty unlikely, though
If I'm remembering the relic numbers right it's ~1.5% chance of no eggs
lists them both @rain cedar
What?
Oh, ok
Guess I'll update the xml file to include those
oh btw for creating a hook for when you hit stuff
i think NailSlash.OnTriggerEnter2D works
Alright it's updated to have fragile charms
And I'm not sure there's any point adding that hook unless Gradow is willing to port his mod
Can't think of any other mods that would need it
I think blackmoth, the flukenest one and lightbringer all have uses for it
but again depends if those authors want to port those mods
Honestly doesn't seem like anyone is interested in mod compatibility if it means actually doing something
And I'm not going to be the one porting everyone's mods for them
So guess we're just stuck in the dark ages
@solemn rivet i might not have noticed the flash but i dont think it actually crits because (im assuming crit is a doublw damage hit) i crited a mantis on my first attack but it still took 4 hits to kill
it depends on your dex
at 0 dex its 23% extra
which is 6 damage
so a whole extra point
wait no, at 1 dex its 1x damage
so a whole 0 extra damage
how much levels are there?
i think 20 is the max
i just got a crit for smashing a lantern at the city of tears (the knight was flashing orange)
Yeah, I fixed it already
You had a 1/101 chance of rolling a crit on lv 1
So I changed it
I also changed it so that no matter your dex, there's at least some added damage if you crit
Basically, the random var ran from 0 to 100, and in the off-chance it was 0, the crit would proc
Reminds me of Whitespace
whitespace?
@solemn rivet someone streaming on drm free lost stats on save
I'll take a look as soon as I'm home
he ws using storage though
theres a bug that lets you skip cutscenes by dropping on to them with your inventory open, then closing them
also he reported have modData persist through clear save
so a new save had the previous saves stats
only latest drm free works doesn't it
Nope
Some earlier versions also did work
But I had forgot to add this.modData.Reset() to GameManager.clearSaveData()
Same thing happened on the steam ver
But has since been fixed
oh btw
GameObject[] array = UnityEngine.Object.FindObjectsOfType<GameObject>();
for (int i = 0; i < array.Length; i++)
{
PlayMakerFSM fsm_hp = FSMUtility.LocateFSM(array[i], "health_manager_enemy");
if (fsm_hp != null)
{
string name= array[i].name;
int small = fsm_hp.FsmVariables.GetFsmInt("Geo Small").Value;
int med= fsm_hp.FsmVariables.GetFsmInt("Geo Med").Value;
int large = fsm_hp.FsmVariables.GetFsmInt("Geo Large").Value;
int hp = FSMUtility.GetInt(fsm_hp, "HP");
}
}
are enemy hp, large / med / small geo drops
so you can give mobs more hp and drops
Can I love you?
GameObject[] array = UnityEngine.Object.FindObjectsOfType<GameObject>();
for (int i = 0; i < array.Length; i++)
{
PlayMakerFSM expr_17 = FSMUtility.LocateFSM(array[i], "Spell Control");
if (expr_17 != null)
{
expr_17.FsmVariables.GetFsmInt("MP Cost").Value = 0;
}
}
@solemn rivet sets spell costs
where can i find this?^^^
That's just code KDT wrote
Highly doubt there's code in the game that makes all spells cost nothing
nah but i was thinking that there is code that sets the spell cost that could be adjusted to nothing
well there is
its right there
put it into assembly-csharp and your spells are free
ye its not pre-existing, if it was pre-existing I would have just said look in Class.Function
If you actually want to inject this @serene gyro im not quite sure when the value gets re-calculated,
and you'd probably want to save a reference to the correct PlayerMakerFSM to reduce lag
CharmUpdate is probably a safe place to put it
I'll look into spell damage later, I know where it is
but for some reason TC don't know about object pooling so all spells get destroyed and reinstantiated when needed, so thats pretty annoying
KDT those could be real useful if I were to make an actual level up mod, which made levels not only a 'bonus', but somewhat of a necessity
Then again, they could also be used to make luck even more useful (increasing enemies drops)
I'd definitely make mobs drop more stuff and have more hp the later you get into the game
even if its just on a per area basis
<@&328354344313421825> hey all. Just to keep it consistent with Art Crew and Speedrun.com Mods, youse have a fancy new colour (is it good?) and visibility on member list to the right 😄
Neat
Wowzers
thats very bright
Tried to make it distinct from Speedrunner, hmm
well, one has to be to mod a game
Lets swap Mods color and Modders color
Is bright bad?
i like it
Same
black is a bad color
I just changed up Speedrun.com Mods a bit. Hows that Sean?
just because the default discord theme is dark
Looks fine still
Ill make Art Crew a little more bright now too
I'm on dark and it's not hard to read Benji/Simo at all
its probably fine if its similar to the speedrunner colour
Black is fine
Make us Admims bright too

they don't get their own listings
I chose black for Admins because it stands out in the way it shouldnt.
bright black is my favourite colour
We should be white
nah, Admins should be
But everyone is white
everyone's grey
Grey and white look so similar though
a light grey, but grey nonetheless
yeah
Have you guys (the people who make mods) considered setting up a page or pages on the HK wiki? with links to tools and instructions/tips? that way it's not just a bunch of pins with random info?
just make a wiki page with the link to the discord
yeah, @solemn rivet
oh niiice
Bonfire Mod
sweet ill check it out
available on the drive folder
no problem
I think the github version is more up to date
unless google drive is lying to me, and saying Oct 5 when it wasn't
Are there any super hard stage mods?.. or is stage making far from where mods are at right now?
Stage making is technically possible but not realistic
Fair enough. So mostly mods to help keep track of speed runs im guessing?
thats why they have different catagories right? ^^
most of the mods just transform mechanics
interesting.... now im curious. althogh I was hopeing for something that extended gameplay for some reason.. or heck.. maybe even something crazy like a 2 player verses mod in the arena XD lol
Two player is asking waaaaay too much of modders
that does seem hard.. would be allot of codeing I bet o.o ....also.. dear lord a one hit kill in this game XwX.. heck I gave up on the flower as it allready is XwX
nah, not alot of coding
dupe hero
add damages_hero fsm to his nail
then
somehow rebind second players controls
the camera would be fucked but I guess you could lock it
its mainly giving p2 controls that'd be hard
I see o.o..so.. mapping controlls for player 2 would be the hardest thing....guess making a menu for it and everything would require some extra work
obviously online is completely out of the question though
unet is a nightmare to get working on your own code
Oh yeah for sure... but thats a thought ... maybe not vs
but Co op?
or like a vs mode where you dont attack each other.. but both be in the arena and try to get the most kills XD
fun ideas that i bet would be heck to mod XD haha
for a single room, maybe
multiplayer in general can't really work due to room transistions
modding in multiplayer would be a gargantuan task though
but yeah.. definitly not online.. man I bet that would be a headach... then having to support ur own servers..well i guess you could do peer to peer
oh yeah.. it would have to be just like... ONLY taking place in the Arena area
but that would be fun in itself.. just mods of that part of the game... having different styled waves... doing the challenges made me wish there was even more after that XD
too bad you can't really add more enemies to that room
you cant? o.o.. some kind of cap they allready reach?... really curious about the codeing for spawns in that room now
you can't really add enemies to any room
theres no spawnEnemy function
the only way to add an enemy is to copy one, which means you need to load a room that has it, then the room you want
I see o.o ...... times like these I wish there was a detailed development video made for games like these XD so you can see all the details they went through with lvl desighn, enemie placement. Decisions on what to leave in and drop. all that jazz
Maybe I have answers
can you make a mod in which you replace every npc,enemy,etc to look like its a grub
i have dis
Tedious and boring work, but should be possible
Yaaaaaay
Good luck doing that
nono
im asking you
to do it
because i have no idea how
Gradow ill buy u a steam game that costs less that 20 bucks if you do it
Hahaha sorry, no way
game under 30 bucks? :c
The thing is
You'd have to rip each and every enemy, npc, whatever sprites
Make corresponding grub sprites
And replace them, one by one, by hand
Same thing for audio
:c
Number of npcs=number of hours needed to make that mod
not rly,im sure some npcs will be easier than others
On average
would still take a very long time since some npcs appear in different places
true
you could always try doing it yourself and see how long it takes
just find all of the existing sprites and replaces them with grub sprites
then find sound files that belong to npcs and replace them with grub noises
I'm sure people here could help you out, though I'm unsure if it's possible to change every npc
well if there is a sprite for it its possible
but sadly stuff like hornet etc will be hard because of fighting stuff
so i think that will just remain an idea foreva
you'd probably have to decode some of the files, unless replacing sprites can be done otherwise
hollow knight 2: father grub boogaloo
what...
OMFG
UR RIGHT LOL
ALL GRUBS R DA RADIANCE
PLOT OF GRIMM TROUPE CONFIRMED
xD
father grub is the radiance confirmed
you play as vessel 2, who must liberate more grubs throughout hallownest to built an army where it turns into a total war game of you commanding grubs against the radiance
YEEEEEEEEEE
that's like sending multiple radiances against radiance
obviously the multiple radiances are gonna win
but the grubs are still babies and havnt fed on their kin to evolve so you end up sending thousands of grubs on a suicide mission
or you could just be a pacifist and befriend radiance
"yo rad waddup cmere and infest me boi i aint gonna fite u m8"
the issue is that team cherry will proabably never make hollow grub: the grubbening
But you could
If you had enough time and patience
Simply extract all sprites with Unity Studio
Remake all spritesheets with grubs
Use UABE to put them back into the game
Done
"if youhad enough time and patience" i have no idea + no patience ;-;
thats the poiiiiiiiiiint
its boooooooooooooooring
so im not gonna do it
lol
but if anyone goes and replaces every npc and enemy with a grub (after the grimm troupe update) ill give you a game for (max) 30 bucks lmao
8 hours of work for $30 haha nope
thats like 3 dollars an hour
<@&328354344313421825>
I give you guys the challange to make a mod after the Grimm Troupe update is out called "Grub Knight" in which every Npc,Enemy,etc is changed into a grub!
The person that actually does a good job will get a game for like max 50 bucks lol have fun.
also larger stuff like Unn,Bardoon,White lady and the Radiance should be changed into Grub father!
have fun doin dat and shit,lol k bye.
(Money can only be paid through games because its money i already have on steam lol,it can be multiple games btw too)
jaja
for a bit but it would be too much effort for one person
im sure some npcs etc can just be replaced and changed a bit to fit lul
You pinged me for that shit? Get outta here
Why don't I have nice new colours? 
You should use the modding API for that Kappa
Jeez thats easily 50+ hours of work, and that is if it goes perfectly. I dont think anyone would be willing to replace everything with grubs
If unity didn't offload all their content loading routines to the CLR you could just always return the grub sprites for textures
Including audio tracks
but I'm not gonna dig down into assembly to deal with that shit
replacing audio tracks would be hilarious
I tried editing main character's face once (manually ofc), gave up since its a major pain in the ass. Shitty aligning, flipped sprites, random pixels appearing etc
you could still replace all the sprites afterload, just iterate through everything thats either an enemy or an npc
the main problem is animations don't line up at all, so nothing would work
the main problem with iterating through everything is that it's gonna be a total pain in the ass and it still won't work for things that are dynamically loaded
unless I iterate every frame
and then performance is fucked
;c
50 bucks definitely isn't enough, however I'm sure someone could make a script to do the modding work for you
just detect the size of npc , replace sprites and sounds
Or they could do it themselves
would be faster to write a script
But the spritesheets are so finicky tho
good point
would be interesting if someone actually did it
it would be the best HK meme if it would be done
Am I able to set my max health to 1 with CE? I want to do a challenge run
I'll check it out
oh ok
all it does is make the first hit you take kill you and increases your nail damage by a lot
sadly, fury of the fallen won't work with it
Oooo
because you still have your max health
Well that would trivialize it, right
you just die in one hit
his other mod, Lightbringer replaces a ton of charms and replaces fury with glass soul charm
hey @solemn rivet
public partial class __ModTest__ : MonoBehaviour
{
// Token: 0x060032C5 RID: 12997
public void spellDamage(GameObject go)
{
if (go.name == "Fireball2 Spiral(Clone)" || go.name == "Hit L" || go.name == "Hit R" || go.name == "Hit U" || go.name == "Q Fall Damage")
{
FSMUtility.LocateFSM(go, "damages_enemy").FsmVariables.GetFsmInt("damageDealt").Value = 0;
}
}
}
public partial class PlayMakerUnity2DProxy : MonoBehaviour
{
// Token: 0x06000FEF RID: 4079
public void Start()
{
if (!PlayMakerUnity2d.isAvailable())
{
Debug.LogError("PlayMakerUnity2DProxy requires the 'PlayMaker Unity 2D' Prefab in the Scene.\nUse the menu 'PlayMaker/Addons/Unity 2D/Components/Add PlayMakerUnity2D to Scene' to correct the situation", this);
base.enabled = false;
return;
}
GameManager.instance.ModTest.spellDamage(base.gameObject);
this.RefreshImplementation();
}
}
why are we disabling damage?
he wants to set spell damage based of int in his bonfire mod
0 damage is the easiest to test
fair enough
although that only works for certain spells, I was too lazy to enable lv1 spells and flukemarm, but they'll work the same just gotta find out their names
you mean the flash or the explosion?
explosion
That's because of the check the mod is using
I don't know how to check for enemies only
So it checks for 'stuff that can cause recoil on hit', basically
use the thing I added
if it doesn't have "health_manager_enemy"
it isn't an enemy
is gradow gonna get modders role?
this is actually ridiculous
is slash speed 1.64 slashes per second or one slash every 1.64 second
1.64 times normal speed

radiance with 10x hp
there are only 22 enemies I can't one shot with fragile strength equipped
17000
How far into the game are you?
p much the end
Did you do any geo farming?
uhhh yes
infinite seals, if i recall 
i only got like 80 of em chill out
infinite
wow cheating
not cheating if it's in the game 
Hahaha
That's actually some pretty good info tho
Thanks for sharing!
Now I'll have to give every enemy 20x hp
did you see the spell damage code I wrote gradow
Otherwise it's too easy
boi what
Yup! Saw all of them
20x hp?
I think 4x
cant wait to fight radiance with 34k hp
Jk
this is actual madness
But I did think there would be balancing issues
I'll try doubling enemy hp as soon as, say, crossroads gets infected
oh that would be a good turn point
Or smth like that
give 1x per dreamer Kappa
Could be
1x no dreamers, 2x 1 dreamer 3x 2 dreamers, 4x 3 dreamers
I would have to see the expected level of a 100% character
you're going to be doing 3x damage at 20 / 20
But 80 seals tho
That's at least 5 levels iirc
Anyway, I haven't touched the code in a few days
I'll see if I can do anything later today
Thank you @hazy sentinel
And thank you KDT for the very nice codes
Yeah, I'm still not sure how to deal the luck and drops
just make sure not to mutliply any drops on the shade
Hehe easy geo dupe
dunno if this is a known bug, but I thought I'd bring it up
the crit sound on my PC is extremely loud
it does scale with the audio setting at least
but if I want it to not blow my ears off, I have to turn it so low that all other sounds are basically inaudible
you copy some dll's to the right folder
just copy the assembly-csharp to hollow_knight_data/managed
ok
(some mods involve more than one dll)
are you talking in general or is there a hollow knight mod w/ multiple DLLs
randomizer has multiple
I think Glass Soul is the only mod I installed before this, and it had 2 dlls
maybe older version
randomizer uses the modding dll
modbreaker at end of month
if only someone had designed a system that let you write code outside of the dll and have it interact via hooks
then you wouldn't have to rewrite mods after a patch
yeah that would be pretty cool
we already have it Kappa
so, after some more investigating, I think the crit sound is bugged after all
it does scale with audio level somehow, but it interacts weirdly with "master level" and "sound effects level"
I have sound effects at zero, but master at non-zero and I can hear it, and it's still rather loud
its probably not using sound effects level
also the crit explosion is very distracting
I needed that 753
@hazy sentinel yeah, I agree with you. I don't know if there's a way to change that tho...
okay, I'm finally going to take a look at the code
wut



