#archived-modding-development
1 messages ยท Page 25 of 1
oh yeah, it might be a possible soft lock in that case
randomizer doesn't mix in abilities with relics, does it?
no
good
cause whoever made the 110% mod still hasn't added a logic check to fix getting locked out of the seal in the beast's den
and I'd hate to see the randomizer forget about it too
really don't wanna cheat to get out if there is a viable way out with just double jump, but i'm not used to going in without skipping it either ๐
oh, actually, i have an idea, might be able to get something to follow me
ok, you can get out by shade pogo
good job mate!
you might be get up to the dreamer without mantis, but i'm not gonna try it
already did CP without mantis, that sucked
pretty sure you can't
you'd need a shade pogo if anything
and don't think you could even get back up to the shade room from the bench below
you can't get out of the room with the bench without a pogo
man that seed was so troll-y
mantis claw was shape of unn, ismas was behind descending dark, dive was behind deep focus, ugh
is the only viable way up CP without claw to pogo off the spikes where the grub is?
"Why don't your mods support the cracked version of the game"
this there a boss rush mod for this game?
Yep, only available through PM. want it?
ak
so... I think the save manager overwrote all my saves with my first save. x.x
maybe? x.x
it makes backups though
theres a button that loads the selected file into all the slots
how do I restore backups?
they are just in the save folder
also it's really hard to use when the data doesn't update till I close and open it again... >>
hksm-back
I'm still seeing all the same files. x.x
like every save seems to be the same no matter what backup I try to load
the data on the left doesn't update when you load a save in
No but like, I've closed and opened the game and nothing changed. They're all still the one save that replaced everything
Yeah and all of those seem to be the same too
and loading them just makes more dupes
did you go with the window explorer
No.
oh okay
I can tell all the 63kb files are dupes because they are the same size
so only the ones that were changed to user1-4.dat.bak are different
Most of 'em were.
The were all over 300kb
but the first one was 350 and all the rest were less
ok so did you get back the original ones?
I think so. I didn't test them but I'm confident they're the files I think they are.
Thanks though :3
Yeah they're the ones I was missing :3
can anyone tell me how to run mods on mac?
you need a mod thats made for mac
what files are in the mod
let's start with the boss rush one
i seen people on reddit claiming this discord can help with that
ok, what files are in the zip
right click on hollow knight in steam, properties, local files, open
drag the contents of the zip into there
is all thats inside common/hollow knight/ the exe for the game?
or was there more there
depends on the mod
you need to replace the Assembly-Csharp.dll
usually though, they make the zip layout just drag and drop
its not like every single mod comes with install instructions or anything though
I feel like they should if it requires a lot to install
well unless the installation is obvious
that was sarcasm
well I just woke so I didn't process it
A) every mod I know off has install instructions
B) most mods are just drag and drop the zip into the root folder
this one does not
Modception
idk i can do map storage pretty reliably
just get used to the timing between inputs
even if you fail an interaction storage, you can leave the room to fix it
but if you fail interaction storage with the relic, you pick it up
you'd have to force quit the game in order to retry
just rest at bench after every success 
you just turn around
if you pick it up but don't get it, turn around immediately to release the stored action
the only way to soft lock it is to fail it, but leave the shiny object on the ground
and then you can't interact anymore
@lament wren if you want a place to practice, try the Journal just outside the Stag in greenpath
it's pretty close to the bench
and doesn't require any skills to pick up
That one you can just do the same thing as cornifer
scroll down to the bottom of the page
so when new versions come out, do your changesets to the dll have to be applied manually, or does dnspy keep some sort of delta that you can use to auto change stuff (if the method/class hasn't changed)
Manually, I think
ew
doesn't seem like mods shouldn't work
I tried playing with my modded savefile and it kept my stats
ie. 40 STR
rekt
just have to manually update the dll
anyone not able to open chests? its ages since i played but i dont remember a problem with it before. you just hit them right?
haven't heard of any issues, though odd place to ask ๐
oops, ment to be in general, my bad
just to answer, yes I couldn't open the chest in weaver's den, but it seems to be a patch issue
I thought the charm was just a pickup, not in the chest?
Or are you talking about a separate problem?
yes and no
there was a patch in which no chests would open
I tried opening the chest in the weaver's den and it didn't open
would anyone here be willing to rip the sprite sheet for troupe master grimm?
the cape opening one specifically
Here's a link: https://github.com/Perfare/UnityStudio/releases
With that tool, you can open up the files yourself. They're listed as .assets files found in C:\Steam\steamapps\common\Hollow Knight\hollow_knight_Data
i gotta buy the game from gog again but ill do that :v
Again?
the email associated with my gog account is very old i have no idea about any of the details for it because it was set to auto login on my old computer
whiccch its HDD ate shit and died
but its on sale so its not a bad time :v
i've mentioned it before without any details they can't really help it's no big deal i had around 3 or 4 games on there was all
HEY FELLAS, SUGGESTION MOD FOR HOLLOW KNIGHT WHERE YOU'RE A NIGROMANT MAGE BUG WHICH CAN CREATE DIFFERENTS CREATURES (USE CHARMS OF THAT KIND) AND DO SO NICE DMG, BTW YOUR HP IS TOO LOW IN THIS MOD, AND PLZ UPLOAD TO MODDB THAT MOD IF THAT HAPPENS, THANKS
Not a good enough name
Needs to include moddb in it
He really loves that place
The real mystery here is what "NIGROMANT" means
necromancer
Oh is that actually a word?
nigromant isn't an english word, no
Damn

Trying to make fun of the kid and it turns out I'm just stupid
Perhaps he's smarter than all of us
"suggestion" ๐
the more capital letters you put in a message the smarter you are
well have a good one
Lol
Hopefully nothing that the mod uses
Also, wasn't that just Graig making fun of the modders?
I don't know
This is me telling you my interpretation of KDT's interpretation of what Graig said
May not be accurate
I was there... I interpreted it as him being playful / a troll
Alright
Yeah, guess I'll port the modding api now as well
Shouldn't be anything hard, just tedious
I really liked the nk grimm fight tho
Wish he was static like zote and white defender
Well, after the modding api is ported I'll update the debug mod to be able to respawn him
So easy refights soon tm
Doesn't seem to be used by much
and we haven't banned him yet because...?
yeah
Mainly because I don't have that power
Doesn't seem to affect Attack() or doAttack()
yeah, though it's disabled
HeroController.TakeDamage is very different
No, not just that
They're passing in some stuff that was calculated in the function previously
oh
what mods are broken by the update?
All of them
rip
It's unlikely that any code changes actually conflict with mods
They just need to be updated with a bit of copy/paste
so all of them were updated besides the charm notch mod?
That's on the modding api
Although with how I coded it the new charm notch will do nothing
I should change that
oh so you rolled it into the api
gotcha
should probably delete the notch mod dll then
No, I mean it uses the api not that it's part of it
Alright I changed it to be less awful
So now instead of recalculating notches every charm update it just adds 1 when it gives a salubra notch
Should work with the new 11th notch now
the old version of the bonfire mod works fine?
does it use the setint function now?
so that it'll get picked up by playerdatadumper?
If you mean the charm notch thing then yes
{
if (pd == null) return;
pd.CountCharms();
int charms = pd.charmsOwned;
int notches = pd.charmSlots;
if (!pd.salubraNotch1 && charms >= 5)
{
pd.SetBool("salubraNotch1", true);
notches++;
}
if (!pd.salubraNotch2 && charms >= 10)
{
pd.SetBool("salubraNotch2", true);
notches++;
}
if (!pd.salubraNotch3 && charms >= 18)
{
pd.SetBool("salubraNotch3", true);
notches++;
}
if (!pd.salubraNotch4 && charms >= 25)
{
pd.SetBool("salubraNotch4", true);
notches++;
}
pd.SetInt("charmSlots", notches);
}```
It just runs that on CharmUpdate
cool
Self damage is broken in the debug mod now because of the changes to HeroController.TakeDamage
Version specific mod code NotLikeThis
is Hollow Knight Info updated?
so... what is the minimum cost for focus that you can get with the bonfire mod?
or is that still fixed?
is there a save editor somewhere? i want to fight grey prince but without fighting hornet again
check the pins
no
backup your save
I've not actually tested my editor on new patch but it should work
%appdata%/../locallow/team cherry
thanks
there were some bugs with the bonfire port I made yesterday, but I'll be uploading a working version soon
just fyi
where is the modding api
google drive
KDT, do you perchance know what is the FSM for spells damage/cost?
which fukin one
I'm currently implementing your solution and would like to also add spells cost
ok!
heroController has a refernce
@wide pier try changing it to "List"
i already have it installed
i accidentally pressed "hide menu" how do i get it back fuk
f1
KDT, may I ask you a technical question?
go for it
fsm.SetState("Set Damage");
why do you have to add that at the end of the damage attribution?
{
foreach (PlayMakerFSM fsm in go.GetComponents<PlayMakerFSM>())
{
if (fsm != null)
{
for (int i = 0; i < fsm.FsmStates.Length; i++)
{
if (fsm.FsmStates[i].Name == "Set Damage")
{
Debug.Log("[SDT] " + go.name);
FieldInfo[] fields = typeof(ActionData).GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
for (int j = 0; j < fields.Length; j++)
{
if (fields[j].Name == "byteData")
{
List<byte> list = (List<byte>)fields[j].GetValue(fsm.FsmStates[i].ActionData);
byte num = 0;
list[0] = num;
byte num2 = 0;
list[14] = num2;
fields[j].SetValue(fsm.FsmStates[i].ActionData, list);
fsm.FsmStates[i].LoadActions();
fsm.SetState("Set Damage");
}
}
}
}
}
}
}```
okay, so the up component of dive still damages enemies
but I think I'll leave it as it is for now
L / R are 80% of the damage anyway
yup
apparently TGT changed a lot of small things
it took a lot of work to make Bonfire even work properly
saves broke, attacking broke
it's fixed now (updating gdrive), but I still think there might be things I'm missing
I'm thinking of scaling spell damage at the same speed as nail damage
that is, using the same formula
MAIN
Level, Geo, Delta Geo, Total Geo to Lv 50, Enemy HP at Start, Enemy HP After 1 Dreamer, Enemy HP After 2 Dreamers, Enemy HP After 3 Dreamers
1, 61, 0, 58175, 141. 00%, 175. 00%, 209. 00%, 242. 00%
2, 74, 13, 143. 00%, 177. 00%, 211. 00%, 245. 00%
3, 89, 15, 144. 00%, 178. 00%, 213. 00%,...
thats what wisdom was going to do
Oh neat
Yeah I could see how that'd be a problem
Is there a way to get achievements with mods active?
ยฏ_(ใ)_/ยฏ - if you don't mind cheating?
you get them by default
Wisdom currently decreases MP cost of focus and increases soul gained per hit
Soul Gained Per Hit = 10 + 5*ln(Wisdom)
Focus Cost = 34* EXP(-0.01 *(Wisdom+1))
@daring plume mods do not interefere with achievements in any way
KDT and 753: I decided against increasing Soul cap because... It makes little sense to do so. If I instead decrease the cost of spells and increase soul gain it not only effectively "increases" max soul cap, but also allows for more flexible gameplay
i.e. if you want to make a spellcaster build, it would be awful to have an absurd amount of soul storage, but take 3 hits to be able to cast a single spell
what the mod currently does is make it so that you cast spells as often as possible
but for that I need to adjust spell cost
and for that I need to look into the Spell Control FSM
and for that I need time
which I do not have rn (I have classes to teach)
also
@buoyant obsidian how exactly did you change the passive MP gain from fps count to delta time?
just put it in update
and do soulGain * time.deltaTime
time.deltaTime is the time in seconds since the last frame
I want to change Int and Wisdom around a bit
make Wisdom "soul" focused and Int "spell" focused
although you should probably do another soul gain variable
because time.deltaTime is a float
btw @buoyant obsidian how's mana regen speed for LB? It seems like it's 1 mana per 1.11 seconds, so it sould fill up the soul sphere in around 99 seconds
how is it for gameplay? Is it too fast, too slow...?
I'm not sure the exact timing, I set it up so that you wouldn't have to wait too long if you needed to spell smash through a floor
hm... Okay
but in general you won't use spells for combat unless you're using charms for it
can I base bonfire's mana regen over time on LB's?
If you want to go right ahead
it's all in the Update() method
if you're gonna change it keep in mind soulGain() also gives mana
also dreamnail is a thing
yeah
thank you!
I'll work on it when I get home
about soulGain(), it's currently how Wisdom works
it basically takes whatever soulGain() would give as an output and scales it with Wisdom
Makes sense
but I hadn't thought about dreamnail
will have to figure out how that works
but that's for another time
@leaden hedge - I saw you posted the sprite sheet that has most of the new icons in it, but do you have the 3 new unbreakable versions of the charms?
its automatically generated by unity
When I try recompiling the decompiled GameManager in dnSpy I get bunch of errors about types not being found or not being in the namespace. The message hints are you missing an assembly reference?. I also get things like 'SceneManager' does not contain a definition for 'GetSceneByName' a bunch of times. Whats going on here?
have you added all the references
in dnspy
you need to drag all the dll in
C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed
into dnspy, like where assembly-csharp is
Ah, strange that dnspy doesnt do that on its own,m it shows some references automatically
thanks though, ill try
yeah it has the "reference"
but it doesn't have the actuall dll
it should look like this
ignore my livesplit 
yeah should compile now
most of the messages are gone but now Im getting Ambiguity between 'SceneManager.activeSceneChanged' and 'SceneManager.activeSceneChanged'. Im guessing there is one dll which I shouldnt be added hmm
ahh, do you know if that is already r eported? if not Ill do it
its reported
can I change one of them to get it to w ork?
er
I'm pretty sure gamemanager has a on level load function
I'd just put your function call in there
GameManager.LevelActivated
It is this bug, right? https://github.com/0xd4d/dnSpy/issues/231
Thanks for your help again btw
private void OnDisable()
{
UnityEngine.SceneManagement.SceneManager.activeSceneChanged -= this.LevelActivated;
if (this.gm != null)
{
this.gm.UnloadingLevel -= this.OnLevelUnload;
}
}
I menti...
here is the exact error
I have no idea how hard that is but Ill see if I can fix that in dnspy
what I usually do is
you can just put a call into GameManager.LevelActivated
the "bug" is in UnityEngine.dll
I edit the IL instructions and copy all there is
if I put a call into there it will still need to recompile GameManager, no?
and have the same message
you can do methods only
then I edit the class normally and remove what's causing the ambiguity
oh that is good to know
and then re-add it via IL
right click on method, edit method
you can edit most of GameManager's methods
iirc, only onEnable/Disable and SetupGameRefs give ambiguities
if you want to edit those, you can do what KDT suggests
or simply cheat like me
I couldnt quite follow your method, how do you edit IL instructions
still new to c# and this stuff
right-click
its called Method Body now
"now"?
or was
yeah that confused me
im not sure which
for me its called edit method body
yeah, if you click it on the methods list
then I get this
but I'm clicking on the preview window
well, that shouldn't get any ambiguities then
there it is still called IL Instructions, yes
you have to do that on the specific method you want to edit
not on the whole class
I've got to leave for now, but I can show you how to do it later
^basically, yeah
not the whole method tho
you edit the method and remove the ambiguous line only
and then re-add that line via IL
it's almost always UnityEngine.SceneManagement that's ambiguous for me
and you save the failing line as text somewhere, edit the class, paste it back
it seems to work, assuming it wont break when testing it ingame
That's what I did for bonfire mod so far
@rain cedar grimm doesn't seem to show up in debug mod enemy list
probably doesn't have a health manager
Both of them?
and real bat, which is the thing you dream nail
does show up
oh, and ushebti wanted a button to either remove notches or toggle overcharm
Toggle overcharm might not work
Since TC did some fixes to overcharm staying when it shouldn't on this patch
they changed it
its probably not constantly checking
just whenever notches/broken charms get changed
Might be checked on charm update
So that makes the todo list for debug mod:
Fix self damage
Add new charms
Add new bosses
Fix Grimm in enemy panel
Add overcharm option
Hey guys stupid question how to add some geo
or use cheat engine that works 
If you don't know how to do any of the things they're all gonna be similar speed
Could someone send me the original Assembly-CSharp file? I kinda forgot to back it up ><"
I'm assuming mods aren't updated/working for the new grimm troupe version correct?
Thanks
Is there a list of the newly updated ones? Pinned link doesn't seem to show the updated ones
All API mods and bonfire mod
Bonfire mod is giving me troubles, so I thought it wasn't updated yet
Maybe I did something wrong one way or another, had a weird "cant attack" bug with it
I know he mentioned he was having some issues. Since they changed so much internally
I thought I fixed that
did you update @leaden fiber ?
this version SHOULD work - at least I played with it a lot
also, it has a beta implementation of Int stat
Everything should be updated as far as I know, I'll give that a try
Still happening after loading, happens on old saves as well if that helps. quitting and loading the save again fixes it until there is another load screen
"load screen" meaning a scene transition?
that's weird, because I'm playing in that same patch rn
can you send me the output_log.txt?
same thing just happened to me
but I had to take a stag
moving between areas didn't seem to cause it
found the issue
sigh
for some reason
this.modData = ModData.instance is not working
so I have to reference the instance manually
Oh. Wish I could help besides just reporting, I have little to no knowledge about creating mods for this game
Yup, problem resolved. Doesn't seem to happen even after stags or leveling up anymore
thank you for reporting it!
Np 
does anyone know if the new charms are treated in code?
okay, updated gdrive with newest patch
Patch notes: Intelligence stat! Affects spell damage and Focus cost!
Wisdom now affects Soul per hit and passive soul regen!
Future:
- Add all spells cost under Int;
- If Carefree Melody is treated in code, find a way to have Res behave the same way;
- Find a second effect for Str (maybe pet damage?)
- Make Fireball work with Int.
i think melody is a int (if i remember what kdt said)
look in #speedrunning earlier today
oh
found it
this.carefreeShieldEquipped
yay
okay
added Iframes based on Res
testing period begins now
hey guys, do you know how much HP Nightmare King Grimm has?
A lot
More than radiance for sure
???????
Debug mod doesn't see him as an enemy
So I can't get a number from there
radiance I mean
1700 is wrong
kek. the wiki
Yes
ya
x
fucking
d
decided to do the nightmare king no charms no magic no damage
nail3
gonna be a fun ride
rip
I can give you a code to run that -should- print his HP
unless he has no health_manager and health_manager_enemy
in that case, it won't work
I'm already looking for those to detect enemies in debug mod
interesting
Devil's info program might be able to get his hp
so, can I get an opinion on these numbers: https://docs.google.com/spreadsheets/d/1a95HWAF9lwtAWgNrBf6jA8Yk07V8VDI1MafpaEhD0nU/edit?usp=sharing
MAIN
Level, Geo, Delta Geo, Total Geo to Lv 50, Enemy HP at Start, Enemy HP After 1 Dreamer, Enemy HP After 2 Dreamers, Enemy HP After 3 Dreamers
1, 61, 0, 58175, 141. 00%, 175. 00%, 209. 00%, 242. 00%
2, 74, 13, 143. 00%, 177. 00%, 211. 00%, 245. 00%
3, 89, 15, 144. 00%, 178. 00%, 213. 00%,...
that's basically having Res emulate the new charm
resist against what?
^
huh, interesting, i hadn't taken a super close look at the charm to see how it really functioned
wonder if there are any combos that increase that chance
@solemn rivet shows a free level even though I have no relics
pretty sure
also, not completely sure but I think res needs to be rebalanced
2 levels for 5 extra hp is a bit much
and by that i mean it gives too much HP, not that it costs too many levels :|
@rain cedar - do you know which of the gotCharm variables are associated with which of the 4 new charms?
All I know is it's 37-40
happen to know where in the assembly I'd look to find out? or is it just easier to load up a save and play with equip/unequip to figure it out?
Easiest way would be to equip all 4 then look at the order of them in the equippedCharms array in your save
k
37 = Sprintmaster
38 = Dreamshield
39 = Weaversong
40 = Grimmchild
for Grimmchild there is grimmChildLevel and grimmchildAwoken, though i'm not sure what that does yet
neither of those are set in the Assembly, guessing fsm or something (whatever FSM is)
FSM stands for finite state machine
hmmm, how would i go about figuring out which sprite goes with which level of the grimm child charm?
5 is the one you get by banishing
4 is the final one by killing
thinking it's squinty black eyes, open black eyes, open black eyes with red
That sounds about right
@solemn rivet does INT increase vengeful spirit damage?
yep
cool, wasn't paying close enough attention when i was doing it last night ๐
is this the icon that showed in the charm menu as you collected the flames, or is this somewhere else?
pops up on bottom left corner when you get a flame
ah
why are you so prepared for that Verulean?
also, wow that pastes so bad
i take screenshots ok
Does this paste better or is it still terrible....
ah, much better
those were the flames in the charm menu yeah?
ye
cool
@hazy sentinel vengeful still does not work
so that's why the elder baldur took 12 fireballs ๐ค
I heard there was a randomizer mod. Anyone know what it does or where I can find it? Hoping it changes enemy placements maybe?
there is
look at the pins
it does not move enemies
It shuffles Skills, Spells, Charms, and many Items. (it does not shuffle notches, masks, vessels, nail arts) It does shuffle relics within their own pool (so a egg might show up where a seal is).
it has an easy mode and a hard mode, hard mode means that most (but not all) known skips are in play as possible requirements to progress
Grimm Troupe items are not yet shuffled, nor is KingSoul
(unless sean did that today)
Hard has a different algorithm for placing items that is more likely to place important items scarecly
In easy it's more likely for good items to show up very early
And nah no GT charms yet
there is logic in place to prevent soft locking in almost every place
except one...something about the abyss and the tram
Yeah
Don't go to shade cloak without either mantis claw or tram pass
And don't go to herrah without mantis claw in steel soul
Oh, so its the items. That's pretty interesting, actually.
and spells and skills
I can see that bringing a lot of life to a 2nd playthrough
if you're bored after just one playthrough.....
Well, just finished the game. With all the backtracking you already do, I feel it'd be hard to just leap back in. Still need to try the new content tho
routed well, there is very little in the way of backtracking ๐
can pretty much do it with visiting several areas twice and a few only once
but yes, the randomizer is fun
and can be punishing
lol, i love the new option in debug mod
"Kill self"
i wonder, along with "kill self" could you "summon shade" like jiji?
guess it really doesn't matter much, you can get it where you need it easily enough
@leaden hedge - When you can, upload this to the GDrive.
so far in TGT, bonfire mod seems to be just normal gameplay while waiting for a crit to murder enemies
just look at the readme in the zip file
also make sure it's actually a mod made for mac
^
yeah but where do i put the file
also anyone have a link to a boss rush mod? or is that in development for the new update
The current boss rush is never going to be updated
oh why not
The mod creator disappeared and sent out DMCA notices for all his mods
Yeah, you can get it via pm from someone who already has it
ah ok thx
what about other mods, so after you download the thing where do you put it
I don't know for mac
Geez @hazy sentinel 12 fireballs?
wasn't the one after vengeful, I was talking about the 2 in howling cliffs
wait I added the bonfire mod to steam but then the app won't open
did you add the 1.1.1.8 ver?
can you show me your hollow_knight.app?
nah, i haven't seen that happen after the first time
okay, good
also, thanks for the heads up about res balancing
I didn't bother checking the middle values, only the endpoints
yeah, the curve is a little steep
I think i replaced too much file
I'm reaquiring all the files
what do I replace? last time i replaced the contents folder
just drag and drop whatever is in the zip file where the hollow_knight.app is located
or simply paste the Assembly-CSharp.dll in \hollow_knight.app\Contents\Resources\Data\Managed\
since I don't have a mac to test this works, I had asked someone else to test it for me and they said it was working fine
re-adjusted the Mask per level curve
feels smoother now
updated the link on gdrive
ayyy it worked thanks
have fun!
he picked up fragile strength and fury
Alright, that means the stack trace for that stuff has changed
Guess that's motivation to find a better way than stack trace
is that why loading a game save takes so long? (bunch of try/catch?)
also, yup, he got hiveblood at soul catcher, soul catcher shows he has it, but can't be equipped, hiveblood doesn't show as there (but the new charm blue icon is where hiveblood should be)
Nah there's lag on loading saves because I'm rerunning the randomization
There's not really any try catch in the randomizer
Nothing I do should fail
It looks like they're getting better at organizing their states at least
Looks less like a spiderweb
Kinda
ah, was thinking you only got stack traces if you had an exception
so I'm not sure why debug mod doesn't pick him up
never generated one without an exception before ๐
new StackTrace()
neat
Under System.Diagnostics
but something happens with his health whenever he balloons or turns into a bat
yeah, just not something i generally need
cause all my normal work i have the debugger and source and all that jazz
different world you live in here
To be fair, I don't really have a good reason to be using the stack trace
It's just an easy way to accurately guess where something is being called from
And I'm lazy
KDT, what layer is Grimm on?
I'm not checking object tags at all
he is probably on another
considering he is tagged
I guess you could check manually
Ugh I can't even compile the debug mod to check if changes to this fix Grimm
Because of the new HeroController.TakeDamage
I'm gonna have to check the game version and use reflection to call the function properly now
For it to work on both patches
What a pain in the ass
rip
public unsafe static float ToSingle(byte[] value, int startIndex)
{
int num = BitConverter.ToInt32(value, startIndex);
return *(float*)(&num);
}
I figured out why my float casts don't work
apparently just type casting a pointer is a good way to store floats
@hazy sentinel I think I know why you had one free level
You probably beat a boss. That gives you a free level
is there a bonfire mod for the new patch?
there you go @lament wren
[00:26] Gradow: updated the link on gdrive(edited)
13h ago
and haven't updated it ever since
I'm still fine-tuning the iframe mechanic, but from what I've tested it, it was working
pins
wat
lemme try it
working fine
donwloaded it, just to make sure the uploaded version works
did you download the right version?
1.2.1.0
also, spreadsheet updated to show iframes progression per level
here's how it works in game:
after you take a hit, the game starts a counter and assigns a probability of resisting the next hit based on that counter
1 - 10%
2 - 20%
3 - 30%
4 - 50%
5 - 70%
6 - 80%
7 - 90%
so the total probability that after taking 1 hit one of the next 7 hits will be resisted is around 98%
so now Res affects these numbers
but it's hard to show a solid percentage chance in-game, so what I've done is
the "IFrames" stat on the levelling up screen shows the chance of resisting the next hit after being hit once
and for more in-depth info, you can check the spreadsheet
for instance, from level 20 onwards, you're guaranteed to resist one in every 4 hits
and it scales very slowly
e.g.: to have over 95% chance of resisting one in every three hits, you have to level Res up to level 47
so I think it's kinda balanced
this is the version you want
if that doesn't work, then I'm not sure what to do
oh
you're on Windows, right?
@rain cedar did you just replace your debug and randomizer mods? what version of the game are they for?
1.2.1.0
what happened to the 1.1.1.8 versions?
I haven't updated either
They're not version specific
I just remove the 1.1.1.8 from the names because it's not accurate
as in they'll work with any version of the game that the API does?
alright
the more i read about the Bonfire mod, the more i wanna play it
but my game tends to be iffy with mods
anyone have a working boss rush mod?
You just copy the files into your game install
@celest thicket if you have any questions, fell free to ask
well, the mod isn't working
so i guess that's a question
I tried both putting it in the folder that contains the application itself and the hollow_knight_Data folder
neither appears to work
unless I'm missing something
I'm unsure how to handle grimmchild in the debug mod
Probably best to just have a thing to change its state manually, like the kingsoul
damn, this mod is really cool
Also: Should I not show the "Real bat" thing in the Grimm fights?
I'm not sure what the purpose of that thing even is
Hitting it doesn't hurt Grimm
it should hurt grimm
It doesn't
His hp doesn't go down at all from hitting it
The bat's hp goes into negatives, though
Which is interesting
yeah it does
it should start at 0
and go negative
then when it reappears it should add the bats health to grimms
What I'm seeing is the bat doesn't go lower than -10 and nothing happens with it or Grimm's hp after the bat goes away
for nkg or troupe
NKG
weird sounds like a bug
Also NKG always exists
By that I mean the entrance to the fight
Like you can just noclip over to him
Do you know what the bool for the Grimm charm notch is?
I'm not seeing one
If it doesn't have a unique bool associated with it it's probably possible to dupe
er one sec
Not seeing anything when I search for "troupe", "grimm", or "notch"
Might just be killedGrimm
Is it possible to leave after the fight without taking the notch?
I see
check the shiny items in the room
yeah there isn't one for it
Pretty sick
the PD Bool Name is empty on the shiny control
I see
Maybe they intended for it to be impossible to leave without grabbing it
And link the bools
Like with colosseum
But they forgot
I dunno
can't you just s+q
You can s+q the colosseum before grabbing the notch but I don't think it would count as winning
Since you don't get the autosplit until you grab it
doubt they'd design the game around a bug though
probably doesnt matter because you can re-enter
I don't think they're necessarily trying to design around the duping
Just every other notch in the game has a bool that gets checked
unlike the trial, where the room gets reset
So its a little odd
does fungal one have a bool?
Both do, yeah
Wait there's only one there
I was thinking of the fog canyon one too
But yeah, notchShroomOgres
sounds like an oversight
It's one that I'm ok with
Bats?
it should deal damage, but be capped at -50
but yeah for some reason the damage isn't applied to grimm
reported
Will do
Even if it works as it should it's poorly designed
It seems like it would do more damage than usual, not the same but capped
I guess
Casual players are just gonna heal during it anyway, though
This only punishes speedrunners who don't know it's capped
like mickely 
its such an obtuse mechanic too
unless I looked at the fsm theres no way people would have noticed that for a long time
Yeah
What is the grimmchildAwoken bool?
Also:
grimmChildLevel
grimmchildAwoken
Capitalization consistency
Thanks, Team Cherry
not sure
nothing
how do iframes work in the bonfire mod
weirdly
is it just percent of your dash that you're immune?
no
when you get hit you a timer increases, that gives you a chance of not taking damage from the next attack or something
Having trouble getting Grimm to respawn
might be some conversation and grimmchild levels
isn't that to fight NGK
I don't think so
unless it starts at 1
Actually, maybe
I think you get 3 after fighting Grimm, now that I think about it
I'm also gonna have to add a button somewhere to summon the troupe back to dirtmouth
Alright yeah I was just being dumb, it's 2
NKG was still blocked off with it set to 3, though
So there's something else that opens that up
this.defeatedNightmareGrimm = false;
this.grimmchildAwoken = false;
these 2?
Yeah, those should have both been false, though
It was probably still closed because I was setting killedGrimm false
Gonna try all this for getting nightmare grimm back
PlayerData.instance.killedNightmareGrimm = false;
PlayerData.instance.destroyedNightmareLantern = false;
PlayerData.instance.grimmChildLevel = 3;
PlayerData.instance.flamesCollected = 3;
PlayerData.instance.grimmchildAwoken = false;
PlayerData.instance.metGrimm = true;
PlayerData.instance.foughtGrimm = true;
PlayerData.instance.killedGrimm = true;```
Yeah, that works
Nice, if you force the troupe back after it's gone it doesn't appear visually
Don't think I care enough to figure out what SceneData crap needs to change for it to look right
Does it work
Yes you can enter it
Nice
Yeah
i listed them last night if you want to find it
also listed the order of the icons
for the 5 levels of the charm
Sean, did you manage to find out NKGrimm's HP?
Yeah it's surprisingly low
only 80 hits with Nail+4
Is there an easy way to check the game version?
PlayerData.instance.version is not accurate
thats whatever it was saved for
Yeah
hey gradow is there a hard cap on enemy HP scaling or does it just follow a logarithmic curve or something