#archived-modding-development
1 messages ยท Page 43 of 1
Ill correct spelling mistakes later.
It's all pretty logical to me
@buoyant obsidian Do you speedrun the Randomizer?
Nope, but I'm familiar with the concepts involved
so your guide would be helpful to new speedrunners at least
i wonder if there's relatively easy way to get the radiance light pillar out of that scene...hmmmm
If anyone's interested in how I'm editing boss fights here's some horrible, horrible code.
I just had this amusing notion of taking the beams from CG1, CG2, and Radiance, and turning HK into Goku, where fireball has a windup, and the longer the windup, the bigger the beam.
I actually messed around with something like that
The fireball prefab is a bitch to transform though, I'd need a copy of the fireball 2 prefab
since fireball 1 prefab would disappear immediately if there was even a twig 5 feet away from it
beams though sound viable if you could find them
O-O what is happening
final battle
yup 
Poteiga you're on the old version
gruz mother has since been buffed 
oh ok where can i get the new one?
moddb
You want me to update that in the drive folder too or nah?
Thanks, the mod is amazing btw, great job
probably a good idea Seanpr
Does anyone know why that gruz mother boss fight looks like touhou?
I'm now curious why there's no gruz goddess boss fight.
wait until the gruzland DLC, folks
Playable Gruz when
anyone know how to mod charm ability? or at least where i need to mod it:P
i want to add some new ability for void heart charm and rebalance spell damage
i have dnspy and have mod charm cost before , but i don't know where to mod it ability
hmm
Ask @buoyant obsidian When he's online, He'll know for sure
alright, i will have a lot of thing to ask 
In HeroController, this.playerData.equippedCharm_X is the charm name
at seven five three
so wherever that is used is a charm effect
hey do you pronounce your name seven five three, seven fifty-three, seven hundred and fifty-three, seven hundred five tens and three ones or something else

seven fifty-three
it's actually seven hundo five tendo three wunno
@buoyant obsidian ty a lot XD BTW is it possible to made some charm interaction too?also which one in HeroController i need to mod? there are too many thing in this one:P and is charm 20 soul catcher? if so i guess i got some feeling how to mod it , and where to mod boss damage and hp?
I'd recomnend opening up Debug mod and figuring out how they handle things for enemy HP, damage, etc
some charms aren't possible to change and stuff like spell damage is really hard to change
why it is hard to change spell damage?want to add some trait for void heart
and also what is debug mod ? ><
a mod that lets you do whatever you want pretty much
every charm is possible to change ๐
the reason charm effects can be hard is because many of their effects are in the FSM's (Finite State Machines) which can be tricky to change in a reliable way. Spells are.....evil
why FSM is hard to change ? sorry for being newbie in mod game:P
and is king soul charm also in FSM too?
because you can't just open the FSM in dnspy, if you want to see what one looks like dumped out, go get the FSM dumper in the pins and use it
you'll get a sense as to level of crap even the simplest things has in it
then you can look at something like NightmareGodGrimm mod or bonfire mod to see the amount of code required to change stuff
it's not impossible
it's just a pain to get right
an a cinch to just flat out break stuff
fbm just want to make void heart useful by boost shadow spell damage
ouch
spell damage is one of the worst ones to change ๐
that said, we have done it
and i have code that does it
but it's on my personal PC, so will have to get it later
at least i will not feel heartbreak when i transform my king soul to void heart:P
thank for help Wyza !!! , i will try to figure out how to use it later><
heh, if you have void soul, you're already so overpowered
and kingsoul is one of the worst trinkets in the game
that you'd never, ever, ever, want to use
5 charm notches for some spare soul? worthless
when i play my second round , i mod other charm cost , so...
i'd use dreamcatcher if i have 1 spare slot
that one is more useful yeah
if i have 2 spare slots, there are a ton of other good charms
that's 2 notches tho
dream catcher is 1
for 2 notches one could also have sharp shadow
which is....meme build territory ? ๐
first off.... dream catcher isn't a thing
second.... soul catcher is 2 notches
dream wielder is 1
that then, words are hard today apparently
i already try meme build for radiance XD
yup
Dream Wielder won me my first legit Trial of Fools
yup , then i will say at least i can make void heart useful ๐
which is kind of sad, you get to the end of WP, you get kingsoul and are like, yes 5 notches, this must be amazing!
and.........nope
but then you have 40 charms and there are basically only like 5 good charms
maybe 6 or 7, but it's not much
so, sadness abounds
Well, that number depends on whether you like nail builds or spell builds
like is not what i'm talking about, pure numbers is though
i have spend 2H in WP and wish i can find PK to let he explain lore and...
you can literally kill HK with him getting 3-4 attacks off with Fluke+Shaman+Shade Soul
and can basically 2-3 shot every other boss in the game
For me, I go full nail build all the way
spell builds are objectively better in every way. nail builds can be ok, but for speedrunning you do most of the game with nail 0
i use spell build to win my first radiance fight
because the investment to get a good nail build is huge
But we're not talking about speedrunning here, are we?
We're talking about just playing the game
everyone's got their preference
like by the time nail builds can be good, there isn't much left
i prefer the all rounder
you need quickslash+fstrength+nail3+ for it to really get anywhere near spells
If you only care about speed with which you can kill off bosses, then sure spells are your go to
But if you care about advancing your ability to dodge bosses and want more "satisfying" progression, then nail builds are better
maybe spells are more satisfying for me
with full upgrate nail and quick smash + Fragile Strength + Grubberfly's Elegy and good skill it will be powerful for boss fight , especial redaince:P
That's why I added progression to my statement, cause nail takes more build-up
With spells, it's a few charms and you're good to go
as far as "dodging" lul, if you want to talk about dodging bosses with folks, go watch @young walrus's NKG with basically nothing. it only takes 17 minutes of dodging
Does he spam spells which do tons of damage which kill off the boss in just a few hits?
Cause if not, my point still stands
no, it literally took 17 minutes
my point being that using spells doesn't make you bad
Sure it doesn't
plenty of folks do spell builds can dodge just as well
But in terms of build-up the nail takes more effort
the heck
And that effort makes it feel more worth to me
which goes back to me saying "Objectively", not "Subjectively"
i specifically said that for a reason
spells can be as much as a pain as with the nail
but it's a matter of preference anyway
play the way you want
which, uhm, still true, nail builds only need 2 charms to be good, spell builds are 3 charms
i mean.... that's pretty true
so....
I was pointing out that the "6 or 7" good charms is pretty subjective
i didn't pull that number out of the air
6 or 7 isn't too out of the blue tbh
shaman, soul catcher, eater, dream wielder, quick slash, Fr. Str., .....
that's pretty much it
i'm probably missing 1 or 2
maybe sharp shadow
Fury
but that is situational
quick focus is only good if you get hit
outbeat if you just git gud
and even Hiveblood
hiveblood is get out of jail free card for WP
But people, surprise surprise, get hit
i'm going to walk away now before my brain explodes, also, we've now strayed pretty far out of the purpose of this channel 
quick focus would be like a C tier charm
not completely useless, but also not super useful
some kind of charm are protected and are forgot by skilled people but it didnt mean they are useless for new player
MoP always outclasses longnail
they're both C class charms
quicknail tho
if you're good with base nail range, longnail and MoP add nothing
that's a good one
You say that @young walrus but the Reddit survey done a few months ago clearly shows the community thinks otherwise:
the community is wrong
something that puts shaman in c tier is completely wrong
and flukenest as E tier?
not even close
how can Wayward Compass not be in S tier?
Hey, I'm just putting up what the community ranked the charms as
Mind you, this was pre-Flukenest buff
which, to be fair, is most of the HK community
the casual HK community doesn't know about the game in depth
having fluke as E shows that
even pre initial buff
since it was nerfed after that
it's still OP af
and health more than spells too
and nail more than dps
Apparently more than 200 people took part in that ranking
So it's a pretty hefty sample
the compass is B tier
compass is D or E tier
literally useless if you try for half a second
it just takes up a precious notch
i think not every player are skillful to not been attacked by boss even once...
that's not the point
Also, people struggle with reading maps all the time
every boss has more than enough time to heal during
Hence why Compass is overvalued
aye
I should do a broadcast to classify these based on what they ACTUALLY do
not just perception from "most players"
probably. i just mean to do a tier ranking of them based on how useful they are
My guess is that a good 80% of the people who created that ranking above did 1 playthrough
why not take the pic provided and rearrange them like how they are actually good
that's what it'd be. and would add the new charms
grimmchild is dope
And one has to take into account first playthrough vs. subsequent playthroughs in terms of ranking
Cause for first playthrough, most people find Compass to be a godsend
i never used it for my first playthrough
i didn't use it after i visited the first time
it becomes a liability
^
Most people don't understand how to read maps properly
yeah well..... 50% of people are below average
^
or they think "i'm playing a video game, why would effort or a tiny bit of thought be required?"
Hey, that's the state of many video games nowadays
Not trying to defend Compass or anything
besides, it's a metroidvania
Just reasoning it out
usually you don't even get a map indicator with those
people have their opinion colored by games in other genres which are more prevalent
i don't disagree. it's just.... disappointing
disappointing to say the least tbh
where to put this?
also could you send your savefile, so i can try too
where is saves again
okay so
type int he search bar
%appdata%
go one folder above that
there you will find Roaming (where you came from)
Local and LocalLow
nice
then ya can send me the file corresponding to your save
so user1.dat = slot 1
Well user1.dat means sf 1 most of the time
My original save was user2 for some reason.
Why do I now want Multiplayer hollow knight.
is there/what is the variable that stores if your shade exists/you died and haven't killed your shade
nevermind found it
it's PlayerData.instance.soulLimited
There's also shadeMapZone if you care where specifically the player died
Quick Focus + Shape of Unn means you can heal pretty much at any time.
doesn't matter
at 9 hp with all spells, you'd need to get hit for 8 hearts, which takes 24hits to get the soul required to actually heal back ( which you'll have to do four times for something like nkg, twice for other bosses )
480dmg for nail hits, ~700 for diving 8 times is enough to kill everything except nkg / radiance, and it does kill them with f str + shaman stone
He did the math
Baldur Shell is a good charm though
since it lets you learn what phases are safe to heal in without taking damage
@leaden hedge You start the fight with 6 HP worth of soul.
depends on the boss
and if you use that on dive thats like 500 damage
pre dive / fluke there might be an arguement for it
I was doing a rando post-soul master with no desolate dive. Dropped into this room, gates closed but the Soul Warrior didn't spawn. Any thoughts?
Had to quit out and do the Soul Master exit gauntlet again ๐ฆ
yeah, it's known that it happens, but not why
Is this randomizer specific?
pretty sure, ciplax found it and gave it to you a long time ago
you were puzzled as to why and warned folks not to do that
at least, i thought that's what this was
Nah he got a different soft lock
the only thing I did that I think is associated with this problem is hitting the lever below through the ground, unlocking the shortcut
although i've done it a few times previously and this didn't happen
(I didn't enter the room from the right side either)
@rain cedar Whats the logic behind Sharp Shadow requiring Shade Cloak + (Mantis Claw | Isma's Tear | (Monarch Wings + HARD + CLASSIC))
Ismas Tear is used where?
Queens garden
IF you have shade cloak, cant you just use that shortcut? https://puu.sh/yFYuf.png
Yes you could. I think
So formula is probably more complex.
Because you need to come from Greenpath so you need tyo kill Baldur.
Or have ismas or claw
Or wings
Or dash
But you'd have shade cloak
Hmm....
I don't know if you can get into deepest tho
Need to wall jump down there
Room above deepnest
If I have Shade cloak + Grubberfly Elegy, can I reach it?
You don't need elegy
And using shade skips.
Hmm.... Going that way with just dash isn't possible
Where do you get stuck?
Couple spots you have to walk jump ornuse wings
Room above deepnest
Room 2 rooms left of the spring
And you can't shade skip all of them
Maybe you can spike pogo there
Wait, where are you going from?
Need claw or wings to get in there
really?
Where?
Conifers room
Just below him in fungal
Or are you coming from the left
Even so.... Need wings or claw right before the drop into the spring
Cant you just pogo on the flying stuff?
There isn't flying stuff in that room you can Pogo below cornifer
Ill just go try directly.
I think you could come in the top of QG, go through the moss prophet room, down into deepnest... But then you'd have to die to something right before the long spring drop to spawn a shade there
But I don't think there's anything there....
Or a shade spawn point close enough
That'd be the only shot with just dash to get down to sharp shadow
Stuck here... https://puu.sh/yFZc9.png
Would need to savewarp...
I guess you meant there: https://puu.sh/yFZjF.png
Yes
How did you get up there without the shade. Lol
Oh, I cheated there.
Haha
But it turns out that even if I go back super far and die there, the shade will stay at the same palce.
Probably the only spot it can spawn in that room
Hmm.... I wonder if a shade soul shot could hit it from way to the right
Does the shade have a maximal distance from origin?
Theres a wall between the shade and you
Shade soul goes through walls
Really?
But its still too far up.
Can you shoot shade soul while being "hollow"?
Yes
Ok, I guess DebugMod doesnt work properly with Randomizer..
Dunno if it has that much range
Or if the shade would have enough hp
To withstand it
The shade soul shot is meant to aggro the shade
It has to hit it to aggro it?
Yes
Well, its not going to hit it.
That or you have to get close to it
Why's that?
If you're on the right by the centipede
What nail do you have
It gets more HP with a nail upgrade
I cant even alter nail level with debugmod...
Wiki says "The Shade will become stronger as the player progresses through the game; as the Knight gains more health and new Spells, the Shade will be tougher to kill and will be able to use the same Spells."
Also dies instantly with Sharpened Nail
You have shaman stone on?
I can try with next nail upgrade but tbh, I wouldn't want that to be in the Randomizer
No charm.
Hmm... Part of the shade skip to get to vessel includes a nail upgrade to give the shade enough HP to be aggroed by a fireball
But that may have been a regular vs
And not a shade soul
Im dumb... I have debugmod, I can just check the shade hp.
That doesnt sound right tho.
Wtf.
Gonna try without DebugMod.
Wtf.
I dont have any mods and the shade soul doesnt have collision and doesnt aggro.
Ok, maybe my save is all messed up.
Ok, shade has nailDamage * 2
And activating a cheat makes the shade always have 1 HP and never be aggro..
Aka you'd need pure nail in order to not kill the shade with shade soul..
But my Shade soul only damaged him for 30...
So coiled would be enough.
Anyway...
Cant go the other way to Deepnest because of that.
And shade soul spawns way far a t the bottom.
Yeah. This is the wall I was worried about
foreach (state in HeroController.spellControl.state) {
if( state.Name == "Deep Focus Speed" ) {
((FloatMultiply)state.Actions[1]).multiplyBy = 3
}}
would this triple the speed of deepfocus
is there a normal focus speed that I'm just not seeing?
do you see Set Focus Speed
do you see the 2 SetFloatValue
the Time Per MP Drain is the actual value thats going to be used
its set to one of 2 values
Time Per MP Drain UnCH or Time Per MP Drain CH
which you can set just by doing
spellCtrl.FsmVariables.GetFsmFloat("Time Per MP Drain CH").Value = whatever
foreach (state in HeroController.spellControl.state) {
if( state.Name == "Deep Focus Speed" ) {
bad = state.Actions[1]
}}
HeroController.spellControl.GetFsmFloat("Time Per MP Drain CH").Value = bad
why can't you do
HeroController.spellControl.GetFsmFloat("Deep Focus Speed").Value
?
ohh, it's that weird looking number thingy
theres no variable there
so is this good:
foreach (state in HeroController.spellControl.state) {
if( state.Name == "Deep Focus Speed" ) {
bad = state.Actions[1]
state.Actions[1] *= bad
}}
HeroController.spellControl.GetFsmFloat("Time Per MP Drain CH").Value = bad
do
Debug.Log( ((FloatMultiply)spellCtrl.States[63].Actions[1]).multiplyBy )
also let me explain how fsm work
ok so playmaker fsms have an array of states
in this case the 64th one is the deep focus one
and this is a FsmState
FsmStates have 2 things were interested in
an array of FsmTransitions
and an array of FsmStateActions
in this case we want the 2nd FsmStateAction, which is a FloatMultiply
and the float multiply class (which inherits from FsmStateAction) has 2 variables
floatVariable, which is the whats being multiplied
and multiplyBy which is by what
shouldn't state.Actions[1] be equal to FloatMultiply(ยธ=Time Per MP Drain,33ร?,FALSE) then?
because it's the 2nd action
thats just a serialization
check assembly-csharp.dll > HutongGame.PlayMaker.Actions
and you can find FloatMultiply
so
what it's actually doing is
this.floatVariable=("Time Per MP Drain")
this.multiplyBy=(33O?)
this.everyFrame = FALSE
kinda
nerds
I tried to learn programming and the best I could do was a simple if/else script with js
what its going to do exactly is something like this
on change to state deep focus speed
do
state.Actions[0].OnEnter()
then
state.Actions[1].OnEnter()
and all floatMultiply.OnEnter does is
this.floatVariable.Value *= this.multiplyBy.Value;
so you need to think about changing this actions variables as just changing this line of code
so if I had state.Actions[0], I could change deep focus speed to be changing something else?
well you could technically add any amount of fsms afterwards
so i could set time per mp drain to an absurdly long amount
force the sluggo charm
and then make the whole game you being a slug
theoretically
yes
and FloatMultiply is just a class inherited from FsmState
and you can see its definition in dnspy
so for this:
foreach (state in HeroController.spellControl.state) {
if( state.Name == "Deep Focus Speed" ) {
bad = state.Actions[1]
state.Actions[1] *= bad
}}
why aren't we doing
state.Actions[1].multiplyBy
if state.Actions[1] is = to the whole FloatMultiply class
because you wrote that code not me
lol
not thats even correct
its ((FloatMultiply)spellCtrl.States[63].Actions[1]).multiplyBy.Value
dunno if its spellCtrl or spellControl
alright
lmao
just look at HeroController used by
and just at variable names
half the time its hero_ctrl half its heroCtrl and once its heroCon
depends where you put your code
if its in GameManger you can just use hero_ctrl
but if you want a reference to it in your own class you'd still do HeroController.instance
so
if I put the stuff in the on focus hook
it'd just be HeroController.instance
Instance.SceneChanged
nah
UnityEngine.SceneMangement.SceneManger.SceneLoaded += yourDelegateFunction iirc
too lazy to load vs
pretty sure it does it at another time, like before the scene loads
i forget though

its Scene, LoadSceneMode
how do I use this as a hook
you dont
the problem was your function prototype was wrong
Instance_SceneChanged(Scene scene, LoadSceneMode lsm)
I'm very sure I'm doing this very wrong
now it says the no overload thing again
UnityEngine.SceneManagement.SceneManager.sceneLoaded += onSceneLoad;
public void onSceneLoad(Scene dst, LoadSceneMode lsm)
well
you haven't resolved those errors
you'll need to import UnityEngine.SceneManagement probably
States is an array of FsmState
alright
I gotta sleep now tho
thanks for explaining FSMs and helping with it; it helped a ton

shakes head
Hey everybody, I just finished the Dreamshield Co-Op mod! Check it out!
I didn't know it was april 
How's it work? local co-op with control of the shield?
reads readme
Numpad controls? I've played Brothers: Tale of Two Sons, I'm ready for this!
are those controls able to be changed?
It was 40% off I had to buy it
lol.
I've got a 100% for the keys
I had 100% but it felt too long
I remember buying something half off because a small piece was chipped off.
@buoyant obsidian you clearly need a 753%
I'm gonna fix Dreamshield Co-Op controls
http://tomscott.com - http://twitter.com/tomscott - Here's the behind-the-scenes "how I made the emoji keyboard" video! If you haven't seen the original: htt...
why
science isn't about why, it's about why not
Updated version of the first Hollow Knight Co-Op mod! Move the Dreamshield around like never before!
TURN V-SYNC ON OR ELSE
Now with alphanumeric support
Not ideal, but not the worst
You can teleport back in by moving your shield in-bounds and hitting 7
Sadly not
Yeah it's more of a silly mod than a serious one
whoa that's cool
How can you get Defender's Crest with only Claw?
O rather, can you do shade skip to blue lake with only claw?
Yes
oh my I never even thought of that
i-minutes
I wonder if writing an input visualizer in unity is a good idea ๐ค
pretty sure there's already one, and sean was talking about making another
or maybe not, my brain is mush
sean was making one with windows forms, I haven't found a unity one online, I did also write one in dx9 but with the new windows update the screen flashes like mad for no reason
could also be caused by other things
its like 20 seconds to do
if you want something that just shows every key being pressed
right, but while the application is not in focus it's a bit different
I mean in unity
it is easy to show that in any reasonable engine
I mean it's about 20s in gamemaker too ๐
I installed 1221 modding api, randomizer and charm notch mod on my laptop and when I run the game my menu isnt responsive
I cant do anything in the menu and the modding api isnt show
Any idea why?
do you have 1.2.2.1 installed on your laptop
Yes
As you see, unresponsive menu, and 1221
Not providing screenshots cause im on a train
Oh
The modding api dll isnt in the downloaded file
??????????
I dunno must have done something or the menu would work
Im on the train and signal is shit. Excuse the multi sent messages
Idk. I dragged everything from the modding api rar to my game folder like I did on my pc, then I installed randomizer mod, then I installed charm notch mod
I genuinely wish I knew where I went wrong
myb antivirus
I dont have one. Maybe turning off windows defender tho
Nope
Jebaited
I was supposed to play some rando on my train but I ended up trying to get it to work and I didnt even fix it 
I'll try reinstalling my game when I arrive and retry
753 i saw what you were playing
If anyone wants to see how I coded my Dreamshield Co-Op mod
Here's the Dreamshield Co-Op mod, which lets you or a friend control the Dreamshield!
http://www.moddb.com/mods/misc-hollow-knight-mods/downloads/dreamshield-co-op
@buoyant obsidian does your mod funtion by modifying memory?
Modifying memory?
like cheat engine
I don't think so?
ah alright
none of the mods you find here change memory externally
they are all altering the game's code itself
for 753's mods, it's changing Assembly-CSharp.dll, for most of the rest that use the modding API, we have a single modified Assembly-CSharp that provides a standard interface for modders to create seperate dlls for.
thats pretty cool, thank you for the explanation ๐
yeahhhhhh right
thank you just pls dont ill never cheat again
Uhhhh
uhhh
uhhhh
uhhhh
Is it possible to check the code and identify how the amount of Geo you get from Millibelle is calculated?
Do you have the exact formula?
It's quite different from what some of us tested (it's not like +2500 but +50%)
How should I find the formula using dnSpy?
the int its based off is bankerBalance
which has no references in dnspy
its an fsm
I downloaded the boss rush mod for some practice before the race today. Is there any way to remove it or otherwise negate it for plain randomizer without deleting files?
just move bossrush out of the mods folder
is the modding api developed publicly (on github ...) or privatly? are contributions generally welcomed?
it's on github
Thanks
"Link not available due to copyright infringement"
alright thank you! might wanna pin that one, google doesn't really help
eh, the number of people who actively contribute to it are....2, basically
and they have to come here anyway ๐
okay ^^
im kind of used to reading source code/docs/contributions.... etc on github and didn't find anything, thats why I asked
the big reason is that we don't publish the compiled version of it anywhere but here due to copyright stuff
i thought so after reading this (https://gist.github.com/thejoshwolfe/db369bebf6518227c830fffee12ddbec)
i wouldve expected team cherry to be okay with modding though?
Alright, I have had a whole string of problems all of a sudden. First, the game executable literally disappeared from my files, then I tried to uninstall/reinstall, but that just makes it install 99% and then pause, saying that the content file is locked.
.gr Speedrunner
Speedrunner successfully assigned.
they are, but legally speaking, posting the dll publicly is not ok
thus, we came to an understanding, we mod, but keep the stuff here, and all is well ๐
pfffffft
except 753
he doesn't give a crap about legal anything
he either is too young to know better, or lives in a country where copyright law doesn't matter
lol
I'm a rebel at the peak of my youth
lol
kind of surprised we didn't get a small wave of rando folks in here after this morning
and a little sad
We had like 20 people join last night wheter that be from the stream or not I don't know
oh well, tomorrow gonna release the new overlay tracker and updated playerdatadumper and updated randomizer
But I'm sure they're lurking
now that we're past those 2 races, can finally move forward with future dev
how do you get the value from an action from an FsmState
FsmState.Actions[1] is an FsmStateAction, but .multiplyBy is for FloatMultiply
nevermind
wut
idk, fixed it
how do I set Actions[1] to a value if it's an FsmAction and setting values is with .multiplyBy.Value of FloatMultiply
one
multiplyBy is a float
two
you have too many bracket
three
you need to do multiplyBy.Value
four
on second line you need to cast action to FloatMultiply
how do you cast the action to FloatMultiply
I got the other line working
except
I changed the value and nothing happened
you just need to do ((FloatMultiply)state.Actions[1])..multiplyBy.Value *= 2
I thought you were supposed to do
HeroController.instance.spellControl.Fsm.GetFsmFloat("Time Per MP Drain").Value *=
for changing heal speeds
no thats the variable that it uses to determine what the heal speed is
and its recalculated everytime you focus
so you need change, normal heal time, quick focus heal time and deep focus multiplier
so I'd change the SetFocusValue for Focus?
and FloatMultiply for Deep Focus Speed
I already told you everything you need to change zzz
now I've gotta refind it all
you need to change the variables:
Time Per MP Drain UnCH
Time Per MP Drain CH
and
you need to change the multiplyBy Value of the Deep Focus Speed state's second action
I change Time Per MP Drain UnCH to the deep focus multiplyBy value, rright?
so *= the multiplyBy value
whereas Time Per MP Drain UnCH will be like 0.01
I'd just dump all three values out
then figure what I want them to be
if Time Per MP Drain UnCH is 0.05 and multiplyBy is 2.0 then set it to 0.1
and I just set those like
HeroController.instance.spellControl.Fsm.GetFsmFloat("Time Per MP Drain UnCH").Value = 0.1;
right?
yes
alright
thanks
I multiply both Time Per MP Drain UnCH and Time Per MP Drain CH by the Deep Focus multiplyBy value, right?
yes
wait why do I change deep focus multiplyBy if it's a multiplier
won't it just affect the new UnCH and CH? (even unchaged)
great for breaking the game
Its not too bad as HP scales
you weren't here when the HP scaled too much 
I still think a perk/passive system would be amazing
Ever 15 levels unlock a perk
That way the game has many "builds"
I mean that's a lot harder than changing stats
Yer I know :(
tell TC to do it 
I'll tell wilbo to create an editor
...favorite mod?
Content pack 03 is my true fav mod
oof
I am new to modding,
But I loved hollow knight so much, I wanted to give it a try.
Is there are resources available or tutorials to help me get started?
Any coding experience?
@weary junco - look at https://github.com/seanpr96/HollowKnight.Modding/tree/master/ExampleMods and https://seanpr96.github.io/HollowKnight.Modding/ to help get you started.
Wow i did not know there was a modding API
and that you can just open up Assembly-CSharp in dnSpy
I spent like 4 hours yesterday figuring out how to mod the menu controls using cheat engines buggy mono dissector
lol
Coded in the screen?
theres no code in assembly-csharp that controls how the menus work directly
just generic classes for it
so theres no code for a button that puts the game into a control listen state
and theres no code for the jump rebind button
I just needed to remap the controls for paneLeft and paneRight in the inventory
Was able to do so just by swapping some pointers in the HeroActions class using CE
probably changing the pointer for GameManger.instance.inputHandler.whatever to GameManger.instance.inputHandler.paneLeft / paneRight
I swapped paneLeft with quickMap which worked for my bindings
you can actually change the bindings
rather than changing the pointer
so you could have just removed the LB and RB bindings
Yeah CEs mono dissector isnt too easy to work with so I'm just glad i got something that worked lol
I think the best solution would be if menuSubmit was used to select things in the inventory, instead of jump.
it is
It changes to w\e my jump button is for me though?
might be a hack for controllers
try it with keyboard
enter is menu submit
and z is jump
you cant go through menus with z
Its z for my inventory too
Inventory only, normal menus use enter on keyboard, A on contorller
Same with the map or anything in those panes
Its not like that for everyone else?
Well damn what did I do to deserve this lol
so that it doesn't conflict with pane / cancel keys
no I mean this is a problem everyone gets
it is the same with the map and everything else
the inventory system randomly uses jump, menuCancel, paneLeft and paneRight
instead of using menuSubmit, menuCancel, paneLeft and paneRight
Do you know where the code for the inventory system is?
its all finite state machines
heres a 20,000 line json file that controls the inventory (not including each pane just the handler)
which is why kdt was writing a new one ๐
I put jump on bumpers for pretty much every platformer I play so its kind of inconvenient for me
So this inventory_control.json is extracted from the game files somewhere?
look in the pins, there is a FSM Dumper
and a FSM Viewer
there's also a alpha FSM viewer i put up if you search for from:wyza has:files
that lets you do a few other nice things
Ah nice, thanks
pretty much everything is coded in fsms
fair warning the fsm editing is...."fun"
besides player movement
Yeah looks like a headache
Only game I've had much experience modding is Lethal League
Which was coded in C++ with the SFML framework
So lots of stepping through unnamed assembly functions in CE wondering what the hell is going on
This is much nicer lol
Thankfully the sequel, Lethal League Blaze, is being made in Unity
Definitely taking notes on what you guys are doing here
"Thankfully the sequel, <insert>, is being made in Unity" - Said no one ever
The problem with unity isn't that it's a bad engine
it's that it lets non-programmers make games
Well it might mean they can actually create a decent amount of content for the game
and thus they make really bad choices on how to do things ๐
LL was kind of barebones
so, it gives us hollow knight, but it also gave us the code base for hollow knight
which is a nightmare
but yeah, if you really get into modding this game, you'll find alot of things that will leave you going "wth"
lol
i think the problem is where you draw the line for "learned".
I mean, i've been programming in .net for....7 years? and programming in general for like 17 years
the only thing i know now is how little i know compared to the sum knowledge available to me
hehe, if that takes you more than an hour, you either A: shouldn't be programming, or B: should find a better language
yes
ya
depends on how much work you have to do to get the environment setup
bad example on my part
and I include environmental setup in the learning part
maybe 21 days to learn how to do a calculator
"learn X in < 100 days" is just silly on the face of it for almost anything
dunno how true it is, but i was always taught that the minimum time required to become proficient in something is 10,000 hours
i mean learning is easy to do quickly
learning isn't mastery though
Yeah mastery is 10k hours. For me learning Python was 5 minutes writing it, 40 minutes trying to get my computer to actually run Python scripts without causing weird errors
well, and the notion of "to learn" to do something is odd too. Cause learning should be a continuous process, it isn't something you really complete
^
^
v
How exactly do I find out specifics on what the mods add, and how do I install them on steam?
Thx mate
as far as what mods do, that's hit or miss. some mods have decent documentation, many have little to none 
If anyone wants commented code for my mods I'll give it out on request
im trying out the randomizer mod, and the first item i found was dream nail and the shop has the dash and double jump...
seems gud

how did the randomizer racers display the items they found on the screen, is that a different mod?
It's not really a mod, it's an in browser thing you can overlay on the stream with obs
oh
it's pinned to the channel
found it!
Also I assume with all that so early you're playing on easy?
yea
Nobody really plays on that so let me know what you think of the balance on it
It'll be good to get feedback
i will probably do a race on easy with some scrubs so yeah ill tell u what i think after ๐
I'd be into doing an easy race
Where do I get the API?
This is the latest version of hell mod if anyone needs it
Do any of these mods work for mac?
boss rush is not Mac compatible, no
Thanks for the help
you could always try wine, not sure how well it'll run hollow knight though
