#archived-modding-development
1 messages · Page 54 of 1
already did it, ingame the randomizer 1.5.1 appears, but nothing else
no
watch this and make sure you are doing it right
and make sure you have steam in offline mode
oh, didnt know about the offline mode
i've done it like him (but with the randomizer) and the offline mode and still got no option to choose the randomizer difficulty
got the randomizer upthere
Should something be shown here?
no
you're sure that you put the entire folder next to hollow_knight_data?
bc if it finds the xml it should also find everything else
"Randomizer" is now displayed in the bottom left but still can't randomize new saves
the folder
bottom right*
so after clicking to start a new save and getting to the difficulty screen you don't see "RANDOMIZER:OFF"?
ohhhhh i see the problem now
still haven't finished the game
im clumsy, sorry for bothering
yeah you have to unlock steel soul first
downloaded at first, and ended up the game, liked it and bought it so i deleted the other file
and now i was like meh i dont feel like doing hollow knight
and rushed grimm instead of ending the game
thanks for helping! and btw Verulean ur videos are awesome
am i the only one having issues getting the bonfire mod to run?
@arctic idol you can download the file near from in pinned #hk-discussion
then you just need to beat the boss
Is there any way to get the randomizer to work on Mac?
I downloaded the Mac version but can't get it to work
did you put the randomizer folder in the resources folder?
I did before and it didn't work
Let me try again
It's in resources, the dll is in the mods folder, and nothing is showing up
Let me try one more time
Aaannnnnddd
Nothing
try replacing the dll with the one I uploaded
it's probably the same
but just in case
Alright
@solemn rivet i forgot to mention that the shade cloak thing (in blackmoth) is not working at least for me. in the readme it says that you got soul from dashing through enemies but it doesnt work. 
@copper nacelle still doesn't work
Yeah
I have the API installed just fine
and in managed there's an output_log
I'll have to attach it later tonigh, I'm about to go do some stuff today
weird
Yeah
I've set the randomizer folder in nearly every folder in the files, the files from the randomizer folder in every folder as well
-34
ok tf
Maybe HK just hates me
nothing complaining about files in ModLog
it's usually in output anyway tho
wait
the output is in a diff spot on mac
~/Library/Logs or something
You merged the two .App files/folders?
he did
he's got api running
@charred compass gimme ~/Library/Logs/Unity/Player.log
you can go there fast with Command+Shift+G or something iirc
Kk
FileNotFoundException: Randomizer could not find all menu images
at RandomizerMod.GUIController.Awake () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
RandomizerMod.RandomizerMod:Initialize()
Modding.ModLoader:LoadMod(IMod, Boolean)
Modding.ModLoader:LoadMods()
OnScreenDebugInfo:Awake()
🤔
So I'm missing whatever the hell triggers the UI?
Boi
exactly
I've put the folder everywhere
Put the files from the folder everywhere
And it still doesn't work
Smh Hollow Knight
for nice people
nevermind don't use that it doesn't work
InvalidOperationException: out of sync
at System.Collections.Generic.Dictionary2+Enumerator[System.String,System.Boolean].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Dictionary2+Enumerator[System.String,System.Boolean].MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.Dictionary`2+KeyCollection+Enumerator[System.String,System.Boolean].MoveNext () [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
at OnScreenDebugInfo.Awake () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
why
I know we figured out where the folder was supposed to go at some point
cause someone else got it working
yeah
does mender door not just check for the key + doorOpened?
time for F S M hell
there's an UWP app for this, right?
the only thing you have to do is enable sideloading of apps in windows
otherwise I think just unzip and run and it will "install" it like a windows store app
it has a terrible icon too 😃
re
microsoft has the best errors clearly
alcana, inside the app, where does the randomizer folder currently reside?
what version of 10 are you on? spring update or fall update?
Currently nowhere as I have taken it out to put it somewhere else in HK
And I gotta go do a thing, so I can't mess with it right now
hehe
well @charred compass when you want to tackle it again, tag me
and i'll try and help
Alright
@copper nacelle lemme load it up, wondering if it's targeting the fall update which would be why it's failing
Thanks
lol
re it hates system
i wonder if you have to reboot after turning on sideloading
and when I did runas /user:username .\Add-AppDevPackage.ps1 it says "Access is denied"
already had dev-mode on before
ah
do I need something
ah, yeah, ok, so 1607, is lower than the target, lemme try changing it to that, sec
alright
you'd think windows would be able to say, "oh the target version for this app is 1709 (fall creators update), but you have 1607 (spring creators update)"
instead of "it broke"
Try this
yup
basically just point it at the folder with your dumped fsms, then you can search and pick them without haveing to manually edit the json for each one you want to look at
that is beautiful
so to open I would want mender state as 2?
also holy shit this is amazing
lol, it works, though it's laggy if you load up some of the large FSMs
the ones that have like 50 things on them with a billion lines
and yeah, seems like mender state needs to be 2
though, why it's "2" and not a true/false state, 
tfw hasMenderKey and menderDoorOpened mean nothing
yess
thanks again
@fair rampart for those who don't hate menderbug
is this too shitty to put in the drive
Wyza#1337
🤔
is menderfriend too shitty to put in the drive or no
what does it do?
honestly, probably doesn't need to be on the drive, if someone asks, we can just tell them to search for it,
@charred compass I'm on mac too, Randomizer/ goes beside hollow_knight.app, not inside
there is not a death hook that i know of
"show something in the corner" is rather vague 😉
like text
Death hook would be useful for debug mod as well
also gonna try onBool for soulLimited
Currently just constantly checking if health <= 0 and gameplay scene
that's a better idea than mine I think
I don't know what I'm doing https://youtu.be/c40y5PSH-sw
Hollow Knight Discord: https://discord.me/hollowknight
play lightbringer
it's fairly simple as text goes
yeah
uh
I added console and it says console doesn't exist when I do
using Consol
well you wouldn't use the console
i'm just saying look at the console for an example of how to write text
does your class inherit from monobehavior?
no
well, a display class needs to 😉
You're welcome :)
Christ, going without mantis claws and desolate dive is getting tough... running out of options with Randomizer here
really makes you appreciate random flying enemies
yeah, really, it's surprisingly important
if only every area had just one flying enemy hanging about, it could be brute forced
but without it i'm locked out of nosk and shade cloak, and others
well, and locked out of finishing the game
technically you're only locked out of shade cloak if you don't find shade cloak somewhere else
you can actually get to a large % of the items without claw
and nosk never has an item, so that really doesn't matter
(also, while it's not in the logic, you can get shade cloak without shade cloak or claw using a pogo on your shade, but that sucks to do)
ohhh, that's right, makes sense
I might have to do that
does randomizer change collector's map?
No
well, like i said, that isn't in the logic
so if you ahve to go there, and do that, you're sequence breaking,
which isn't a problem, but it also means there is another option somewhere
i'm unsure what sequence breaking means
but oh well, then I guess I wont go there
what about the pale ore from trial of the conqueror? does that randomize?
no
shit
it means, the randomizer didn't indend you to need to go and do something
Ah
the relics only randomize within themselves
Ah, I thought the ores did because the seer gave me one, forget she does that normally
the seer's stuff is never required
ah
is there any mod to give me infinite charm notches or to allow me to equip all charms
well I'm not sure what to do, I feel like I'm running out of options
what do you have currently?
Claw allows you to get pretty much everywhere
I have dash, isma's, wings, crystal heart, dreamgate, vengeful spirit, and a buttload of charms
Do you have dream nail?
Oh, ya
Playing on hard?
I think so yes
Well... You can get spore shroom, clear out Crystal peaks, shape of inn, baldur shell, wraiths, etc etc etc
You can do pretty much everything with wings
isma's is open too
Tru
I can clear crystal peaks without mantis claws?
On hard, yes
I did go to isma's, shape of unn... mmm, not sure about baldur and wraiths
CP without claw is frequently needed
Ah, I'll go there and figure out how to get up, then
Mark of pride is available too
what!
Spore shroom requires a shade pogo
I can't even figure out how to get to mantis lords
You really probably shouldn't be playing on hard. Lol. There's speedrun tech all over it
I thought I had the speedrun techniques down, guess not lel
Try Crystal peaks first.
Aye
just pfloat
ohhh I guess I can see how to get through CP now
I just need to pogo squirm through the spike challenge
yup
that sounds fun
It is
so, are you saying that every Randomizer run is actually possible?
i actually thought it was just like a thing that it could turn out a dead end run
damn, that's awesome
thanks for the advice ;O
as far as we know, anyway, there are no un-winnable seeds
and all of the known ways to softlock yourself have been removed
except float
Is hollow knight released on any os other than windows and mac?
i locked myself in at Great Slash by sitting at the bench and didn't have CH to get out
in a previous rando run
Great slash isn't randomized. I guess we didn't prevent softlock on things you don't need to check
And no sahler
Ok so there are only 2 possible folder structures
Benches are removed. Platforms added. Hard saves removed. AI behavior changed. Stuff like that
Also crystal peak doesn't need lantern and elder baldur in ancestral mound can be killed with nail
Damn, I had no idea the changes were that extensive
Oh yeah I did notice the change to the first elder baldur
Not the other one tho
@soft rain Linux
When did mod support come out for Hollow Knight? Or was the API made by reverse engineers?
Reverse engineered as far as I know
Team Cherry hasn't done any kind of mod support
Besides warning modders that things will be changing
ive been playing boss rush mod, and i feel like starting with nothing and choosing 1 of three random upgrades is kinda frustrating
You can choose 2 if you take no hits
Even choosing 1, you become pretty OP pretty quick
i kinda wish all the mobility options were available from the begining thou
maybe im just bad thou
yeah but you dont have to fight a lot of these bosses with out at least the dash or wall jump
If you really want to have all movement right away, you can install debug mod and give yourself all the movement you want
ohh cool i think ill do that actually i didnt think of it
umm the game just softlocks when i beat the collector... help
did you use flukenest or dreamshield
yeah i have dreamshield
greaaaat... its not like he was the most obnoxios boss to beat in the first place...
if he dies to fluke or dreamshield that happens
unfortunate
but not much you can do
i think im done with boss rush forever... lol
what other mod is a different and interesting way to play the game?
mmm idk randomness can be bad
boss rush is super easy atm 99% of the time
@livid dragon - all modding to HK has been done via reverse engineering. Originally all via dnspy, now we have a more streamlined process that compiles our changes into the game's dll
speaking of lightbringer... is gruz mother supposed to be cheeseable? as in you dont have to fight her but you can kill her? 
Nope
What's the cheese?
Cool @buoyant wasp - sounds very interesting :)
oh woops, meant to say last night. certain types of damage doesn't wake her up, so dreamnail, flukenest, etc. so you can just 100-0 her without her waking
i've mused about some sort of addition to the randomizer that would give 1-3 more requirements to finish the game. right now it's dream nail + claw + (CH | Ismas). wondering if we couldn't do something where the egg wouldn't unlock unless you also picked up 1 -3 other things. which things you would need to get would change for each seed and there would be some sort of sign or conversation thing that would tell you what this seed required.
Well we had talked about putting both kingsoul parts in the randomization
So you could do true end runs
Could add queens shard into the good item pool too, potentially requiring shade cloak to get a good item
yeah, just trying to make it so that the goal isn't always "find mantis claw" (cause really the other things are easy. there are 3 dream nails, and 2 items in CH or Ismas that you can find)
but yeah, definitely want to get the queenshard into the mix
wish we'd know when the next release was coming out :/
what's the mod that shows the items you've picked up?
The overlay?
yea
It's in pinned messages. Not a mod
Tho you need the playerdatatracker installed
Which is a mod
got it
Hi ! I don't know if you will be able to help me (or even if it's an appropriate place to ask, please tell me), but I did the banishment ending (without really realizing...) and was quite sad. I would prefer to beat Nightmare King. I followed the instructions here ( https://www.reddit.com/r/HollowKnight/comments/7azbhu/ritual_problem/ ) and modified my savefile.
Everything seems to work correctly except the grimm child doesn't appear when his charm is equipped.
I skimmed through the JSON parameters to try to find something that could be related, but couldn't find anything.
Do you have an idea ? 😃
honestly, I'd just grab a practice save
from the 106% resources
there should be one for just before NKG/THK with everything else
or
there is a save editor
it's in the pins from KDT
dunno if it lets you change NKG's death status tho
how do i install lightbringer
you don't, ever, it's the worst mod of the lot
why lol
i'm just giving you crap 😉
okay
basically
go into the pins
there is a link to the mods drive
download lightbringer
what does lightbringer do? does it xhange my nail until i uninstall it?
and copy it on top of your install
it basically makes the whole game based on ranged attacks
and some other stuff
"uninstalling" is basically going into steam and telling it to verify the game files
yeah, lightbringer is not what we call an "API" mod
which means lightbringer only ever works with itself and nothing else
if a mod is an API mod, then, in theory, it can, and sometimes is, compatible with other mods
fuck that
"not my problem"
no, that's @leaden hedge
Does the bonfire mod not work with the latest version of the game?
Alrighty, I'll give that a try
search for from:Gradow has:file or check the date on the gdrive
it should be sometime in the last 10 days i think
@buoyant wasp Thanks for your advices! I can't find the 106% resource though, do you have a link please?
Thanks a lot !
Modding API 1.2.2.1-35 - Adds BeforePlayerDeadHook and AfterPlayerDeadHook. @copper nacelle @rain cedar . No idea if this will work right, but here it is for you guys to test.
@charred brook oh yeah, I've gotta fix that
I'll try it today
Fixed
@solemn rivet okay nice 😃 ty again
updated bonfire and blackmoth on the gdrive
Nah I definitely want that patch sooner rather than later
Sure, it'll break stuff
But things will be much better in the long run
fsm replacements turn out to be way worse than fsms
I don't really see how that could be possible
FSMs but redone still in gamemaker to use even more fsms
Every state is its own FSM and they all interact using global events
oof
every state and variable as it's own FSM
like the FSMInt for the health of an enemy
would be an entirely new fsm
just because
except we still don't know for certain teh FSMs are going away anymore
Some are, some arent
Guys how do I rip hk files
alright thanks
uhh
there are so many files
Which ones usually have audio files in them?
filter them to audio assets
Alright thanks
im having some difficulty trying to get the randomizer mod to work.
MAC or windows?
windows
yup
Does it show up in the top left corner when you open up the game?
it did but i had the boss rush mod installed a couple of days ago
so it would load the boss rush mod instead
Then you should take out the boss rush mod
i tried doing that but that is where i encounter the problem
Hmm
i validate the game to get it to the way it was, install the api and then the randomizer but now its not saying the randomizer is installed
Yeah
That means its installed correctly :P
Also you don't have to validate integrity to remove a mod
oh didnt know that
Just go to hollow_knight_Data\Managed\Mods
and remove the bossrush.dll and put it somewhere else
alright, ill see if its working now
Alright
i dont think its working nono of the charms seem to be randomized
Can you send a screenshot of what your main menu looks like?
in game?
Ya
Seems like you didnt install the API
Try reinstalling it
Then install the rando mod
of course
:/
its got the randomizer logo in the bottom now, i dont know why it didnt install the api the first time though
not quite, its supposed to come up with a difficulty select, that isnt appearing
yeah
This is really weird
it also says the api and the mod is installed in the top left as well
Go to AppData\LocalLow\Team Cherry\Hollow Knight and check modlog.txt
No there's a different thing
im lost
go to appdata
Then to locallow, then to teamcherry, then to hollow knight
you find all the saves there
and there's a modlog.txt text file
in not able to find that
the folder just doesnt exist apparently
i cant even find appdata to start with
just type %appdata% into the windows search
you do
hahaha
y tho lol
But that also cheats the achivements
can i just rush hollow knight and that work?
alright ill be back with a update
you need to beat the game b/c the difficulty selection is on the regular/SS screen, which doesn't exist if you haven't beaten it. spoilers
Ohhh
see? It's better to pretend the reason is because of spoilers
coughs yeah yeah..... lemme fix
jk Mick, it's just because that's what I said earlier
has nobody commented that dreamshield coop is spelled incorrectly on pinned messages?
that's pretty strange
@buoyant obsidian can you confirm that dreamshied is the name of the mod?
...what?
that was a simple fix, its working now
Honestly the reason is "if you haven't beaten the game yet, you're going to have an exceptionally tough time beating a rando, even on easy"
so....... git gud spoilers
heh
also, if you haven't beaten the game, you won't know what the items do, so you won't be able to choose them effectively
nah man im good, beat all the bosses in boss rush yesterday without any one the movement abilitys as it didnt give me any
I'm still waiting for nail0 no pickups Flukemilf
or at least nail0 charmless melee flukemilf
that sounds gross
afaik it's the only boss that hasn't been beaten under those constraints
(aside from NGG)
afaik? whats that?
as far as I know
ah, anyways thanks for teh help guys!
np have fun!
oh, this is interesting....hmmm
apparently they figured out how to attach to running unity games to do debugging, that could prove useful for modding...
like.. what?
items
is it only items?
well it doesn't randomize enemies if that's what you mean
no i'm asking what does it randomize?
spells, charms, movement items, and relics(in their own pool)
ah
huh
it doesn't randomize: Nail Arts, QueenSoul/KingSoul/VoidSoul, Keys, or Eggs.
yeah, someday i wanna write the logic for an "insanity" mode. the kind of mode you play once and never again because it's cancer
where everything is randomized
eff that
lol
i mean, it'd just be like a 106%
though.... you could purposefully place items to make it as bad as possible
like what that one dude did with a custom ALTTP seed
took top players like 6 hours to beat
combine that with enemy randomizer and exit randomizer and it'd be hilariously painful
like i said, you'd play it once and never again
oh god
we really need to map out the room randomizer
i would play the shit out of that
i think the biggest difficulty is just that you have to go into every single room in the game, and figure out which exits require which abilities to get through
yeah
very iterative process
we should set up an excel/google docs sheet so we can start
and multiple people can work on it
just need debug on to see the room names and you're good to go
I would work on that
think we'd need to add something to mark the names of the transitions too, don't think debug has that presently
yo @leaden hedge, does More Saves still work?
there is a newer version, but yes, it works
I think scene name, exit name, and which scene it goes to is descriptive enough
So something like Tutorial_01, right1, Town
don't the transitions have names?
thought they did
would we also need info on every transition to every other one?
like.... spire for instance
would we need to assume you'd get stuck at the bottom
Yes, that's why it's such a pain in the ass
since arguably, you'd have to get back up top
if you reached a dead end somewhere else
And the transition names are just useless things like right1, top1, etc
I don't think it's any logical order for numbering
It's just whichever order TC made them
Not as long as we know which is which
just saying for the ease of multiple people working on this, that we could conventionalize transition names ourselves
That's easier for everyone except the coders
well, we'd have 2 columns, 1 for the actual real name, and another for some sort of short description that is useful
imo
well that's what i'm asking
lol
if we can detect the real name with debug, then we can just use that
then that makes coding the randomization much easier
and i'd think we'd want to make it a rule that your character would be in the worst room spot possible
aka.... if you enter from the top, it has to be a requirement to make it all the way back up there
yeah
prevent dead ends and soft locks that way
I guess that's better than making the player quit out constantly
i think spire would be a good example room though, you could get from the top left one to the top right with just dash, but we'd have to assume you could fall down, so going from top left to top right would have to include wings or claw
that way, each room only has 1 set of conditions.
makes it a lot easier probably for coding too
Nah the code part of this is gonna be easy no matter what we do
As long as everything is documented in a consistent way
that would change spire coding from 12 conditions down to 4.
for how to get to each one
i guess maybe we could include both? just be exhaustive from the start?
which room is spire?
ah
Speaking of that, the bench room is the same as the hallway room
the one with the first elevator clip
But they're effectively different
but the transition isn't
But if we're doing it how you said with one set of items required to fully traverse a room
That's an exception where that won't work
then it's like 2 rooms
yeah i see what you mean
may as well be exhaustive then
also.... would leaving through a transition take you back where you came
like that bench room
or would it move you on to the next random load
yup
kk
"easy" is that the exits are bound
going back where you came takes you back to the original room
but you could decouple them
we'd almost need different categories
i think they call it Chaos mode
easy/hard, and coupled/decoupled
in ALTTP
or whatever we wanna call it
not really, just more of a maze
taking notes would be a must for most folks at that point
it's the same as OoT beta quest
also slightly related, we should revamp the bingo system
or just make a new site or something
The current site is fine, I think
It's just really hard to get a well balanced and large set of goals
just thinking with room randomizers, could be really fun to do a lockout style bingo or something
which that site currently doesn't support
can't have 2 people on the same card right now
that was super annoying when we did that
okay, i'm exaggerating a bit
we'd need the functionality of both i think
one where 2 or more players are on the same card
and one where everyone can get the same card, but each is instanced
anyways..... i think i might set up a google doc for this for people to fill out and leave it open
https://docs.google.com/spreadsheets/d/1l1BbXS3BCmuyfqUjKzc_XBNXRmnMvYo7n-kiQzeoApU/edit?usp=sharing Room Randomizer Mapping
Room Randomizer load zones list
it's open to anyone to make edits
filling in some example notation stuffs RN
so we're all on the same page
Later today I'll try getting all the scene and exit names to put on there
how do you want to notate conditions
like.... with | or /
or do you separate possible conditions with | , and then any OR items within each condition would have /
^ i think this looks cleanest
I think tonight's stream will consist mostly of going through areas and determining exit conditions
It doesn't really matter how you format it, just make it consistent
Yeah, generally a good idea
But if someone vandalizes it you can revert changes
Just more work for you that way
yeah. not gonna do that. if people want to edit, i can add them
so we don't get some random person coming in and deleting everything
Makes sense
Do we want to pin that Main link to the doc?
we're including White Palace, yeah? lol
Yeah, it'll be fun
some may look scary but only have 1 transition
Can't wait until I have to go through path of pain to get to cloak
hmm.....
we can't account for "lever" conditions
??
like.... the room below CoT Storage rooms stag
if you enter from the bottom there, there's a "lever" condition to reach other ones
That's different than what I mean
That one is fine
I mean places like after vs
Where the actual transition is blocked and you would be fucked if you went in
oh like that gate
cuz yeah, VS grab is a transition
technically
same with bench sit in distant village
oh i see
yeah where you'd be locked in the wall
shortcuts like that should always be open i think. would make more sense
it's gonna be hard as balls already anyways
may as well just open them by default
Loading scenes directly has some interesting effects
Can i ask a question? I am playing the boss rush mod now. It's pretty cool. Should I be worried for my saves when it is on? and can I turn it off without messing with the randomizer mod?
well that's a fun problem
didn't we figure out that the game loads the character super far bottom left before placing into the actual scene?
Well anyway here's a little thing that takes you to the next scene by build index starting from 0 when you press caps lock
Pretty much useless without debug mod
I don't have time right now to make a more complicated helper than that
So can I remove boss rush without removing randomizer? or should i just verify files and reinstall randomizer after im done?
go into the mods folder
and create a subfolder there
then to turn specific mods on/off
just move them in and out of that subfolder
cool thanks!
or, for the newest versions of both the API and bossrush, you can do 1 better
the api checks if there's mods in the mods folder, but won't check any sub folders
in the main menu
oh is the options thing live now?
Options->mods->boss rush
yeah
you'll have to restart the game after turning it off
I just copied everything in hollow knight _Data
look in the upper left hand corner, it'll tell you which mods are loaded
yeah that says boss rush and randomizer
ah it is not the newest indeed
i cant count and though 1.2.1.4 is a higher number than 1.2.2.1
for boss rush
I know randomizer doesn't show up in the mods menu yet, but you can toggle bossrush off/on with it
cool
hmm i copied in the newer version of boss rush. but it doesnt show in the Mods menu 😦
modding api 1.2.2.1-34
boss rush 0.9.6565.25678
randomizer 1.5.1 (xml 1.3.1)
newest version might not be on the drive
i'd just deactivate it for now by moving it in the mods folder
this was from the drive yes.
well thansk for the help. Ill keep an eye out for updates
what's the criteria for requirements to reach an exit? Would fireball be considered a possibility to reach Fungal through Fog Canyon?
it'll probably a per trick decision
nice verb subject agreement
consider that technically you can get to glowing womb without CH, but it's not in the logic
just make heart always spawn at glowing womb 
unless it's like Rando and you can choose "speedrunner mode" or something to include seeds which require tricks
I'm just asking because I'd like to help mapping out the scene transitions for a map randomizer, but idk if I should include "tricks" or not
in general, make it as hard, it's easier to to tune down the requirements imo
or put both, a "easy" and a "hard" column
^ i included an easy and hard column
oh ok
otherwise just PM me your email and i'll add it to the list
how do I do FSMContains for Grimmchild,Grimmchild,Control
does it do the whole thing or just the 3rd part
because I had fsmcontains for health_manager/health_manager_enemy before
*ContainsFSM
"shouldn't take more than 5 min" -56, 1/29/2018, 19:45 EST
hyperbolic 56 chamber
here's how it's done in bonfire, 56:
PlayMakerFSM playMakerFSM = FSMUtility.LocateFSM(go, "health_manager_enemy");```
are you still not done
Boss,Grimm Boss,health_manager_enemy
how do I sort by the 2nd part
or the 1st one
oh
got it
never figured that out, tbh
I always figured the 2nd one was just fsm.name
here's how Wyza did it in spellDamage() in bonfire:
if (fsm != null)
{
Log($"Setting Damage for {go.name} - {fsm.name}");
FsmInt value = fsm.FsmVariables.GetFsmInt("damageDealt");
if (value != null)
{
Log($"Spell name: {go.name} - {fsm.name}. Damage: {value.Value}");
value.Value = ls.SpellDamage(value.Value, Settings.IntelligenceStat);
Log($"Set Damage for {go.name} - {fsm.name} to {value.Value}");
}
}```
hmm
probably go.name is 1st
because it's
Hero Spell,Fireball2 Spiral,Fireball Control
and such
now
to fix this...
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0
...```
oof
try except /s
NullReferenceException: Object reference not set to an instance of an object
oh no
actually that might not be mine
or it might be but for hell mod
that's for blackmoth
it makes no sense tbh
the only thing I did was add
if (PlayerData.instance.hasShadowDash)
{
HeroController.instance.AddMPChargeSpa(3);
}```
it's running amongst a lot of HeroController.instance and PlayerData.instance...
the only think I think might be wrong is that, for some reason, hasShadowDash doesn't exist (although it auto-completes)
I'll check if canShadowDash works
that's a good idea
also
I shouldn't be using oncollidercreate
because you can't collide with grimmchild
maybe scene load and gameobject.find?
I used to check for objects on scene load
used to?
for some reason, Wyza now checks for spells using ModHooks.Instance.OnGetEventSenderHook += SpellDamage;
and it works waaaay better
tho I have no idea how that hook works
hm
I'll try that if this doesn't work
ahh
I killed grimmchild
idk how
but it's gone
okay
canShadowDash doesn't work
and now that I look at it
that NRE isn't being created by any blackmoth methods
unlike ```csharp
[ERROR]:[API] - Failed to unload Mod - BonfireMod -
- System.NullReferenceException: Object reference not set to an instance of an object
at BonfireMod.BonfireMod.Unload () [0x00000] in <filename unknown>:0
at Modding.ModLoader.UnloadMod (ITogglableMod mod) [0x00000] in <filename unknown>:0 ``` for instance
wait
I think I have one of those too
except that one's just me
nevermind
NullReferenceException: Object reference not set to an instance of an object
didn't find grimmchild
Grimmchild(Clone)
wot
this is in output_log
FSM not Preprocessed: Grimmchild(Clone) : Control
🤔
event sender is something about spells
<member name="M:Modding.ModHooks.OnGetEventSender(UnityEngine.GameObject,HutongGames.PlayMaker.Fsm)">
<summary>
Called whenever the FSM OnGetEvent is ran (only done during attacks/spells right now).
</summary>
</member>
currently the catches around the hook calls don't include mod name
mostly because I don't have a good way to print the name
or at least, i haven't figured out a good way, i haven't really looked
hm...
I'll remove this latest addition completely and see what happens, maybe it was always giving nres?
5 m i n u t e s
rip 5 minutes
49 minutes is basically 5
correct
it's possible, basically I changed it so that every single hook call is wrapped in a try catch
that doesn't help me
because it IS running the hook
I get the desired effect
even though I get the NRE
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0
[ERROR]:[API] - System.NullReferenceException: Object reference not set to an instance of an object
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 ```
it's not what I added that's causing it
weird that output_log doesn't get any nre's
are there any other mods loaded?
debug
I put 6 "checkpoints" to see how far into the mehtod it was going before getting the null reference
it printed out all 6
and "6" was just before the closing bracket

lemme check
nope
still getting the nre's
maybe it is in API...
well, gotta go now
later!
later
you could try changing the logging level to the lowest (0)
how do I do that again?
it's in the saves folder for the global settings json
should be 2 settings in there, one for enabling the on screen console and one for logging level
got it
Also, look and make sure there isn't any "Adding DashPressedHook" in the modlog. I can't see how there would be if there are no mods but...


