#archived-modding-development
1 messages ยท Page 63 of 1
Remastered update should clean up a lot of things, hopefully haha
Oh, there's not really a point in that. Small scenes are fully randomized before load is done already
Also, since an update is coming, all optimizations are premature until that happens
Getting the core logic right is more important with the little time I have


We should poke them about getting the modding api in as a base part of the assembly imo

Eh, more stable though
I honestly would love if at least some of enemy and hero logic went into code instead of fsm
would be so much easier to do much better mods
does anyone happen to know how the nihilist cipher works with 2 keywords
looks like I am taking an L on this assignment then
code a nihilist cipher decrypter and encrypter
๐
I think wikipedia is actually useful this time
I dont want the code
ik
I just want to know how it works
wiki for days
this doesn't make sense at all
wut
the wiki actually makes sense
so I think I got this now
I say that, but it probably wont give me an answer that makes sense when I make it decrypt
I don't get how to make the Polybius square out of a keyword
^
you write the keyword
also additive keywords
without repeating letters
additive keywords tho
yea, it's weird, the wiki is the only place that seems to teach it
usually I look at videos

you dont actually need the keywords either, from what I remember from my teacher's lecture, you can break it by finding the pattern in the keywords
or something like that
I dont remember
sure sure
I should have taken notes
well, we didn't help but ok

bye
tfw still don't get additive keywords
1 keyword seems simple
is 2 keywords just one keyword with the words next to each other
lol
it's not loading for me
rip
nvm
lol
"This example is taken from Wikipedia. First we take our key (ZEBRAS) and create a Polybius square:"
they find each coordinate for each letter of the plain text
then find the coordinate for the keyword's letters
except one letter is dead
Fun fact, the nihilists managed to encrypt and decrypt 10-15 words per minute
using this method
well, it's just subtraction
and would tap messages to each other
what letter do you kill tho
if you give me the output numbers and the keywords... It's pretty quick to decrypt
X
always X
or J
14 13 34 14 15 35 34 31 54 12 24 45 43
is russian
for dynamite winter palace
with just the polybius thing
wut
23 55 41 15 35 32 45 12 53 32 41 45 12 14 43 15 34 15 22 12 = Dynamite Winter Palace
oh
why are you making the square with RUSSIAN?
the second key
yeah, that's what I was thinking
so it's something like
make the square with ZEBRAS
then turn plaintext to number
and use RUSSIANS and AMERICANS to encrypt DYNAMITE WINTER PALACE
I guess... Just add them all?
that's what i was trying
except it didn't reset output
so I got the same thing for zebras and russian
and realized I wrote zebra instead of zebras
lol
lol
fml
looked over the example
which makes sense
ah
i'm going to try and make a program to decode this
inb4 failure
that site is shite
it's converting it all wrong
not yours
this one https://www.dcode.fr/polybius-cipher
ahahaha
that's the one I was trying to use
it only gave me one output
for 3 different grids
ugh
just use a boring old array
don't you need column and row?
wtf magic
gradow confirmed magic
or ceil it actually
so array[14] is "grid position" ceil(14/5)=2, 14%5=4, so position (2,4)
nvm
i think i got it
just think base 5
14 converted to base 5 is 24... Which is just what we want
tfw website excludes J
I'm by no means expert in cryptography and such
but from what I've seen, people tend to exclude X
and sometimes J
I just realized the reason it wasnt working for me was because I was omitting Z and not J
oof
My teacher never told us which letter he took out in his examples
actually maybe he did
lmao
I probably didnt pay attention
lol
nearly done w/ decode
tfw one off
on the y
w/ modulo
idk why
just going to add 1 ยฏ_(ใ)_/ยฏ
umm
did not work
wouldn't it be simpler to just write a simple base10 to base5 converter
uhhh
shut
and then ask it to parse the array indexes?
yes
ask it politely tho
wait no
that seems like more effort
tbh
['51', '12', '13', '21', '11', '32', '12']
['43', '12', '42', '43']
current output
pre adding
idk why it starts dying
oh
you have to repeat the lower array
no I mean the arrays preadding are wrong
it should be
52 12 13 22 14 33 12
instead I have
['51', '12', '13', '21', '11', '32', '12']
i think ik why tho
uh...
t % python NihilistCipher.py ~/python
KEY: hello
['l', 'e', 'o', 'h']
found it
set as dedup breaks
do not use
fixed it
data tables in c# are so useful
yay
decoder done
#!/usr/bin/env python
# why am I doing this
from string import ascii_lowercase as alphabet
from math import ceil
from collections import OrderedDict
key = list(OrderedDict.fromkeys(input("KEY: ")))
additive = input("ADD: ")
exclude = input("EXCLUDE: ")
string = input("STIRNG: ")
def convert(key, additive, exclude, string):
# make key
for i in filter(lambda x: x not in key and x != exclude, alphabet):
key.append(i)
def rawConvert(key, string):
ans = []
for i in string:
ans.append(str(ceil(key.index(i) / 5)) + str((key.index(i) % 5) + 1))
return ans
string = rawConvert(key, string)
additive = rawConvert(key, additive)
alen = len(additive)
for i in range(1, len(string)+1):
if i > alen:
index = (i % alen) - 1 if (i % alen) != 0 else alen
additive.append(additive[index])
string = [int(x) for x in string]
additive = [int(x) for x in additive]
print([string[x] + additive[x] for x in range(len(string))])
convert(key, additive, exclude, string)
it's very bad
lol

inb4 it takes another 30 minutes
plsno
shouldn't take more than 5 min
_verupls

well I finished it 56 and I think it works (I tested it once), I am going to bed now, have a nice day/night/whatever


def decode(key, additive, exclude, string):
# make key
for i in filter(lambda x: x not in key and x != exclude, alphabet):
key.append(i)
def rawConvert(key, string):
ans = []
for i in string:
ans.append(str(ceil(key.index(i) / 5)) + str((key.index(i) % 5) + 1))
return ans
additive = rawConvert(key, additive)
alen = len(additive)
for i in range(1, len(string)+1):
if i > alen:
index = (i % alen) - 1 if (i % alen) != 0 else alen
additive.append(additive[index])
ans = ""
string = [int(x) for x in string]
additive = [int(x) for x in additive]
string = [string[i]-additive[i] for i in range(len(string))]
print(string)
for i in string:
i = str(i)
index = (int(i[0])-1) * 5 + int(i[1])-1
print(index)
ans += str(key[index])
print(ans)
decoder
key would be like "hello"
additive would be like "test"
exclude would be like "j"
string would be like "96 24 56 66 58 45 55"
@scarlet gale anyone have a link to the bonfire mod download? sorry if stupid question im new to this discord 
ahh my b
thanks
hmm any reason why it would keep crashing my game? cant even open hk with the bonfire mod installed, just tells me the game crashed
have steam version and downloaded mod ver 1.2.1.4
Wouldn't that be outdated? Don't you want the API version?
whoops
and the latest version
Speaking of broken, though. I think something is wrong.
He just keeps staring at me.
thank you my friends much appreciated
Quick question. I know images can be built into .dll files, but does the Modding API support replacing vanilla assets?
Or I guess 'overriding' would be the more accurate term.
figured out why mantis traitor lord and nosk weren't spawning
so..... play this one at your own risk
more updates to come tomorrow (i hope)
Also randomly had a mage knight jump me in crossroads
Spawns tied to some other logic? Or were they too big and clipped out?
you can use a mod installer to install any mod for you - either mine or kerr's @clever badge
eh
guess he's not in here anymore
@clever badge
wth
he doesn't even show up in auto-complete
and when I right-click mention him, he doesn't get tagged
oh well, thanks simo
Haha thats weird, no worries. Im on mobile and I just tapped on his name
Showing up in auto complete for me
@solemn rivet gracias muchacho, got it all set up though thanks!
I should randomize in grey prince zote, and scale him down so he looks like normal zote
do it the other way around
make mighty zote deal GPZ+10 damage
since it seems that mighty zote likes to appear EVERYWHERE
make zote really small and not that strong, but you have to fight 10 at once
what would you rather fight - 10 small-sized GPZ or 1 giant-size Mighty Zote
Maybe if I could make the tiny gpz's able to be knocked back like normal zote
@pearl sentinel is it possible to randomize dream warriors?
You mean the ghosts?
yeah
Can't see why not
like can they be randomized in place of normal enemies
Oh
Unlikely
I mean, with some work put in I could probably make that happen
But it would take a lot of effort, and for what gain?
yeah good point
i just thought it would be interesting to have more actual bosses in
Like, say it took me 2 weeks to get that working. I could spend those 2 weeks making better logic for this mod or even on a new mod
yeah that makes sense
Current version should have a few more bosses tho
Nosk and traitor lord for two
Can't remember if I added others
Also, I temporarily removed the "big" enemy category
So they're all just small or med
Meaning way more randomization combinations are possible
Since scaling mawlek turrets worked so well, I think I may end up removing all restrictions on enemy replacements and instead scale the replaced enemy to be the size of the original
Could happen
Neat
Also tiny kingsmoulds
Tiny god tamer when
now kind of wants a platforming section based around bouncing off of kingsmoulds for a long time through small areas
I was bored and decided to make the nihilist cipher from last night
yay, I'm productive
nice
it was a good excuse to finally learn some python
I'm still getting used to it
dank
why is #archived-modding-development suddenly college programming homework
and who knows C and wants to do my C homework
Know C โ
Want to do your homework โ
lmao
@buoyant obsidian because modding is where all the programmers are
idk about the college thing tho
@copper nacelle is the latest hell mod on the drive
neat
check the readme for zote if you want to make sure
Is there a way to selectively take damage from enemies/hazards? Ie make spikes and thorns an instant kill but only double damage from all other enemies? Seen the HazardType enumeration, but thorns seem to be included as NON_HAZARD...
You could add a hook into the hazard respawn method and kill the player
Then just double all damage taken
Ah, didn't consider looking for a hazard respawn hook, sounds perfect, cheers
There isn't a hook currently, but the function is GameManager.HazardRespawn
You can add the hook yourself and submit a pull request for it
could someone just quicly throw me the script that controls the Knights basic movement?
script?
dnspy imo
2/1/2018 5:11 PM
what
who was it that asked me to remember that date?
probably should have written that down too
might have been me
I remember asking someone to remember a date
because I was using it to get all of Jonny's typos
I don't think it was that date tho
ik
I was grabbing them from chat using 56 but bot for !jonnypls
before bot got muted
:/
Is it possible to change how much damage the soul attacks do? I see references to their levels, but these don't seem to be used to calculate the damage dealt?
It's all fsm
Like 56 said, check BonfireMod
GetEventSenderHook(GameObject, Fsm)
It basically tells you who (go) is attacking who (fsm)
So you check is the fsm has an "enemy_health" var and if it does, you set the damage of the go to be whatever you want it to be
In the case of spells, Wyza put a switch-case to determine if the go actually is a spell
In blackmoth, for instance, I simply check it against the sharpShadow object I have already fetched
On mobile, so can't send you code
@solemn rivet
All good - checked the bonfire code and got some stuff working, trying to mess around with Nail damage atm, I know once the PlayerData.NailDamage gets modified you need to call the FsmGlobalBroadcast (or whatever that stupid thing is called) but it didn't seem to correctly update the nail damage ie stuff that should easily be dying in one hit still took a few, etc.
how often are you updating it? Also, use the console to output the damage you're dealing
you can set nail damage via that same hook I said above btw
dunno if you need to call FsmBroadcastEvent("NAIL DAMAGE UPDATED") in that case
Would a level editor mod be possible in hollow knight
limited, but possible
Awesome
is adding scenes at all possible?
iirc you cannot import objects from other scenes
I might be wrong/outdated tho
@obtuse sequoia I'm not entirely sure.
I think so - look at kcghost's cut content mod
I mean how did Team Cherry make the rooms?
did they have a specific hk editor, or just used unity
(I don't actually really know what unity is)
so if we were to make more rooms in unity
and just.. shove them in somehow?
this is probably a huge oversimplification
You could, you would need to add any hk specific components through script manually after import is all
That's actually something I intended to add for part of my mod, which is why it imports stuff from a unity scene in the first place.
My "enable enemy randomizer" button comes from an asset bundle built in unity and imported by my mod
While unnecessary to do it that way, it laid the foundation for me to build.... whatever I want into the asset bundle in unity and add it to the game. So I could make whole levels if I wanted or even fully animated characters (assuming I had the graphics in the unity project)
So if I wanna add my own custom bosses or enemies or w/e it'll actually be super easy 
Probably post update, I hope to add some custom content eventually
Maybe I can recruit my artist friend and we can try to recreate the bone forest zone that was cut or something, since he likes to do environment art @thorn crescent 
Am i the only one who is having a lot to trouble to extracting the sound effects?
When i tried to extract some sounds it keeps sending me white sound 
what are you using?
try Unity Studio
I extracted some sound effects some time ago for someone on this channel
i'm trying to extract all of the radiance sounds library and idk if i am doing something wrong.
And yes, im using unity studio to extract the fsb
After extracting the fsb i use audacity to try to cut it but
Can you play it using the play button on the right hand side on Unity Studio? To check if it's blank before exportation
it's on pins
np!
For anyone with lots of unity questions: https://discord.gg/gvdA9XR
@solemn rivet
For the FSM, is there a handy dump of all the strings to objects? Trying to guess TC's naming convention is impossible.
Ehhh I think Kerr has one
can I get a link to the bonfire mod?
pinned drive
its almost like all the mods are pinned
oof sorry
right conrad isnt
plugging mod installer 
It's fine to be wary of unknown software
Being scared of the installers but not the mods is fucking stupid
You heard what Sean said - don't trust the mods, specially Jonny
You can trust Dargons tho
But uh, Admins are fine yeah? 
^
how do you download the boss rush mod???
The pinned messages!
The google drive has all the mods
and the youtube video shows you how to install them
thanks!
So it looks like to fix the soft locks, I just need to tell the battle control FSMS that the waves or battles are over
It's an event?
I might just do that to fix FK not working on blackmoth
Is it possible to have the player respawn the same way from spikes/acid/etc from damage caused by ANY enemy? Ie all damage causes the character to respawn but not die and go back to a bench.
yeah
just call hazard respawn on damage
public override void Initialize()
{
Log("Initializing");
ModHooks.Instance.TakeHealthHook += OnDamage;
}
private int OnDamage(int damage)
{
HeroController.instance.HazardRespawn();
GameManager.instance.HazardRespawn();
return damage;
}
like this
except you probably would want to do something about the knockback because rn it respawns you then knocks you back
@copper nacelle
Derp, for some reason I thought I needed to set a flag and call something obscure, didn't consider to literally call those funcs, thanks
what does the unending dreams mod do?
makes your dreams not end
dream bosses and warriors respawn
@pearl sentinel what's that fsm? I might try messing with it
from my debug log:
[INFO]:[EnemyRandomizer] - --Component: PlayMakerFSM
[INFO]:[EnemyRandomizer] - --PFSM Name: Battle Control
[INFO]:[EnemyRandomizer] - --PFSM FsmDescription:
[INFO]:[EnemyRandomizer] - --PFSM StateNames
[INFO]:[EnemyRandomizer] - ----PFSM StateName: Detect
[INFO]:[EnemyRandomizer] - ----PFSM StateName: Init
[INFO]:[EnemyRandomizer] - ----PFSM StateName: Wave 1
[INFO]:[EnemyRandomizer] - ----PFSM StateName: End Wait
[INFO]:[EnemyRandomizer] - ----PFSM StateName: End
[INFO]:[EnemyRandomizer] - ----PFSM StateName: Pause
[INFO]:[EnemyRandomizer] - ----PFSM StateName: Activate
[INFO]:[EnemyRandomizer] - ----PFSM StateName: Wave Pause
[INFO]:[EnemyRandomizer] - ----PFSM StateName: Wave 2
looks like battle control might be in fallen knight too
i don't
hence why i'm doing some debug printing like this
the game object with the FSM also has a PersistentBoolItem component that needs to be set
when it completes, i assume
yeah
i have a script that prints all game objects in a scene, including their components
and for the PFSM component i print out additional details
I looked through some fsm's I have here, but couldn't find any fsms with that tag
oh
thanks 56!
yw
also, found this:
seems like every PlayMaker action decompiled
which is nice, since it helps us make sense of what each state does
SendEventByName(0,BG OPEN,,FALSE) seems to mean 0 seconds delay, send event "BG OPEN", the empty string is probably the base game object, and to not do this every frame
so you can probably just look for "Battle Control" fsm in a game object and set its state to "End" manually whenever you want to
okay, made a version of blackmoth that checks if current scene has a Battle Control fsm and, if it does, creates a list of every enemy in the scene. Then, as soon as every enemy has 0 HP the Battle Control fsm gets set to state "End"
sadly cannot test this rn
funny, i was gonna do that, but some scenes don't have every enemy in the battle area, so i'm gonna probably make a Bounds object for the specific scenes with the battle controls that's positioned around the battle room and use that
For me, I'm only trying to fix FK
So it would be best to actually get its object and test its hp only
do the 2 maggots exist up above?
But I might try this as a proof of concept
that could throw it off
lol
i'm a linux novice, at least i have cygwin on my windows environment now to use its neat features
had to use it for work for a few years
Falsey_Control
then we moved to windows
Best fsm name
don't miss it
yo i'd never tried dnspy until yesterday
that shit is awsome
i may have spent the day digging through the source of other games
<_<
how did you write enemy rando w/out dnspy wtf
if i had to compare writing a hollow knight mod
the difficulty is like a 4/10 compared to what i deal with at work
lol
so
let me tell you about the worst decision ever made
that i've come across
in programming
I mean, without dnspy it's a pain to know where each hook hooks onto, what are the parameters and stuff
vs has the auto method thing
without dnspy? i just use peek definition and such
examine types
etc
just read the code
peek definition of hook
i mean, i figure the hook names were pretty self explanitory
peek definition of stuff inside peek definition
but a couple times i just opened the source of the modding api on github and looked
I know, but, BlueHealthHook, for instance, actually returns the base blue health for the hero
And iirc the description only states that it's called at the beginning of the BlueHeath method
yeah, i getcha. still less fucked by far than what i deal with on a daily basis, so idk.
Heheh
lmao
but like, lemee tell you about this
so, over-engineer tragedy at its finest here
first, all our games (all) are client/server
server and client are separate processes
server is c++
client is c#
99% of the time they run on the same machine
both have "state machines"
the way a state machine works, you have a class that does something like this in the state machines' Init function
smParams.AddState("StateName");
FSMState irl
smParams.AddTransition("StateName",Event,Callback);
how heres where it gets super fucky
so say you want "OpenDoorEvent" to trigger a transition to the PauseGame event
you need to add a transition for that for each state
that should handle that
so we got these really code-bloated state machines on both the server and the client
and they send messages back and forth to eachother
so say you want to add some code or a state to the server side or client side
well, if the server side state machine sends out a message (or you do by hand), and the client isn't in a state that can handle the message, it'll just get queued up and ignored
if the server sends a message with the "client must respond" and you send not-the-expected message back next, assert, crash both programs
on average, the server part of a game has 5 - 7 state machines running
and a client has 10-15
and there is no (provided) way to send messages between parts of the game without using the state machines
why
it's basically like HK's FSMS, but they're used as an event/message system
AND the client/server ones are setup to be mirrored/intertwined
oof
basically, i've been in the process of refactoring to remove these things from my games a little bit at a time
hk has these:
HeroController.instance.proxyFSM.SendEvent("HeroCtrl-Healed");
PlayMakerFSM.BroadcastEvent("UPDATE BLUE HEALTH");
yep, and if the server was in a state that didn't handle that, or was expecting a different event, crash
oh yeah, the server crashes if the client goes down.... which totally defeats one of the major potential benifits of even having a client server architecture
also, because "internet is slow", the client/server communicate through a custom IPC (interprocess communication) kernel that our OS team writes
what the fuck
but, data is first converted using something like ice or protobufs to the format you would normally expect for a TCP communication
and this is like... the tip of the iceberg
if you think things are bad here, they could be so much worse
oh, one other cool thing
we had a guy in the audio part of our OS team that thought it would be a great idea to turn XML into a scripting language
he literally wrote a full set of compilation rules and a tool to compile them and then made that the only way game devs could play sounds
you had to learn his "SPL" language and write scripts in it
he did this because he complained that playing audio through unity/windows had a lot of "latency"
thefuck
since he was the only one who knew how the thing worked, i warned it was gonna be a horrible ending when he left/quit/got hit by a bus
he quit like a month ago
oof
so, good news for battle scenes is, they come with a collider on them that's the area of the battle scene
was able to make a script that keeps track of rando enemies in a battle scene area and tell the FSM to move to the next state if the player is inside it with no enemies
bad news is, it opens the doors a bit early
but... i think i'll take it
also figured out why the micro crystal guardian is broke, he needs a target specified and it's throwing a null ref, so i think if i fill that in for him he'll happily laser you
anyone here who knows how to mod hollow knight on mac with steam succesfully ??
use the MOD installer 
does the mod installer work on mac
oh mayb not
@cunning basalt do the thing mystery said in the pins
except w/ mac paths
mac paths are what wyza posted 2 pins under
yea i tried it mutliple times
you got the mac api?
you need the correct API
yea
or else it will crash
im sure of it
"i'm sure of it"
hk up to date?
isn't sure of it
for sure my dude
lemme check real quick
cuz that version will not work
wait no not 1.2.2.2
1.2.2.1
are there any tutorials online that i dont know of ?
because i cant find any
for mac
you need to place this in the same folder that the actual one is
then you need to merge them
select both then merge
wait what i dont understand this "you need to place this in the same folder that the actual one is"
you replace the stuff
or you could go all the way, in the zip folder, to the "assembly csharp" file
and in the same file structure, aka.... managed folder, replace the file of the same name that's there
wait i did a big oops by replacing instead of merging one sec lemme go back
reacquiring or something rn
did it but
how tf do i merge them
help
tried that but it says duplicate comrpess or replace
and i dont want any of those
compress*
can I get a download link for the enemy randomizer mod?
if i put in the assembly csharp do i need to keep them both or replace the new mod one with the one that was already in place ?
how do i know what mods are and arent compatible with mac
Yo @young walrus thanks fr man i can play some mods now
im loving it yehes
im so happy rn thanks guys
have a great day/night

well first what's the bad news?
that's perfectly fine i guess? who knows, maybe remaster will be able to work around that
and the good news?
well, since the new False Knight bug was introduced while trying to fix that vanilla bug...
yay, false knight is not bugged anymore!

yaaay
yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay

kind of a dumb question but how do you turn the debug menu back on
f1
thanks
i'm a few minutes into enemy randomizer but all the enemies have stayed the same as base game
it does say name and version in the corner though
i don't have it
then you didn't install it completely
there should be an extensionless file with the mod
it should be in the Mods folder as well
mainui or the .pdb or both
mainui
ok got it
sometimes king's pass doesn't rando
first time you load a new game into king's pass it doesn't rando for some reason
second wave of crossroads aspid arena isnt loading in
what actually are these lol
hp bars
no the enemy
crawlid?
looks like a belfly idk
^
5 hp seems pretty belfly-ish
a belfly in the ground probably
hmm they don't explode
oof

now that you mention it, it's absolutely an idle belfly
husk sentry just jumped backwards out of existence
Has anyone managed to hook a debugger to HK?
debug mod through API- check pins!
@exotic venture
I've looked at the debug mod - I meant hooking a debugger up the exe to step through code and see a stack trace, etc.
uhhhh i don't think so??
take a look at bossrush's debug in the modlog.txt file
Yeah. It's why I have so many elaborate print helper things
Next enemy rando version delayed due to life stuff. But after sleeping on it, I think I'm going to have all battle gates disabled until the dlc comes out, since I don't want to spend time developing a fix involving fsms that might not exist soon.
That'll mean no soft locks, but also stuff like no getting sealed in gruz mother rooms during the boss
Colloseum will probably just have to wait until post patch to see how it functions
I'm having trouble making mods work that just include .ddl files and not hollow_knight_data
such as hpbar and enemy randomizer
any reason why this might be happening?
yes
I put the .dll and other files in the mod folder
API is installed
mods that only need you to replace the data folder work
I feel like the only thing I can be doing wrong is putting them in the wrong place
installers?
me and Kerr developed one installer each
they are in the pins
mine is simpler, and best for mod management
his is more robust and better for installing and backing up stuffs
for example this is what my mod folder looks like after installing debug and enemy randomizer
debug works, randomizer doesn't
it should work fine
oh
...
I heard people talk about enabling it through options
I thought they just meant the actual ingame options in which there was an added section
lol
thanks
lol
best kind of issue
"why car no go?"
hasn't turned the car on

it happens
at least it works now

is it ingame or menu?
from what I've seen in r/talesfromtechsupport, that happens more often than not
are you sure you have API installed?
guys help the bosh rush mod tells me there is a new version available i downloaded the latest one in the drive
the installed mods should be showing top left
don't listen to that skrax
API is installed
it's broken right now
eh
but i have a different version from the vids i see on youtube and stuff
I would say "put mainui in the Mods folder", but I've already seen it's already there...
hmm
i have one that after every boss i choose from 3 upgrades
you probably saw the super old boss rush
and then 1 of 9 bosses
oh
yours is the latest one, skrax
what drive version did you get?
1.2.2.1
the one you saw was an old one that was removed because the mod maker dmca'd
but that one seemed more stable n stuff
not at all
because mine is so buggy
when i killed the collecter
you're probably experiencing a lot of vanilla bugs
that's vanilla
nothing to do with the mod
my bad then
don't use the summons
Boss Rush is buggy anyway, at least visually sometimes
or dream shield
but how i get rid of this ?
if you kill it with any "secondary" damage, then it's a softlock
^
yeah, don't use those. and you're fine
are spells considered secondary damage ?
no
also i cant really save the game ?
also is there any way of enabling mods when you're not ingame?
everytime i have to start from scratch with the boss rush
I can't find the option to turn on the mod ingame
so maybe there'd be a way to do it out of game
pause/options/mods
not all mods have that option tho
only mods that start with B do, curiously enough
I lie
enemy rando also has that option now
boss rush should only be 30 minutes long
and I didn't feel like implementing savedata for it
This is all I see when I do options
which version of the API do you have?
-?
no, I mean, the API has its own versions
most recent is -37, but the latest one on the gdrive is -34 iirc
won't show up in screenshots but
-34 should have the Mods menu
1.2.2.1-23
holy
old
update that
very very old
that's why enemy rando isn't working
https://cdn.discordapp.com/attachments/327461802311155714/407278644663287808/ModdingAPI.zip latest ver I could find
when in doubt, search for from: [LW] Wyza#1337 has:file
Someone should probably update the google doc though
unless 1.1.1.8 is the latest
I know it's just me being blind but every version before 1.2.1.4 is in chronological order
no this one
So not sure what file you've been downloading, but the google drive is up to date
the API is everyone's
oh yeah
lots of people have worked on it
you right
does the glowing womb flies babies things count as secondary damage
yes
yes
yup