#archived-modding-development
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it's my fault
that's cuz of $@
^
Bonfire mod?
what about it
What is...?
levelling like ds
How enemy scaling works?
more health on enemies
more geo
with levels and progression
it becomes ez game
I think this mod would only completed after the release of Gods and Glory.
what
it's been released for a loooong time
can u grammar
but the mod is released
I didn't know. Sorry for my ignorance
beta bonfire when
If there is a bonfire, then who is firekeeper?
firekeeper doesn't exist
firekeeper is elderbug
it's like ds1
Just joking
without a firekeeper
DS 1 had a firekeeper, but she was a mute
ik

it's like ds1 after laurtec struck
There any mod to make Nosk a little more intersting?
because it replaces him with another enemy
take a blindfold, and put it over your eyes during the fight
boom, more interesting
go out of bounds and skip him
even better
more interesting
he might appear randomly in crossroads to rek you
Sounds interesting, but I don't like the idea of randomized enemies
it's really fun
enemy rando is probably the most interesting mod in a while
^
it really spices gameplay
that and mantis gods
yeah
@vagrant leaf did you see the mantis gods update
Decreased boomerangs in the second phase a ton & buffed a few other moves a bit to compensate
Should make the fight not RNG
๐ Mantis_Gods.dll
third phase - traitor steps in
oh baby
and they all fight together like the old times
arena too smol
orange boomerangs and stuff
explody boomerangs
like a normal mantis lord but orange shit
pain
Dream Mantis Lords, four againts one
have third phase be one mantis but boomerangs are the new traitor attack
also ground pound when they dive into the ground
n e a t
:**: 
Is there a glitch during the collector fight in 1.2.2.1?
I was using the boss rush mod and after I beat it, it stood there
Oh I selected Weaversong in one of the rewards
fluke breaks too
feelsbadman
wait but why did you select weaversong as a reward
yes
Gotcha, thank you!
that's a vanilla bug
avoid damaging Collector with anything other than nail and spells
but fluke be a spell
shhh
Man, I leave for a few days and everything changes!
Will the new github repo compile with the public beta?
If you modify it
Or scroll up and grab the mostly working one I pasted in here
@rain cedar graig offered to give code to tc if you make a replacement for an fsm. He thinks it's likely they would replace the fsm with a component if we wrote one
Getting errors because "The Type MonoModOriginalName exists in both AssemblyCSharp and MonoMod"
Anyone know how to fix that?
Yup I posted a fixed monomod
But Kerr has been doing a bunch to start fixing things
Dunno if he has forked it on github yet or not
But I know the save stuff he was working on redoing since it all changed
Ah okay. Do we know what else changed? I assume a lot of FSM stuff.
Darn, still getting one error
@pearl sentinel can probably tell you the most. Honestly outside of fixing the monomod thing, I haven't really been able to do much here lately. what little mental power i have after work has been devoted to another non game project :/
Ah, that's fine. I assume that the error is due to vanilla changes, and so LevelReady doesn't exist anymore.
yeah i think it's now
//[MonoModIgnore] public event GameManager.EnterSceneEvent OnFinishedEnteringScene;
but it's not used there anymore. currently the LoadFirstScene function doesn't even get called anymore it seems. Seanpr found the one that gets called instead on starting a new game
the new game hook needs to be moved there
(wherever that is)
So then 'NextLevelReady' is probably 'NextScene'?
Oh, nevermind. Doesn't work. Fudge.
there's my game manager monomod patch
like i said, new game hook doesn't seem to be getting called so it's not really done yet
gotta run to work for now tho
feel free to remove the comments, that was just the old code
I think I can manage blackmoth without new hooks
still, hooking onto HealthManager.TakeDamage/Hit would be really nice
also, Wyza, if I can make this work, we won't need that convoluted way of changing spells' damage we were using earlier
that'd be nice ๐
yeah, I think I'll just add that hook
will make things easier
waaay easier
can we hook into PlayMaker?
specifically the HutongGames.PlayMaker.Actions namespace
if not, that's fine too
@rain cedar the check is on the other fsm, the one that spawns everything else, it just goes
if type = whatever, then if subtype = whatever, if not playerdata(bool for item) spawn all the shit
you can change that pretty easy to make it skip the entire code or skip directly to the spawn code
the split is for charms/major items/misc
misc being journals and some other shit
so did lifeblood make the game any more TASable?
well there's still random AI, no way to seed it, and no solid way to do frame by frame inputs so.... no
with the AI/enemy randomness being the biggest issue
If anything this patch is worse
They added asynchronous loading to a lot of spots
We'd need to undo that as well as the work there already was
yeah you can hook into stuff in there
but because a lot of the stuff is reused you have to be sure the thing you're hooking only does what you think it does where you think it should
or add checks in your mod
Having problems with tk2dSpriteAnimator not always sending animation complete events now
I love all these third party libraries
I just manually timed it when I did it
although I pretty quickly dropped the custom inspect code for the ui version
so I don't remember any of the values
I don't need to have timing values, I can just grab the data from the animator
It properly updates the current frame and stores the end frame
It just doesn't send the event when the frame > end frame sometimes
The item grab animation is supposed to pause until you close the popup, right?
Gotta figure out how to pause an animation
yeah it pauses on the knelt frame
Shouldn't be too bad, just gotta figure out which frame to pause it on
I keep running into more and more shit I have to grab from FSMs for this
Every item state has its own FSM it can spawn to show the popup
This is a nightmare
They've actually got their own custom FSM action that spawns a new FSM which displays text on screen
sounds super smart
fsm actions are actually the stuff nightmares are made of
They're so tedious to do anything with at runtime
fsms are the stuff nightmares are made of though ๐ค
fsm actions must be double nightmares
nightmare^2
Seriously though coding item pickups would take like 15 minutes if I just had all the objects I need already
But now it's gonna take weeks because every 5 minutes I have to go do something else to not kill myself
My end goal is to have a component I can stick on a shiny that will grab all the data that's relevant, destroy every fsm, make a new component to control the pickup with the relevant data, then destroy itself
neat
I just made a new object and loaded the Inspect sprites, and rendered text via canvas. although I knew what the objects would be
so it only took a day or so to implement
I'd give you all the code but I scrapped the idea so fast I don't even think I uploaded it to github
I'm probably beyond the point where that would help, anyway
I already have the pickup working, for the most part
Problems right now:
Doesn't say "Inspect" in the marker
Doesn't check if it's picked up already on scene load
Doesn't show popup after picking up
The player animation is fully working, though
first problem is something I had, fixed by adding another component that renders to canvas on player enter / exit, second one is pretty easy
third one I never bothered with
as you'd instantly teleport on item pickup anyway
Problem 1 and 3 I need to dig deeper into the FSMs for
2 should just be simple PlayerData/SceneData checks
it's FSMs all the way down
shiny control
Yeah
Worst thing with the FSMs is figuring out where all the random global events come from
I know the charm tutorial popup is in shiny control atleast
It is, yeah
The other popups are kinda in there
But not really
It spawns a new FSM to control those
Yeah but I don't have the assets for the popup
just load text and images from your dll from that
So I either find the text + image in the FSM or I find it using Unity Studio and embed it
Either way is work, I'll just get it from the FSM
will all of them be in every fsm
I haven't looked at that but it's its own FSM as well
In any case, every pickup doesn't need to have every image
Just the relevant ones
code that has a hard dependency on an fsm so it will never be removed (
๐ซ ) [jk, I know it's necessary but also sad/horrific]
yeah it'd be nice if you're going to rework the item pickup system to make it actually work
i.e. if you pick up a charm from a big pickup it'd actually spawn a small popup
instead of
unrelated image
charm
charm
Your rework inspires me to want to rework some of the broken fsms I've been dealing with
Well the idea here is that the second component which actually controls the item will get put into the game officially
Since Graig said that's a possibility
Then it would be trivial to change images
Makes sense
I'd finish the inventory rewrite
A big thing I want to change are the fsms that have tons of logic to do raycats on enemies
but implementing the map and journal into it sounds cancer
Like, 10 or more actions to do one function call
Yeah, FSM actions are not exactly efficient
they could be efficient if they actually made bespoke actions
That's where most of my enemies softlock themselves
instead of just sticking hundreds of one liners together
also I wonder if you could make a semi automated way of converting fsms -> raw csharp
Yeah for sure you could
considering each state is just an array of csharp code technically
I've already coded a few actions
that gets iterated over
Maybe that's worth doing
Any automatically generated code would probably be worse than the FSM, honestly
but more manageable?
nah
simply doing the exact same thing as the fsm
but without the hundreds of objects it uses
should 100% be a speed improvement
Maybe we should do the reverse and try to turn things into FSMs
maybe the clusterfuck states like inventory might not be
NotLikeThis
I'm mostly commentating out of desire to participate because I can't program tonight
I'm pretty unlikely to be working on anything HK related for a while
still working on CelesteLevelEditor
which might take a while to get up to a usable state 
Doesn't celeste already have an editor in the source?
its a "map" editor, it only lets you move the rooms around
and the save function is removed in the release versions
Ahh
That's pretty neat
Cool!
Celeste maker
get out of here nintendo lawyers
Too bad celeste doesn't have many puzzling capabilities
Yeah, the boss fight part where she dash attacks her bad self was super cool, but I think about the limit of what they could do
Yep
Have you seen the unity ML agents?
What if we took an enemy and hooked it up with this
*boss enemy
well you have much more control of celeste via mods
hell we already have an online multiplayer mod
Not surprising, just sounds not as fun as hollow knight
But I'm a sucker for combat and flashy action
Holy shitsnacks
I found the missing enemies, and more I think. They are now actual fucking prefabs
I don't have to preload them

holy shit
idk if that's everything yet
will have to compare to my other list in the morning
but that's still huge
?
yea
had to change notepad find to up
and then swapped to vs because notepad bad
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: EnemyResources[506] = Mega Zombie Beam Miner (HealthManager)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: EnemyResources[507] = Zombie Beam Miner Rematch (HealthManager)
that explains why CG and CG2 work now
they were made prefabs
omg this is amazing
yea
it's like christmas and TC is santa
and i need to get to bed so i can open presents in the morning
lol
aka prefabs
ok i still need to load a few scenes
the.. gorms? or w/e, the big worms that shoot outta the ground
they don't have health managers since they can't die
so they aren't in here i think
and a few other things, like the laser turrets
inb4 loading time is now 5s
what implications does the update have for modding in general?
things are getting much easier to change/add/etc
are the biggest things
the game is faster, more stable, more flexible
how about stuff like lightbringer and blackmoth?
last i heard blackmoth worked? i think. lightbringer needs an update since it's not an API mod so who knows
what's more, with these changes, i'll be able to do stuff like randomize parts of enemies
how are you grabbing the prefabs?
these guys are all prefabs
Real Bat (HealthManager)
Grimm Boss (HealthManager)
Nightmare Grimm Boss (HealthManager)
Head (HealthManager)
False Knight Dream (HealthManager)
Tinger (HealthManager)
Dream Mage Lord (HealthManager)
Dream Mage Lord Phase2 (HealthManager)
Dream Mage Lord Phase2 (HealthManager)
Lost Kin (HealthManager)
White Defender (HealthManager)
White Defender (HealthManager)
Zote Balloon (HealthManager)
Zoteling (1) (HealthManager)
Grey Prince (HealthManager)
Dream Mage Lord Phase2 (HealthManager)
Radiance (HealthManager)
Hollow Knight Boss (HealthManager)
meaning, i think they'll all work spawned at the same time
ultimate showdown
anyway, this
Dev.LogVarArray( "EnemyResources", Resources.FindObjectsOfTypeAll<HealthManager>() );
something needs to be triggered to "preload" them into the resource manager
but i can figure that out tomorrow
basically, i did a "find" after opening all the scenes
but opening a scene isn't the only way to get prefabs into the resource manager
i think this will work
now that we know they are there
yeah
anyway
back to bed for me
hype
oh, you wanted effects right?
it looks like there's a lot in the resources too
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23550] = Roar Antic (UnityEngine.Transform)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23551] = Hornet Hold (UnityEngine.Transform)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23552] = Slash (UnityEngine.Transform)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23553] = PuppetSlam Effect (UnityEngine.Transform)
[INFO]:[EnemyRandomizer] - EnemyRandomizerLoader.CompleteEnemyRandomizerDataLoad() :::: Resources[23554] = Pt Mist Burst (UnityEngine.Transform)
mfw i can make my custom boss roar now

@copper nacelle if you're not in bed yet, you should let me know if this works: https://docs.unity3d.com/ScriptReference/Resources.LoadAll.html
Should load everything if you pass it an empty string
i'll try it
I wonder if there's enemies that weren't in my list because there was no scene to cause them to preload 
Or... other things, like charms or items or who knows
what type should I log
Imo do no type and just print everything, but.... maybe game objects?
Or things with health managers
It'd be nice to know everything in there
^
probably being dumb but
how do I iterate through everything
Resources is a type
After load, do that find I did earlier
For each on resources. Find all of type
Phone ruins code formatting
Oh, on iteration?
yeah
how can there be rng without a seed?
and can we not edit all the code to use a more sensible random generator, as much work as that would be?
It makes much more sense to mod UnityEngine.Random
that's a lot of stuff
tfw modlog over 8mb
there's text and shit in it
Geo Text
Yeah, my randomizer used an rng sequence generator which is juts a wrapper around the mersenne twister
so why do we not mod unityengine.tandom?
Why don't YOU mod it?
for deterministic TASing
doesn't really make a difference
good question
you dont even know if it'll get evaluated in the same order every time
loading is async now afaik
You would need to do a lot of things to make TAS a reality:
Consistent randomness
Remove all threading
Consistent delta between frames
Input replay
Oh hott
Post the stuff my dude
Just zip it
Thirsty for this bed time reading material
Wow 22 bytes that is some efficient compression
It's not even in there lol
Jebaited
wtf

I would love a smaller sublist of things with health managers
why do frame deltas affect things?
doesn't bigger deltas mean the same things happen but slower?
He uses 7zip
Which I also can't open on my phone
wtf
After load all?
yeah

Hmmm.
Maybe there's more folders to open
Hm this has scene names marked as sprites
AssetDatabase is editor
Dang
Well un the resources dump is there any asset bundles
(Opens file to look)
I don't see any bundles either
Yo that xml has some GG_ entries for some VERY interesting names...
GG_S_MANTISLORD
lobster lancer is the god tamer boss right?
nice leak
wait
that's a
Forgive the dark phone coloring
@boreal valve i think this meets the leak requirements
Dark?
sly & nailmaster
Dude that's like straight up orange
That's me with f.lux
I put it on my computer
It turned everything orange
Uninstalled
on my pc w/ flux & redshift
made my ide look like garbage
Just gotta tweak the settings
Maybe boss rush?
I wonder if you save him and get a bonus boss out of it now
tfw my nap alarm from yesterday is ringing
Sigh, need to sleep
It's exciting
Man mush sleep so he can explore more
hornet, BIGBEE (hive knight?), fknight, lobsterlancer, broken vessel
I wonder if their prefabs are hiding in the game somewhere
I wouldn't post it if I found it, but it would be cool
Gotta save some surprises. I might try one out tho
yeah
GG is def gods & glory stuff
and the gg stuff is all bosses
so i think the bosses are nailpaint, sly, nailmaster
and mode might be bossrush
It fits
they're all just said to be
terrifying beasts
I think verulean found the same thing

w/ some xml
thing
yeah he did
he posted part of an xml thingy
w/ GG_S_FLUKEMUM
Mum
idk if he just didn't see the 3 new boss things
Hehe
or if he didn't want to leak
Likely all this stuff is still in development and not final yet
does this mean not march anymore
I think that's the lifeblood thing
Well the switch stuff is in this one
yeah
And looks pretty fleshed out
yeah definitely
Ok. Time to try to sleep for reals

Then tomorrow I go digging through them thar assets fur buries treasures
Yarr

Nite
gn
Ty for posting stuff
yw
relevant gods and glory lines:
<entry name="GG_S_NAILMASTER">A terrifying beast.</entry>
<entry name="GG_S_SLY">A terrifying beast.</entry>
<entry name="GG_S_NAILPAINT">A terrifying beast.</entry>
<entry name="UI_MENU_STYLE_GG">Gods & Glory</entry>
and the other GG_S stuff being bosses
Can't wait to see how paint is a terrifying beast
lol
oh found something else
<entry name="UI_MENU_EXTRA_GG_DESC">FREE CONTENT PACK 03<br><br>ORIGINAL RELEASE DATE: Early 2018<br><br>DESCRIPTION: Take your place amongst the Gods in an epic celebration of Hallownest's Glory and the final chapter of the Knight's journey.<br><br>New Character and Quest - The Godseeker arrives. Break her chains and aid her in an ancient duty.<br><br>New Boss Fights - Hallownest's greatest warriors raise their blades.<br><br>New Game Mode - Long requested and a classic for the genre. Complete the Godseeker's quest to unlock the new mode.<br><br>New Music - All new soaring boss tracks and giant remixes of beloved classics.</entry>
i think verulean already posted this
tho
yeah he did
Not really anything new there but still cool
yeah
all the GG lines
from one section
the other sections are just the same thing but in different languages
i am afraid
wow it's almost like I went through the xml and listed all GG_S bosses in #hk-discussion 2 days ago
im having problems
whenever i install the Blackmoth mod that game won't even open
it gives an error message
install the opening game mod
um, which one of the modding api files is the one youre supposed to install?
im using current patch
but theres 4 that are named 1.2.2.1
windows 10
Steam, gog
steam
So get the one labeled as such
may i ask how to change graphics in game ><
which graphics?
hey, you are the creator of Blackmoth right?
did you change text for abilities and charms or something?
I had, in previous versions
but I'm not entirely clear on how to do that with the API
so...
ah, since so far charms seem to be the same and i do not have the custom title screen
cuz i have longnail and i don't think that should be a part of the mod
it is, it just doesn't work as longnail, and, instead, works as longdash
ah
not knowing the specifis of what charms do sure can be tough
also, it seems that fury of the fallen makes you take 2 masks of damage while normal and 1 while overcharmed, is this on purpose?
but overall i like the idea for the mod, really interesting(and it makes false knight/failed champion a bitch to fight since they have large hitboxes so you can end up dashing inside them)
i use the one that is installed through the Crossroads installer thing
i just saw a vid of someone playing the mod and that was in the comments
can you show me a screenshot of the title screen?
mine or in the vid?
yours
mine is just the normal HK title screen
nothing on top-left?
on top left it writes the version of the API and Blackmoth
i think it was something like 1.5.1?
that was a feature on older versions
I added that because I was just trying out random stuff
yeah, Blackmoth: 1.5.1
yeah, crossroads is up-to-date
will Blackmoth work with Bonfire?
it won't break
but DEX and STR won't work
not necessarily, veru
specially using blackmoth
since you can't make 1milion dashes per second
alright, so FOTF does not reverse overcharm
but the charms still look the same including text
that blows,
is there a text file with all the charm changes?
as like, a reference sheet?
readme should have them all
i think?
thanks for the free marketing veru
i may be mistaken in the creator
I've never installed blackmoth tbh
oh wait
no
im dumb, yeah, it's not Verulean's
Part one of the Hollow Knight Blackmoth mod streams! -- Watch live at https://www.twitch.tv/dark_xenon2
this vid
oh, that guy
look at that guy's hitbox, with base range you need to be just on the edge of his hitbox in order to not dash into him
what's hellmod?
but in blackmoth nail deals 1 damage
= hell mod
what does hell mod do?
and a few other things
nail damage divided by 2.4 or something
double damage taken
soul meter only goes up to 1 spell cast
soul collection rate halved
20% enemy hp boost
healing set to deep focus speed by default
deep focus multiplier increased by 120%
shhh that's a secret
didn't have to delete it, but ok
that's Seanpr's
Celeste
yup
also i seem to gain incredibly high amounts of soul when dashing through Gorms
Gorm?
couple that with Soul Catcher and i can get almost full soul meter in a single dash
wait
Goams*
Gorbs
Blackmoth is better with enemy rando tbh
nice rectangle
dammit why won't it work
no, dis better
GIF no want to work, just click the link
so it seems they had health_managers in the past versions
*also can gain soul by dashing into the big baldur when he is rolled up in his shell
they don't have healthManager in the new public beta, so you won't get soul from them anymore
but i do gain soul
because you're not playing in the public beta
they don't hive healthManager in bee new public beeta, so you won't get soul from them anymore
gog?
humble?
wtf
you made a monster, Kerr

piracy is instant ban imho
i no have money to buy the game
<@&328354344313421825> dust this fool
he accepted his fate
if i could i would honestly buy it
my parents won't buy me games
cuz im too much on the pc anyways so they don't want to give me more reason to do it
Go outside
but outside is boriiing
ya ya, i understand
we take an exceptionally dim view of folks pirating this game
@solemn rivet i want to change color of spore shroom and defender's crest (their effect ) , but i don't know how to do , just want to change their color to white
considering how cheap it is
im gonna try to see if my parents will let me buy it later when they come home
hopefully they'll agree this time
probably just edit sprites to white
until then cy'all
@dire charm - It might sound easy, but you're talking about changing particle effects. It isn't like there is a line somewhere that says "it's orange". You'll have to change the sprite sheets probably and possibly other stuff
there's a nifty spriteflash class that deals with those things
@Crys#3737 don't forget to use that link
dunno if it's exactly what you want tho
oh he's gone
oof
also, @buoyant obsidian has experience with recoloring stuff in his mods
he might be able to help you, alex
Spore shroom might be hard since it probably uses Shuriken
Why the heck was I pinged here
then where can i get those sprite sheets? 0.0 , and what is "Shuriken"
I'll go back to sleep
Shuriken is Unity's particle system maker
basically means that spore shroom might not be texture dependent so much as it is shader dependent
wtf this is the first time I've seen firzen
e
shit
then where can i find the texture of Defender's Crest effect? (or it is shader dependent too?
I wouldn't know, you might have to do a bit of searching
Just don't spend too long looking for a texture to change since it might not be possible that way
I'd advise opening Unity Studio and searching for keywords like shroom or spore
etc
alright , thank for help , gonna tried to find out where it is ><
Are there no Dream Warriors in Boss Rush mode?
yes
The dream fights are in boss rush, the warriors are not.
im back! with an official baught copy of HK
Nice
wow pirates
nice
good job ur a good boye now
yee
kek
I've discovered a new layer of hell
The overlay when grabbing an item consists of 8 game objects
Which all have an FSM to be controlled by
It's really quite amazing how deep this goes
You could replace like 10 FSMs here with one coroutine
That's just to pick up like, a charm?
The charm tutorial and bottom left thing probably work similarly
I'm just talking about the overlay when you grab important items
Like dash and claw
Nah
What made me super confused at one point was that if you set nail damage to zero you get no soul
I wanted to do a "summons only" run and have a 0 damage nail to get soul, but I couldn't
That's good, I'll check it out at one point
Maybe my meme run will be a success
I mean you could have done that before
there was a hook for whenever enemies would take damage
with the amount of damage they'd take
I was just using debug to set my nail damage
I'm nowhere near skilled enough to actually mess around with the game code
are you sure
TC messed with the game code, so I'd give yourself more credit
Brutal
yo, is it possible to implement into the debug mod a button to respawn enemies that dont respawn on screen transition?
stuff like mantis warriors
Probably
it would be very useful for practicing certain sections
You could setup dream gate there
And keep teleporting to respawn them
They respawn upon dream gating iirc, if that doesnt work you can save-quit and dream gate back there
they dont respawn on dream gate, and yes s&q is what ive been doing but its very slow compared to pressing one button
patch has a couple changes to the "BuildEquippedCharms" class
small things but maybe they mean something (i haven't played with charms much yet)
private void Start()
{
this.nextDot = base.transform.Find("Next Dot").gameObject;
}
<---
--->
private void Start()
{
}
this.nextDot = base.transform.Find("Next Dot").gameObject;
this.charmsFolder = base.transform.Find("Charms").gameObject;
this.pd = PlayerData.instance;
<---
--->
if (this.pd == null)
{
this.pd = PlayerData.instance;
}
(old is top part)
Charms folder sounds promising
so like
looks like support for fire was added to to Corpse.cs
private void Start()
{
this.nextDot = base.transform.Find("Next Dot").gameObject;
+ this.charmsFolder = base.transform.Find("Charms").gameObject;
+ this.pd = PlayerData.instance;
}
<---
--->
private void Start()
{
}
private IEnumerator DisableFlame()
{
yield return new WaitForSeconds(5f);
if (this.corpseFlame)
{
this.corpseFlame.Stop();
}
yield break;
}
geo control updated slightly
the "Getter()" coroutine
i think float was fixed
this.cState.touchingWall = true;
and
this.touchingWallR = true; (and L)
was added to hero controller
along with this line
private bool CanDash()
{
return this.hero_state != ActorStates.no_input && this.hero_state != ActorStates.hard_landing && this.hero_state != ActorStates.dash_landing && this.dashCooldownTimer <= 0f && !this.cState.dashing && !this.cState.backDashing && (!this.cState.attacking || this.attack_time >= this.ATTACK_RECOVERY_TIME) && !this.cState.preventDash && (this.cState.onGround || !this.airDashed || this.cState.wallSliding) && !this.cState.hazardDeath && this.playerData.canDash;
}
(well, that line was updated)
which i think had something to do with how you guys were saying you could still float
some fixes to map markers
I just loaded up the game and did float
The map didn't actually show up which is different
But the glitch worked
hah
this was added to "AddMPCharge"
public void AddMPCharge(int amount)
{
if (this.soulLimited && this.maxMP != 66)
{
this.maxMP = 66;
}
if (!this.soulLimited && this.maxMP != 99)
{
this.maxMP = 99;
}
in PlayerData
and this
this.charmCost_36 = 5;
i think that was kingsoul
(it was 0 previously)
some changes to RuinsLift.cs, maybe fixing a glitch?
Could be
several try/catches added around places
LUL
they took this out of the version creator
BuildMetadata embedded = BuildMetadata.Embedded;
if (embedded != null)
{
string text2 = text;
text = string.Concat(new string[]
{
text2,
" r",
embedded.Revision,
" (",
embedded.BranchName,
")"
});
}
and a few other tiny changes
alright, back to bed for me


@pearl sentinel
what thing?
the AddMPCharge thing
anybody knows why Crossroads doesn't work for me?
im selecting my HK folder through my steam but it doesn't move on to the mods installing page, it's stuck on the "select HK directory" screen no matter how many times i select it
did you extract it first?
or are you trying to run the crossroads installer in the temp folder
i extracted the Crossroads to my desktop
Think I'm gonna stop working on the item pickup thing
After messing around on today's update for a while I'm pretty sure I'm never going to play on the new patch more than just to see the new bosses, anyway
No point
this is the screen that Crossroads is stuck on
nvm, reinstalled Crossroads, works again
Whenever you stop by again seanpr, if you're done with the item stuff, may I have it?
(Don't wanna @ him at this hour)
@jaunty mural if crossroad's not working for you, you can also try my modloader
it's simpler, but should work
it works now, i just reinstalled it

So now that enemy randomizing is going to be much better, I want to finish refactoring into the new logic and then do a cleanup to a state where it should be easy for others to help with development. I have a project trello board for us to use as well, so keeping track of tasks should be easy. Would anyone be interested in helping with it?
If you wanted to help in small ways, examples of small tasks would be like: "Crawler spawns inside the floor a bit every time, needs adjustment added" So you would go into the "PositionRandomizerEnemy" hook and add a condition for crawler to be outside the wall a bit (there's a few adjustments in there already as examples. messy right now, but that's what my cleanup will be for)
how can I use the language hook to change charm descriptions?
haven't look into that
I'm not entirely familiar how that works
was there an update to the public beta? The modded assembly isn't working for me anymore
oh
when I was trying to make the api there were some issues with GameManager.Next scene - apparently it doesn't exist anymore
should I just ignore that?
give me a bit to get setup
oh, sorry
sean was mentioning something like that
I built a version simply removing those hooks, and it didn't seem to break
gimme a sec to try it in this version
k, it works
it has a new hook, but it should work
tried with blackmoth

I simply removed the nextscene stuffs that didn't work, so stuff might break
i did that on the earlier version
it mostly worked
except I couldn't quit out of the game
internal bool OnDashPressed()
{
Logger.LogFine("[API] - OnDashPressed Invoked");
if (_DashPressedHook == null) return false;
bool ret = true;
Delegate[] invocationList = _DashPressedHook.GetInvocationList();
foreach (Delegate toInvoke in invocationList)
{
try
{
ret = (bool)toInvoke.DynamicInvoke();
}
catch (Exception ex)
{
Logger.LogError("[API] - " + ex);
}
}
return ret;
}```
can anyone guess why I'm getting a nre everytime that hook is used?
that's not blackmoth specific either, celeste mod did the same thing
at Modding.ModHooks.OnDashPressed () [0x00000] in <filename unknown>:0 ```
is the Get returning null?
seems like the only thing that it could possibly be in there
I'll just run a quick check to see if it's the hook's fault
because celeste and blackmoth do similar things when that hook is called, so maybe it's something in the code
yeah, it's the hook that's misbehaving
I hooked an empty method to OnDashPressedHook and still got nres whenever I press dash
my guess is that the invoke list is somehow null
for the language get hook and charm descriptions
there are keys and sheet titles
i think you'd just have a switch case w/ the keys
for cases like CHARM_DESC_4
wait so .dll files are supposed to go where again?
you need the api
easy to install using gradow or kerr's
then you put the mod in the Mods folder
Wait can i mod in public beta?
yes
cuz its all 1.2.2.1
kerr and gradow just gave api copies
just replace your assembly w/ one of their assemblies
(the Assembly-Csharp.dll in managed folder)
yeah i got that
after you do that then make a mods folder in the managed folder
and put the mod in there
Wait sorry im terrible at this the Assembly should be in the HK data file right
assembly replaces old assembly
the old assembly is in hollow_knight_Data\Managed
on windows
Lmao i already a mod folder
Already installed Nightmare God Grimm
thanks for the help 
so Blackmoth works with the public beta?
I saw the mod, what is it exactly?
the basics of the mod:
remember the nail? the trusty weapon that carried you through the entire game?
well, fuck it. welcome to the world of killing shit through dashes
NOPE
NOO
8 directional dash
Omg that sounds horrible
a hidden feature I can't reveal
๐ซ ) [jk, I know it's necessary but also sad/horrific]

