#archived-modding-development
1 messages · Page 72 of 1
what would the name of the file be?
Just the most recent one
yea the top left says the api 1.2.2.1 thing
this?
Yes
ok
@finite dirge Send me the ModLog.txt file at %appdata%/../LocalLow/Team Cherry/Hollow Knight/
idk tbh
lol
alright
but then the telegraphs would be too fast
what is this mantis gods
mod
tbh add 2 more lords
tbh add a lady wheres my gender equality
Please dont
Thats not decently hard
i earned my victory through long battle
that was literally hell
and that was without hell mod...
tried invincibility
in path of pain
let's just say the results were funny
fell oob everywhere lol
nail0 w/ spells works
it's how i did it the first time
but nail0 alone is death
i have a save w/ spells and nail4
and dreamgate outside lords
i think
Do you need dash/ddark?
both are recommended
I don't think they're required
save w/ stuff
i don't know the nail damage but it has spells
and dgate outside of arena
I'll give it a shot with lv1 spells, dash and nail0
gl
i think it took banana like 2 hours
w/ full upgrades
but that was before the rng nerf/buff
rng nerf but buffed moves
Is it still just faster or did you add abilities?
just timing changes rn
the timing kinda adds new moves
new combos at least
because you can get a boomerang + a mantis lord dashing/diving/another boomerang
Hm, what if
You made it 1.5x more hp and scaled it based on their nail level
So it was always the same hits
Or close to the same anyway
scale it by nail damage so that you can't debug mod it 
Yeah, 3x sounds either tedious or "ok"
You could. Just a simple bit of math
Hp = nail dmg * hits, I think
Could also add some for if they have ddark
Or not
And double damage of they have fluke nest in current patch :3
Make nail arts do more imo
should i scale it
or should i not scale it so that people can do stuff like nail1
Could always have it check for hell mod and unscale it or add an option. Just depends on how tedious it is. Like, think of the most tedious boss in hk and try not to make it longer than that I guess is what I'd suggest
i think it still has less hp than nkg
Most tedious boss is nail 4 marmu
not wrong tbh
Like, I'd try it but if the fight started to feel like it dragged on and I died after 10 minutes I'd probably not do it again (as an example)
Assuming I was hitting them the whole time ofc
w/ like nail0?
I'll try doing it w/ nail0 and vs
when i get home
and if it's too tedious I'll add scaling until it isn't
imo mantis gods heal 1 hp every 10 seconds

That sounds good. I think you can figure it out by just fighting them, then when it feels like they should be dead, that's where you can set the hp around
yeah
@wispy root I think it'd be possible to do full darkroom, I probably won't be doing any modding until full release of gng though
It's probably just something you need to set on the character vignette
well you'd probably want to add some lights to stuff like in deepnest and crystal peaks
those have lights in the scene even when you don't have lantern
full darkroom with nothing might be a little unfair 
actually sounds good tbh
blackscreen ez
Alright it's a SpriteRenderer it looks like
So you just need to preload a dark scene and get the sprite
Or if it's an FSM maybe the sprite is just always there
In the FSM
wouldn't surprise me if the sprite is always loaded
looks like when you enter a scene it resets the fsm, probably looks at scenedata in there then sets the player vignette
I dunno if updating the render target on a sprite renderer is good on performance
I can probably just gut the vignette FSM so it does nothing
cheers
oh theres SceneManger.GetDarknessLevel()
so this.gm.sm.darknessLevel = 2 on update should make every room dark
how do I deal with the lantern though 🤔
if the player has lantern don't change the darkness level?
brighten by 10%
make lantern cost 1Million geo
the lantern subtracts one from the darkness level in the fsm
im keeping it as dark
the main problem is geo gates
I aint fixing them all to work without the lantern
Are they not all the same fsm but slightly changed
just make an AI to mod for you

is it hard to find out on scene load if it has a geo gate?
what about lantern and geo gates?
@wispy root you've brought this monster into the world, now you must play it 
namespace Darkness
{
public class Darkness : Mod
{
private static string version = "0.0.1";
public override string GetVersion()
{
return version;
}
public override void Initialize()
{
Log("Removing Light");
UnityEngine.SceneManagement.SceneManager.sceneLoaded += SceneManager_sceneLoaded;
Log("Removed Light");
}
private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
{
Log("Updating hc.vignetteFSM");
HeroController hc = HeroController.instance;
foreach (HutongGames.PlayMaker.FsmState fsmState in hc.vignetteFSM.FsmStates)
{
foreach (HutongGames.PlayMaker.FsmTransition fsmTransition in fsmState.Transitions)
{
switch (fsmTransition.ToState)
{
case "Dark -1":
case "Normal":
case "Dark 1":
case "Lantern":
fsmTransition.ToState = "Dark 2";
break;
case "Dark -1 2":
case "Normal 2":
case "Dark 1 2":
case "Lantern 2":
fsmTransition.ToState = "Dark 2 2";
break;
}
Log(fsmTransition.ToState);
}
}
}
}
}
lots of code btw
https://www.twitch.tv/kaydeetee watch a quality stream.jpg
what the fuck
I watched only a bit cause I’m on mobile
but I thought you were in deepnest
but then you stepped forward and fought hornet
ez boys
nice fight
?
Oh, gotchs, I thought you meant something about the new patch
Someone made a save file editor correct? I remember there was a save decrypter but there is a better on now right?
i made one
cheers
Debug is also kinda like an in game save editor if you want it to be
Assuming you're playing on a released version with mods
So I never really tried steel soul, thinking of trying it tomorrow. Good idea?
yes
Do steel soul 100% dark rooms

- hell mod

Guess I should practice a bit
or maybe i should just work on more enemy rando
because... check out this todo list
Wow you're way more organized than I am
just trying to keep track of all the stuff to fix 
just did diff of new version
added a CharmDisplay.cs, so that's interesting
if anyone needs
biggest change was some stuff in saving/loading saves
Hmm. Gotta say, not being able to hit enemies off screen with spells really sucks.
I might mod out that change...
@leaden hedge Oh man, so how do I install, I'm a noob at these kinds of stuff
install the modding api from the pins
That I can do
then drag Darkness.dll into C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed\Mods

Did you just assume my steam install location?
yes
Z:\Steam\ is better
is there any downside to making your drive something stupid like Z?
no
Z isn't stupid, it's a good letter
what's Darkroom Mod?
@wispy root do ToF darkmode I'm going to try it out too
monstah got stuck in soul sanctum lol
oh my
lol game audio just bugged as I got to mantis lords
no sound and no visual
went about as well as expected
will installing randomizer kill my existing saves, even if i don't open them?
Are you playing lifeblood?
nah i turned off beta and reinstalled
Did you install the correct api Version?
i believe so, i'll try to grab it from the drive again and see if it does the same
If it doesn't work, send us your modlogs (it's in your saves folder) and outputlog (in the hollow_knight_data folder)
it seems like it was an api problem
it's working now
how do i turn individual mods on and off? the "Mods" part in options is just blank
Some mods have that option, but most don't
Most people simply create a Disable folder inside Mods and move whatever they don't want to be active there
You can also use mine or kerr's mod manager
ehhh
was there an update overnight?
yes
so uh
is there a way to beat the baldur without vengeful spirit or lowkey installing lightbringer
don't have longnail
dive
my arsenal consists of Fragile Heart and Joni's Blessing
movement/skills?
no like
that's it
nothing else
that's all i've managed to collect
no mobility upgrades, no spells
you can just kill that baldur, he doesn't curl up
I know you're playing rando, otherwise, there wouldn't be an issue
also ^what trinomi said
you just can't get to greenpath, is all
so i'm only gonna have to break sequence later
hmm
you never have to sequence break technically
right
you only go where you're given items to go
i forgot the mound had an item in it
oh
then you don't need to worry
theoretically, no hard skips should be necessary then
now you go to sly and iselda and see what they got
Guys, it's a strange thing. I downloaded the boss rush mod and wrote to me that an even new version is available. Where can I get it?
See pinned messages theres a drive full of mods
i dont recall having an update for boss rush?
Hmm...
oh, thx
welp sly had mantis claw so that's one problem down
omg iselda where did you get that desolate dive wtf
"oh yeah i'm just some random vendor selling map supplies and also here's a spell that allows you to basically skip half of city of tears"
can someone who's still playing on 1.2.2.4 try something out for me?
.4 wat
The Grimm Troupe is 1.2.2.1 i believe
can you check if this works?
gimme 2 sec ye
np
i do just put it in the mods folder, right?
yup
%appdata%/../locallow/team cherry/hollow knight
should i send the log here or in pm?
[INFO]:[API] - Adding GitHub SSL Cert to Allow for Checking of Mod Versions
[INFO]:[ModManager] - Initializing
[INFO]:[ModManager] - Initialized
[ERROR]:[API] - Couldn't check for new version.System.IndexOutOfRangeException: Array index is out of range.
at Modding.ModHooks..ctor () [0x00000] in <filename unknown>:0
[INFO]:GameLoading
[INFO]:[API] - Trying to load mods
[ERROR]:[API] - Error: System.TypeLoadException: Could not load type 'Modding.HitInstanceHandler' from assembly 'Blackmoth'.
at Modding.ModLoader.LoadMod (IMod mod, Boolean updateModText) [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
[INFO]:Saving Global Settings
no problem
hope it was helpful btw
lemme just go to a bench real quick
[INFO]:[API] - Adding GitHub SSL Cert to Allow for Checking of Mod Versions
[INFO]:[ModManager] - Initializing
[INFO]:[ModManager] - Initialized
[ERROR]:[API] - Couldn't check for new version.System.IndexOutOfRangeException: Array index is out of range.
at Modding.ModHooks..ctor () [0x00000] in <filename unknown>:0
[INFO]:GameLoading
[INFO]:[API] - Trying to load mods
[ERROR]:[API] - Error: System.TypeLoadException: Could not load type 'Modding.HitInstanceHandler' from assembly 'Blackmoth'.
at Modding.ModLoader.LoadMod (IMod mod, Boolean updateModText) [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
[INFO]:Saving Global Settings
[INFO]:Saving Global Settings
could this be something on my end?
no
that's weird...
try
{
ModHooks.Instance.HitInstanceHook += SetDamages;
}
catch (System.TypeLoadException)
{
Log("HitInstanceHook not found - reverting to older methods.");
ModHooks.Instance.HeroUpdateHook += OldSetDamages;
}```
huh
does anyone know why it's not catching the exception?
I'm just trying to make Blackmoth backwards compatible
thanks again, Quirky
no problem
now back to power tripping because i have DD before soul sanctum, hit me up if you need more testing
thanks!
👌
irk
same thing was happening when I tried to try/catch health manager usage
r e f l e c t i o n
r e e e e e e e e e
I don't have any idea how reflection works
so, nope
actually...
What are you trying to do?
I mean, I know what conceptually, what do you want to check for?
Syntactically
the existence of HitInstanceHook
Oh, ok. EZ
FieldInfo fi = ModHooks.Instance.GetType().GetField("HitInstanceHook");
Basically do a using system reflection, then, do that^
would you check if the fieldinfo is null or if the value is null
If fi isn't null, then do an fi.setvalue
You need to pass in a couple binding flags to getfield, I think
Like bindingflags.instance | bindingflags.public
Then it's like, fi.SetValue(ModHooks.Instance, value ) (I think)
I'll try that! Thanks
I don't get what that value should be
the name of the method I'm subscribing to that event?
yeah
I had forgot to use the method's name
I was using Method instead of "Method"
@gusty sparrow can you give this one a shot when you have the time to spare?
There's also this for another process, I think you'd only need the create delegate and add delegate steps?
Though reading a few more links, it sounds like setvalue should work
And I don't remember, but if the mod hook is a property you'll wanna use PropertyInfo instead of fieldinfo
my favorite game
why is wyza, killer of joy your favourite game
im about to kill thk btw 56
darkroom?
can you use Randomizer and EnemyRandomizer mods together?
yes
Thank you!
rip
ill work towards true end tomorrow mb
actually i just remembered
I didn't kill FC
that was too hard lol
at Modding.ModLoader.LoadMod (IMod mod, Boolean updateModText) [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0 ```
give code
no 😦
jk, just a sec
PropertyInfo fi = ModHooks.Instance.GetType().GetProperty("HitInstanceHook", BindingFlags.Instance | BindingFlags.Public);
if (fi != null)
{
Log("HitInstanceHook found!");
fi.SetValue(ModHooks.Instance, "SetDamages");
}
else
{
Log("HitInstanceHook not found! Using older methods.");
ModHooks.Instance.HeroUpdateHook += OldSetDamages;
}```
oh
it was fieldinfo btw
I just changed it to propertyinfo rn to check it, but haven't compiled yet
?
?
i'm blind nvm

PropertyInfo fi = ModHooks.Instance.GetType().GetProperty("HitInstanceHook", BindingFlags.Instance | BindingFlags.Public);
if (fi != null)
{
Log("HitInstanceHook found!");
ModHooks.Instance.HitInstanceHook += SetDamages;
}
else
{
Log("HitInstanceHook not found! Using older methods.");
ModHooks.Instance.HeroUpdateHook += OldSetDamages;
}```
this should work
that's going to give the assembly error
since the hook exists, I can just subscribe to it
butno

you have the using System.Reflection, right?
yup
using Modding;
using System.Reflection;
using UnityEngine;
using HutongGames.PlayMaker;```
someone said try restarting vs
yeah
on stackoverflow
also it could be that
since HK updated overnight there's a small enough exception that's causing this in the older API
but the exception is not big enough to prevent the api from running
lemme check
so he did
I'm assuming that, since most people online seem to correlate this error with .net versions
yeah
nope, still breaks
same error?
yeah
no errors/warnings during compile too
hm...
heh
got it
I was using the wrong .net framework version
4.5
HK is 3.5
lol
it's a miracle it didn't break horribly until now
Hmmm. I had an idea for a way to make the game easier for some people with a mod. Replace rancid eggs with a mechanic like zelda fairies. But you can only have 1 trigger per bench or something
that's a nice idea
Rest at bench, grimmchild follow you but doesn't shoot. Revives you once then disappears
you respawn once for each spider/fly following you
Could do that, but I was thinking since you can both find and buy rancid eggs
They'd be like hp items
that would be good for steel soul too
because it would make them harder to get
in ss
but still usable
But modding rancid eggs to just call the MaxHealth function would be super easy
lmao
so, back on that issue. It didn't find HitInstaceHook as a field or as a property, so I told it to print every field and property...
[INFO]:[Blackmoth] - ModHooks property found: Instance
Try printing fields
[INFO]:[Blackmoth] - ModHooks field found: LoadedMods
[INFO]:[Blackmoth] - ModHooks field found: LoadedModsWithVersions
[INFO]:[Blackmoth] - ModHooks field found: ModVersion
[INFO]:[Blackmoth] - ModHooks field found: version
[INFO]:[Blackmoth] - ModHooks field found: IsCurrent```
FieldInfo[] fi = ModHooks.Instance.GetType().GetFields();
Hmm, oh let me look at the class
[INFO]:[Blackmoth] - HitInstanceHook found!
but fyi
ModHooks.Instance.HitInstanceHook += SetDamages;
won't work (shouldn't, i don't think)
that's what I'm testing rn
System.Reflection.EventInfo ei = ModHooks.Instance.GetType().GetEvent("HitInstanceHook", BindingFlags.Instance | BindingFlags.Public);
ei.AddEventHandler( ModHooks.Instance, SetDamages );
that's what you want, i think
basically, you're using reflection to access something that your current assembly-csharp probably doesn't have, but if it does have it, then you're using the reference you looked up to access it
o.O
then the other case should fail
i'd think
or else there's something i definitely don't understand here
private HitInstance SetDamages(Fsm hitter, HitInstance hit)
{
Log($@"Creating HitInstance for {hitter.Owner}");
\\
}```
it's printing on the log just fine
1.3.0.6
why tho? I'm subscribing to an event that exists in the older assembly as well
HeroUpdateHook
then you don't need reflection at all?
well, I need to check if HitInstanceHook exists
EventInfo fi = ModHooks.Instance.GetType().GetEvent("HitInstanceHook");
if (fi != null)
{
Log("HitInstanceHook found!");
ModHooks.Instance.HitInstanceHook += SetDamages;
}
else
{
Log("HitInstanceHook not found! Using older methods.");
ModHooks.Instance.HeroUpdateHook += OldSetDamages;
}```
hmm, yeah i guess that makes sense
just something about it feels wrong to my brain i guess
lol
reflection is weird
you normally wouldn't run into this situation
pfft
heh
man, at work, we have like, 50 games that span unity versions from 5.1 to 5.6 right now, and they also use different supporting APIs (like the modding api)
different versions of apis*
knowing tricks like this lets you write tools that are flexible and sometimes deal with some really weird/annoying cases that otherwise don't have an answer
i mean, reflection isn't flexible, but you can use it as part of a whole
anyway
time for me to eat and then get to some modding :3
glad it works 😄
This version should be backwards compatible @gusty sparrow
thanks for the help 56 and Kerr!
@solemn rivet @copper nacelle heres hornet 2 https://www.twitch.tv/videos/245107830
whew
omfg
so i just tried to order some food from a place online near us
check out this error message
Lunch Build Your Own Bowl is only available from Midnight to 4pm on Monday, from Midnight to 4pm on Tuesday, from Midnight to 4pm on Wednesday, from Midnight to 4pm on Thursday, from Midnight to 4pm on Friday. Order was not placed or billed.
rude
but also, "Midnight to 4pm"
who tf gets a lunch build your own bowl at midnight
it's literally noon right now and i wanted lunch
ok
but they aren't even open at midnight
that's what i think
is there a modding guide/tutorial out there? (aside from that one pinned comment by @buoyant obsidian )
nope
oof
you can check the githubs for most mods out there
gradow how are you not in modders yet
you're literally in #archived-modding-development 24/7
that's cause I leave discord open while I write
gradow for Modder 2018
Help Gradow make #archived-modding-development great again
Is this statement true or false in Python?
Tuples are immutable, thus two tuples cannot be concatenated together.
I know tuples cant be changed but what if you concatenated 2 tuples into a new tuple?
@ornate rivet f a l s e
thanks 56
@copper nacelle are these 2 false?
Because strings do not store a variety of objects, as do lists and tuples, they do not support the same interface for inspecting their contents.
Slicing a sequence produces a list of the encapsulated content
first one is false iirc
and second one is true I think
wait
what do they mean by sequence?
a generator?
list,string,and,tuples
sliced generators produce generators
sliced lists make lists
sliced anything makes that thing
I think
so its false right
yes
yw
API is broke on 1.3.0.6
i used crossroads app to install it
i'm guessing it doesn't have it
checked the google drive
didn't see a 1.3.0.6 version of the api
it's a beta
so you have to install it yourself
search
from: Kerr#6073 has:file
download the latest assembly
and install
search discord for that?
yes
kerr posted it earlier today
search comes up with nothing, but i guess i could be doing it wrong
type from:kerr and select the user from the list
then has: file
if you want, you can even add in: modding
the from: search option doesn't work if you are in streamer mode apparently
is there a reason why the randomizer tracker website (https://iamwyza.github.io/HollowKnightRandomizerTracker/Index.html) shows up with nothing on it for me to modify?
did you install the tracker mod
^
yes, does the game have to be running before i go to the website?
Yes
ah!
the instructions on the website doesn't say that
that would have been helpful to know
Nothing is being sent from the player data tracker if the game isn't running
can someone help me how can i install the randomizer mod?
Which?
Mine or the one people care about?
I guess either way it's the same process
Just copy the files + API into your game folder
guys ehm how do i use mods on mac?
You install them, then you run the game
Nah I'm Mick. Don't call me god.
bad puns incoming
You merge the hollow_knight folder with the other one
i dont understand
The mods from the Google Drive come with a folder labeled "hollow_knight"
Merge that with the folder of the same name in the game files
Pretty sure Lightbringer isn't mac compatible
is there no standalone mod for mac?
No MOD is like Lightbringer. There's other mods though
darkmod imo
what does hell mod do?
yes
Like... Bonfire creates a lvl system
somehow enemy hp in debug doesnt work with lifeblood
Not surprised
health has been transferred from an fsm to code
health manager was updated
so the fsm isn't detected so it don't work
debug not updated
BUT WHAT DOES THE FREAKING HELL MOD DO
hpbars doesn't work either
makes hell
hellmod makes your nail do half damage
k
take double damage
boi i dont want hollow knight hard mode
Basically makes the game super hard
not really
game is about the same difficultly as normal once you get fluke
dwielder still gives 66 soul
and fluke still destroys stuff
boi
Boi
im wondering what glass soul does
Call me rude, boi boi
die in 1 hit
darkmod and ngg the only legit hard mods 
REEEEEE
you mean 56s ripoff of ngg
Lol
not played it so I can't comment
mantis gods is easy with full upgrades
they're just faster mantis lords with something like triple hp
The whole game is easy with full upgrades
ngg
Except ngg
whats ngg
Nothing you'd be interested in
ok...
nothing anyone should be interested in
ok what mod does not make the game harder
Lol. Tru
bonfire makes it easier
Debug mod
debug????
Blackmoth makes it... Different
most of the mods that change mechanics make it harder
because the game is pretty easy
lets you change game variables
so
It's exactly hacking
thats kinda the point
and the game would be too ezy
games already too easy lol
and blackmoth?
It's meant for practicing
i dont have that yet
And it has 8 direction dashing
well you start with it
^
wait what
in blackmoth you start with dash and sharpshadow enabled
oh
read the readmes 
NICE
"but that's hacking" 
actually equipping sharp shadow increases your damage or smth
Nail upgrades do too iirc
i think thats vanilla sharp shadow mechanic
2x nail damage, 2.5x with dashmaster iirc
you missed my darkmod stream btw 56
fuck
you missed 8hrs of collecting
Sounds awful
I spent 2 hrs just trying to kill grimm
Let's do it
im at 80% completion though now
were grimm's fireballs at all visible
no
Lol
no queues at all
oof
all the api mods work for mac
ur bad
All API ones work. Lol
there are like
what are ip mods?
2 mods total which don't work on Mac
just because 753 is lazy
if you don't count shitmodst
tell me your favorite api mod
The API interfaces between the mods and the game
Debug mod is pretty great 
no
blackmoth is api
did you install the mac api?
u dungo
Probably not
if you didn't install the mac api, then its just loading vanilla
u r
a
m a s s i v e
d u n g o
Danglemuffin
someone should make a mod where monsters in TotF all do 4 damage each and call it trial of april fools
So do it
^
thats like 5 minutes of work
shouldnt take more than 5 minutes
is there any way to get bonfire mod still?
download it?
tbf on pc you can't read full names
tbf list view
ops
where is modlogs located on mac?
is it not just savefiles
is it not just pinned
Why hasn't anybody made a mod were all enemies are replaced with primal aspids that shoot out watcher knights?
Or is that really hard to make or something?
Maybe I should learn how to make mods because I am that evil
just wait till kerr releases his customizable enemy rando mod
K
search for from: kerr has: file in: modding
yeah i got it
Sorry guys. Im looking for this boss rush.
12:08 actual boss fighting time from adding up the times in the credits. Credit to KeinZantezuken for making this awesome mod. No public download link for it...
Its not the same of the one in here (its not the same or I dont know how to use it)
^
[INFO]:[Blackmoth] - HitInstance HitInstance:
[INFO]:[Blackmoth] - Source = Slash (UnityEngine.GameObject)
[INFO]:[Blackmoth] - AttackType = Nail
[INFO]:[Blackmoth] - CircleDirection = False
[INFO]:[Blackmoth] - DamageDealt = 1
[INFO]:[Blackmoth] - Direction = 0
[INFO]:[Blackmoth] - IgnoreInvulnerable = False
[INFO]:[Blackmoth] - MagnitudeMultiplier = 1
[INFO]:[Blackmoth] - MoveAngle = 0
[INFO]:[Blackmoth] - MoveDirection = False
[INFO]:[Blackmoth] - Multiplier = 1
[INFO]:[Blackmoth] - SpecialType = None
[INFO]:[Blackmoth] - IsExtraDamage = False```
I'll see if I can find anything interesting to do with this new hook...
Actually I just added watcher knights today
To the random spawning
The centipede hatcher from the tram is the only thing that can spawn them though, I think
(As far as things that spit enemies)
nice
My game is crashing on quitout with the rando mod and with rando mod + darkness mod 
Heres the crashlog
nvm, it was the fucking steam ps4 configuration support 👍
rip
so, what do you guys think about having a charm that makes it so you can dash through walls in Blackmoth?
the only glitchy part is that, well, once you are inside a wall you can fall oob if you're not careful
then again, the game tends to respawn the hero if he falls oob, so I don't think that's an issue
omg, I just found something hilarious
do show
I tried recording a gif, but it was too big
a few seconds imo
16K 144fps 
69k 420fps
anything wrong with these settings?
okay, this should have a new charm effect and fixed invulnerable after dash
oh, and that also fixes audio issues with grubber's
@boreal olive can you see if this works on 1.2.2.1?
yessir
also, spoiler - that new charm effect is what's on that video

thanks for trying tho
EventInfo hitInstance = ModHooks.Instance.GetType().GetEvent("HitInstanceHook");
isHitInstance = !Equals(hitInstance, null);
if (isHitInstance)
{
Log("HitInstanceHook found!");
ModHooks.Instance.HitInstanceHook += SetDamages;
}
else
{
Log("HitInstanceHook not found! Using older methods.");
ModHooks.Instance.HeroUpdateHook += OldSetDamages;
}```
You need to subscribe to the event without explicitly writing it
If that's even possible
it is, I think
but it's not even trying to subscribe
see how it doesn't log the check
care to try this then, @boreal olive ?
sure
Log("0");
EventInfo hitInstance = ModHooks.Instance.GetType().GetEvent("HitInstanceHook");
Log("1");
isHitInstance = !(hitInstance == null);
Log("2");
if (isHitInstance)
{
Log("HitInstanceHook found!");
ModHooks.Instance.HitInstanceHook += SetDamages;
}
else
{
Log("HitInstanceHook not found! Using older methods.");
ModHooks.Instance.HeroUpdateHook += OldSetDamages;
}```
if this doesn't work, I'll try reflection to subscribe
It's not trying to subscribe because it can't load the dll because it doesn't know what that event is
No, it just doesn't load
oh...
weird that it didn't even log 0, which should happen before trying to find the method

So this is what confused me about it the other day
yeah
EventInfo hi = ModHooks.Instance.GetType().GetEvent("HitInstanceHook", BindingFlags.Instance | BindingFlags.Public);
isHitInstance = !Equals(hi, null);
if (isHitInstance)
{
Log("HitInstanceHook found!");
hi.AddEventHandler(ModHooks.Instance, SetDamages);
}```
okay, fixed it
EventInfo hi = ModHooks.Instance.GetType().GetEvent("HitInstanceHook", BindingFlags.Instance | BindingFlags.Public);
isHitInstance = !Equals(hi, null);
if (isHitInstance)
{
Log("HitInstanceHook found!");
Delegate handler = Delegate.CreateDelegate(hi.EventHandlerType, this, "SetDamages");
hi.AddEventHandler(ModHooks.Instance, handler);
}
else
{
Log("HitInstanceHook not found! Using older methods.");
ModHooks.Instance.HeroUpdateHook += OldSetDamages;
}```this compiles and runs fine on lifeblood
now to try it on TGT
But does it work on 1.0.3.7?
is that the most recent ver?
i don't see a 1.3.0.7?
I didn't check the version number, but it did work on whichever is the most recent one on steam
Guys I didn't typo a new patch number, I'm making a bad joke
does it work on 1.0.6.9?
only if you ask nicely
We missed our chance for 1.0.6.9, but 1.4.2.0 can still happen
1.3.3.7
8.0.0.8.5 patch when
Has anyone thought about a multiplayer mod? That’d be pretty sick way to do a bingo race.
dreamshield co-op
^
multiplayer would not work that well in this game. metroidvania games aren't really built for multiple players
I wanna do a local co op that plays kinds like subspace emissary does in smash bros, bit that's a ways down the road
Wait there’s actually a co-op mod? 
lol. barely
New mod: Nightmare God Primal Aspid but every Aspid is a Nightmare God 
new mod: Steamed hams but skinner is hornet and chalmers is Bretta
Oh no the unfunny memes are here too
Someone has to make a hollow knight multiplayer mod
Why not you?
someone has to stop demanding others make mods
Should be easy to spawn a second player from the HeroController
After that it's just a simple matter of fixing everything that breaks
And everything would break
if two people, on separate games, were allowed to share upgrades, that's probably the "easiest" way to do it
That's not what people mean by multiplayer, though
But I want it BabyRage
lol
