#archived-modding-development
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Fun? You're forgetting the part where you have to fix every fsm that calls a method in HeroController
Maybe PlayerData too
I guess you could probably just mod the CallMethodProper action
Maybe it wouldn't be too bad
Fix? I wouldn't fix any fsms, I'd write code to take their place
And that does sound fun to me
I think I like refactoring 
Go get a job porting games
I like my job making games tho
You're a game dev?
Yeah
Oh neat, link me some of your stuff some time
Probably easiest to post linkedin
(Just pm me yours if you want)
I should probably make a linkedin
so I have two candidates to what should enable the dash-through-walls update in blackmoth
1 - Shade cloak. The reasoning behind that is kinda lore-related. Just like in vanilla, shade cloak lets you dash through enemies when you couldn't before, in blackmoth it would let you dash through walls when you couldn't before
2 - Grubberfly's Elegy. The reasoning behind that is to make Grubber's the ultimate movement ability - you can do whatever you want. That would also fix the getting stuck thingy and would be toggable, while shade cloak isn't.
any ideas?
make elegy useful
wouldn't that super break the game?
lol. tru
lol
for now I'm setting it to be triggered on collection of shadow dash
so it does something else other than just giving you 3 MP
because, tbh, going all the way to the abyss just for 3mp/dash is not worth it imo
does someone new to the mod know that?
or would they go get it anyways because.... reasons?
i dunno
not really, unless they read the readme or watch someone else play
What are the best mods to play in HK?
original boss rush
play lightbringer
actually my contract is up so i can't recommend lightbringer
Does anyone have a description of what each mod does?
Do the mods work with 1.3.0.4 Beta?
most of them are self explanatory
all of them should come with a readme though
there are guides in pinned messages
in general i wouldn't use them on the beta yet
they may work, but there's just so many unknowns and bugs, and stuff to use them reliably
i'm super saiyan
Hey im a bit confused with a mod I got
are you on beta?
well did you install the API?
beta changes how HP works so it doesn't work there
nope
then you probably didn't install the API
who uploaded it?
All the credit for making the modding API and the Boss Rush mod itself goes to Seanpr, Firzen, Wyza and KDT. If you have any further questions, feel free to ...
ill try crossroads first
wait do I have to put crossroads in my hollow knight folder or something?
it yells at the user now if you try to use it in temp
just whip it
๐
Hmm doesnt have the mod im looking for
Its the Hp bar mod
(api mods that is)
Or what is it called?
it's on there
what is it called Kerr?
HpBars?
Dont see that
never used crossroads, so
dunno
but if it's not working for you, you can try my installer
it's worse than Kerr's, but I'm positive it has HpBars there
hmm
where may I find it?
like everything else, pins
(I was guessing that)
yours isn't worse 
it's just.... different
well, gradows handles mods that aren't on the google drive
mine doesn't
i'd say his is more a QoL tool while mine is aimed at those fresh to trying out mods
handles badly, I might say
it simply renames the assembly that's already there with .vanilla
that's why there's a "restore backups" button, which removes everything that has a version with .vanilla at the end
resources, the assembly etc.
y not
THe modding api is not the same edition I have my game as
don't tell me...
what
what version do you have
oh
phew, that's a relief
we have a beta build for the beta
I thought you were gonna say you pirated the game
kerr and gradow both released lifeblood versions
kerr's is better
fuck no
and his is more up-to-date
well we've had people come in and say "help install mods on pirate game plz"
yup
I bought hollow knight asap after I played it like 10 mins
and mostly it goes liek this:
all these updates to test now: https://puu.sh/zV738/9f70e74bb1.png
0-0
"help, can't mod."
"oh, I have a wrong version"
"can't update"
"cause it's pirated"
"Y U GOTTA H8 M8"
lol

the fuck is that
Oh no no
bonfire (should) partially work
what does that do
Do all mods work with all 3 OS?
Is it like a Dark Souls mod or something
yup
wait
Im guessing it replaces benches with fires?
I was answering vulen
I see.
very few mods have been built cross platform
??: api mods do work across OSs
all api mods work cross platform
vulen: no, but it adds a levelling system
What constitutes as an API mod vs. a non-API mod?
Oh
which, ofc, breaks the game
API: mods which use a certain shared assembly
because it's hard to balance a game that was not built around that
Thats why I dont get mods like that in games that dont need levels
and you put into a Mods folder
but it's a fun change of pace anyways
Non-API: Have their own Assembly-CSharp.dll, aren't put into a Mods folder
swinging your nail at the speed of light
non api stuff is like Lightbringer, Shitmodst, Dreamshield Co-op
then what do I do with dll?
first, you install the api
wElP
search for from: kerr has: file in: modding
Does the KDT Boss Rush mod 1.2.2.1 work on 1.3.0.4?
probably
here's the API for 1.3.0.6
I'm not sure KDT's boss rush uses fsm health managers, so it might work
well, can't hurt to try
seems like it
video in pins
put API in Hollow Knight/hollow_knight_data/Managed/
put mods in Hollow Knight/hollow_knight_data/Managed/Mods
done
5hard98me
yup, but you can back them up if you want to
or simply verify on steam if you grow tired of mods
So once I install the mods, how do I start the boss rush?
just start a new game
you can see if it's installed by looking top-left in the title screen
Does the Boss Rush have Lifeblood, The Grimm Troupe, Hidden Dreams, etc.?
I just linked it above
where do you find 1.0.3.7 API thx
search for from: kerr has: file in: modding
what if Kerr posts 800 new files
after lifeblood gets its own release, the API should be up on the gdrive
for now, it's only here
^
the game version and the api itself aren't stable yet
so it's not been officially released
So the boss rush, you start with nothing and slowly upgrade as you progress?
You cannot start with everything?
So I need to download both debug mod and boss rush mod?
yeah
if you beat a boss with no dmg taken you get to pick up 2 items
and all are equipped
so you can end up with like.... 15 charms on
pretty OP
I was hoping the boss rush would be you have 11 charm notches from the start and you equip whatever for each boss based on how you feel like it.
That would be piss easy
that would be too stronk for early game bosses
^
I was hoping it lets you program how much HP you want each boss to have.
wut
The problem with that is all the best charms just give you better numbers
To counteract the low HP bosses at the beginning.
So the boss has better numbers and you have better numbers
why... Would you do that tho
But you can program each boss to have as much health as you want to make it get killed the same number of hits vs, their old HP vs. their new HP. So if a boss has 100 HP, you need 20 hits to kill it with the 5 nail.
@young walrus randomizer+enemy randomizer race when? 
But if you have the 21 nail,
then you need to program it to have 21x20 HP.
So 420 HP in this case.
then it's meaningless to have 21 nail and 420 HP in the first place
since the fight will go exactly as it would if you had 5 nail and it had 100 HP
But in my case you get to use Charms that you did not had earlier. So you get to use Quick Slash in Crystal Guardian 1 for example.
Wait is Crystal Guardian 1 optional?
no boss is optional
lol. that could be a fun race
just avoid the shrumal ogre boss room and it'll be basically bug free for race purposes
hehe
serious Q tho, how could enemy randomizer work that you'd consider it for a normal rando race?
uh..... it'd have to be like.... the room rando version
so the spawns are static
plus... bosses randoing with each other
but not anywhere on the map
gotcha, room rando is the default setting, and i'm trying to make it balanced
enemy randomizer sounds like ass
it's.... something
you could get those white palace guys instead of a gruzz
flying randos with flying
ground with ground
static with static
stuff like that
i have a boss list to shuffle only bosses, but i haven't used it yet. i'm having to rewrite a bunch of stuff for the beta so this is a good time to change things up
but yeah. boss with bosses would be interesting
and would be awful for a race to have them show up anywhere
are these seeded?
the same randomization would be necessary imo
yep, safe files go into the enemy rando menu to set a seed
save*
before you make a new file
yeah i based some of the inspiration for this off of watching the various zelda rando races
yeah. it's a good precedent to base it on
Hey I have the Steam version of the game on Mac ๐ and I was wondering if anyone had any help on accessing sprite-sheets. I've done this with other steam games, and been able to find a bunch of .png sprite-sheets somewhere in the package contents, but I can't find them for HK. Any tips?
Check the pins, you should be able to find a link to Unity Studio
then you select all the .assets packages with Unity Studio and open them up. Your sprites will be in there as "Texture2D" files
well, still can't figure out how to open them with Unity (which i have). not to mention i'm not sure how to only select the .assets with selecting all the files in between lol. it wasn't super important anyway, but thanks for your help ๐
Can someone pin the API for 1.3.0.6?
after playing lifeblood, TGT feels so sluggish
Hey, how i put mods in HK, and anyone knows if the boss rush mod is for lifeblood?
i cant understand it at all, i dont speak english very well
What parts don't make sense to you?
If you can't do the manual install, maybe it would be better to try one of the installers
I think Gradow's will work with lifeblood
mine works if you use the manual install
because the auto-install grabs mods/api directly from the gdrive
@leaden lintel boss rush should work for lifeblood
you'll need to install the modding API first
is that up to the newest version though on the drive
the API? No, he'd have to use kerr's version
tell me what i have to do
now open your Hollow Knight install folder
should be something like C:\Program Files x86\steam\steamapps\common\Hollow Knight\hollow_knight_data\Managed\
alternatively, go to steam, right-click on Hollow Knight, select Properties, go to Local Files, select "Browse Local Files"
Okey
now, download Boss Rush from the google drive link that's in the pins
Are you able to use dnspy for any unity game?
Any game with a managed assembly
So probably
Idk for sure about ones written with js
unityscript 
I haven't really ran into one that you can't use it on, although the amount of stuff you can access varies
https://drive.google.com/open?id=11u4QTDUeq_09t8DjXrMY0qIyKaWGz7Gz
Blackmoth has been updated on the drive!
- Compatible with 1.2.2.1 and 1.3.0.6
- Added descriptions to charms and abilities
- Changed the effects of the Heavy Blow charm
- Added an extra effect to the Shade Cloak upgrade
- Added small invul timer after dashes to prevent getting stuck
so i downloaded the glass soul mod but i dont know how to get it to work can anyone help me
ok i got it thanks

well, i had to add a hook to get a scene's boundries when they're created, but the enemy randomization is instant now when you enter an area
and no lag or hitches
What does that hook do?
//add modhook to send the newly created borders to any mods that want them
[MonoModReplace]
private void DrawBlackBorders()
{
List<GameObject> borders = new List<GameObject>();
GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(this.borderPrefab);
gameObject.transform.SetPosition2D( this.gm.sceneWidth + 10f, this.gm.sceneHeight / 2f );
gameObject.transform.localScale = new Vector2( 20f, this.gm.sceneHeight + 40f );
borders.Add( gameObject );
gameObject = UnityEngine.Object.Instantiate<GameObject>( this.borderPrefab );
gameObject.transform.SetPosition2D( -10f, this.gm.sceneHeight / 2f );
gameObject.transform.localScale = new Vector2( 20f, this.gm.sceneHeight + 40f );
borders.Add( gameObject );
gameObject = UnityEngine.Object.Instantiate<GameObject>( this.borderPrefab );
gameObject.transform.SetPosition2D( this.gm.sceneWidth / 2f, this.gm.sceneHeight + 10f );
gameObject.transform.localScale = new Vector2( 40f + this.gm.sceneWidth, 20f );
borders.Add( gameObject );
gameObject = UnityEngine.Object.Instantiate<GameObject>( this.borderPrefab );
gameObject.transform.SetPosition2D( this.gm.sceneWidth / 2f, -10f );
gameObject.transform.localScale = new Vector2( 40f + this.gm.sceneWidth, 20f );
borders.Add( gameObject );
ModHooks.Instance.OnDrawBlackBorders( borders );
}
(this is the original code, i just added the .Add()'s
each scene does this to make the boundries of the scene
which are these objects with box colliders
you can use the colliders to detect when enemies get outside the scene or if you wanted to resize the scene
Nice I was just adding an option to debug to destroy those
Because they're fucking annoying
Always fun to have mods that break other mods
lol
i mean, you could use the hook to do that
just destroy the game objects that returns
So much nicer oob without them
w o a h
instead of destroy
nice
just destroy the sprite renderer components on them

Alright I'll do that instead
I think I need to slightly delay removing these on scene load
Or find a better hook
sceneLoaded doesn't work
Using a keybind does
I'm working on an old patch right now anyway
ah
yeah. the function is posted is how they're made
they're just spawned from a resource prefab
in SceneManager.cs
so, SceneManager calls the function in Start()
so probably just one frame after the scene is loaded
yeah, or new WaitForEndOfFrame()
i think it also stalls if the timescale is paused (which you would want)
well, this is a surprise. grimm works fine in the trial of fool
Even the pufferfish?
Well, the arena is kinda similar
Alright yeah waiting a frame does it
only attack the doesn't (yet) work is spikes
kdt was saying spikes are broken outside of his arena
I like the optimism
so far, most enemies with broken stuff is just because they reference an obejct somewhere else in the scene
i've solved that almost every time so far by just reparenting it to my rando root object
so it doesn't get destroyed
nice
then when i make a copy they keep the reference and it works
ima go check grimm's scene rq
totf in Grimm's tent 
I can make super nice gifs of oob movement now https://gfycat.com/AssuredGrossFurseal
yep, his room has "Grimm Spike Holder"
neat
time to make a better raining chain map

His map is already pretty good, though
In game map would be cool
Yeah, but it'd lag balls
naw
Because you would have to essentially render it twice
how to kill laptops
i mean, so don't use the minimap on a laptop? lol
don't use a laptop? lol
A minimap does actually sound pretty cool, though
And it wouldn't be too bad to make
Just have to zoom out, center the map, take a screenshot, fix the camera, draw the screenshot in some corner
someone in discussion just a bit ago was complaining about how frustrated they get bc they keep getting lost
imo discussion
i bet a lot of people would use it
yeah definitely
er, discussion yes
easy solution play 500 hours
could change the compass charm to do a minimap instead of what it does
i mean, yes and no
some people just don't have a good sense of direction
in games
tbh my in-game sense of direction is better than IRL
same
well, that's funny
when the collector spawns, he yells, bounces around, jumps into the roof, then dies bc he jumped out of scene

and i see why now
----PFSM ---- FloatCompare (float2) = 109
he jumps up until he's above that fixed Y height
time to modify that
hive knight works pretty well
Collector was a really early design might be why his code kinda sucks compared to hive knight
Haha
wait, hive zombies can be friendly?
Hiveblood
huh, TIL
EnemyRandomizer TEST build + ModdingAPI that it requires.
was able to complete colosseum 1
still needs work, but has a lot more enemies than the 1.2.2.1 version
as usual, all tests and feedback appreciated
OwO
Iโve never modded hollow knight and donโt really want to get too deep. Is there a mod that adds a boss rush mode or something?
yes
Anyone know how to install it? Please dm or @ me
hell, even SharpZipLib can't unzip it
and DotNetZip can't either
I give up
no Mantis Gods in my mod manager

weird thing is, Windows' native zip manager can handle it
what the actual...
maybe try checking it out with 7zip? 7z t filename
Yeah 56 uses 7zip, most of my programs disagree with the way that stuff is compressed
well, so do I, but bonfire unzips with no issues
yeah, I literally just used 7zip to zip blackmoth and it handled it fine
Doesn't windows have a zipper these days?
no, but jackets do
some jackets do, mind you
does darkroom work on 1.1.1.8?
yes
is it in mods folder?
no
where can i access it
it hasn't worked, i installed api
i just needed to drag the api hollow_knight_data on top of my normal one and say replace files right
yeah
does the game launch, or...?
yeah game launches
no indication that either modding api or darkness mod are installed
i think i had this problem with 1.1.1.8 api before and just gave up
sounds like an issue with the api
i just downloaded the 1.1.1.8 folder from the dropbox
did you try loading a save file/creating a new one?
yeah i created a new one
hm...
but shouldn't it tell me what mods are installed in the top left
I'm not sure it always did that tbh
can you send us the modlog.txt in your saves folder?
heh
unrelated
not compatible with what?
oh
darkness mod is using some features from recent API compilations
the logger changes weren't backported
shouldn't be hard to fix tho
so its printing stuff to the log using the new method lol
so what do i do
KDT has to change a few small things in the mod
btw KDT, was that progress on changing the inventory screen, or something unrelated?
thats me adding charms to the charm menu
nice
thanks
was about to tag you ๐
charm fsm is still a clusterfuck though

i'm getting a weird thing where in hollow knight after installing darkrooom mod when i press right trigger sometimes it cancels my movement
i've done extensive testing and it only happens in hollow knight and only on this install
just to be sure it's not the mods fault, can you send the modlog again?
It doesn't even look like you installed the dark room mod correctly
It's not getting loaded
oh whoops yeah i removed it since
gimme a sec i'll put it back and try it out
seems to have fixed itself after i removed and put it back, i'll send log if it starts happening again
ok!
new problem, random spell casting when i'm not pressing buttons. here's the file in case
Is your game still open?
This doesn't look complete
Close the game if it's open to make sure all the logging gets flushed to the file
were there logging levels at this point?
yeah it is same
big NRE caused by darkness mod
at HeroController.get_instance () [0x00000] in <filename unknown>:0
at Darkness.Darkness.SceneManager_sceneLoaded (Scene arg0, LoadSceneMode arg1) [0x00000] in <filename unknown>:0
at (wrapper delegate-invoke) UnityEngine.Events.UnityAction`2<UnityEngine.SceneManagement.Scene, UnityEngine.SceneManagement.LoadSceneMode>:invoke_void__this___Scene_LoadSceneMode (UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadSceneMode)
...
at (wrapper delegate-invoke) UnityEngine.Events.UnityAction`2<UnityEngine.SceneManagement.Scene, UnityEngine.SceneManagement.LoadSceneMode>:invoke_void__this___Scene_LoadSceneMode (UnityEngine.SceneManagement.Scene,UnityEngine.SceneManagement.LoadSceneMode)
at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (Scene scene, LoadSceneMode mode) [0x00000] in <filename unknown>:0
(Filename: Line: -1)```
it happens 3 times
and it spans like 40 lines
there's also this small NRE at the end
at UIManager.get_instance () [0x00000] in <filename unknown>:0
at Modding.ModVersionDraw.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)```
don't think that could cause spells to be cast spontaneously tho
Hey will Hollow Knight mods work with new beta?
because my mods arn't
or is it because the game updated itself deleting the modding process
in the beta
if anyone has an answer ping me
@rare flax did you install the beta api
oh they have that now?
I modded my game before the update so I wouldn't know
I'll check that out now
I'm assuming it's in the drive folder with the rest of them?
?
search
ok
Ah yes
it is now working
thank you
do I need to update the mods too or will they just cooperate with the new api?
because the mods are acting finicy
I think I may of missed a step
Nah they seem to be working for the most part
some mods work, some don't
blackmoth in the gdrive is updated
I haven't bothered with bonfire yet, but should partially work
bossrush should theoretically work (I don't think anyone has tested it yet) as should rando
enemy rando is being developed on lifeblood, so it works
hell mod... Idk
hell mod is what I was trying
More saves is broken btw
Crawlids and Vengeflys take 3 hits to kill so idk if it truely is working or not
because I could have sworn from videos that enemies would take more hits

probably just 3-2-3
did you mess with enemy health?
i did
but it doesn't fail
it just skips past
because it checks for the fsm and if it doesn't exist just skips the collider
which is reasonable for beta because spells died
yeah crawlids and vengeflys are supposed to take 3 hits
souls is working
pretty sure it's all good
now to make the mantis gods zip not weird
Can someone give me the API for 1.3.0.6?
from: Kerr#6073 has:file
big oof
wtfno
So I enter a command on Discord and it directs me to it?
ctrl+F
s e a r c h
press ctrl+f to pay search
there's a search bar hidden somewhere... Can you find it?
no still searching

yup
light theme wtf
light theme
is unacceptable
but yes
you can also just grab the enemy rando download
oh, yeah
it's a new scene hook?
new scene (border) hook thingy
I thought it was a scene border hook
gives dimensions
ModHooks.Instance.OnDrawBlackBorders
So I got that file.
watch it not work
Where do I put it in?
click the pins button
and scroll down to mystery's tutorial
imo
o
found out why the thing wasn't working
i was using lzma iirc
over deflate
Yzma
lzma = eww
are you using the new enemy rando
yes
w/ its api
modlog + output log imo
how do I access those again?
ah ok
hi guys is there a way to get like
2000 nail damage
on my first playthrough and im struggling a little
@hazy sentinel hi struggling a little
im scenic
@cobalt spade doesn't work properly anymore
great 56! Thanks and sorry for the trouble
Found the output log
mods
Just to clarify, I need to manually create a folder called "Mods" right?
yeah
I do not see a default "Mods" folder in Managed.
nvm I'll sort this out some other time
i want to die seek out a career in tech support
thanks for helping though
you know what, grab an installer from the pins
Crossroads should work
actually, Idk if crossroads can install mods from zip files
i don't think it can
Anyways, I got the Boss Rush mod to start.
But I am trapped underneath the surface.
eh
beta?
Yes, I am playing on 1.3.0.6 Beta.
Can you check the title screen if I installed the mods corrrectly?
i think you have to use the earlier patch
or
get debug and noclip out of the floor
also have to respawn false knight for some reason
ยฏ_(ใ)_/ยฏ
I see.
So I need to verify integrity of Steam files back to 1.2.2.1?
Well, at least I got the mods to start. So that is a start.
I started my 106% file to fight The Radiance again and now I am stuck in the "room" where the bench is before the The Hollow Knight fight.
Sounds bad
Also, I reverted back, but now Salubra is invisible even though I can still hear her hum and she still recovers my lost Soul.
So there is that.
I am using the save from the 1.3.0.6 to play 1.2.2.1 by the way.
I did verify the integrity of the game files.
It is just that I am using the 1.3.0.6 save to play on the 1.2.2.1 game.
So the game is reading "foreign" data.
This is something that verifying the integrity of the game files will not fix.
it ignore new data u dungo
So verify a 2nd time?
verify and if that doesn't work you could try uninstalling/reinstalling
and if that doesn't work try getting a new pc
Which API should i install for the lifeblood update?
The most recent one kerr has posted
ok, thanks
i will pay for som1 to make a multiplayer mod
How would that even work tho

pay a school to learn coding, then make it yourself
it'll be done about the same time that way
I mean, how would a HK multiplayer mode work?
based on the discussion had a few days ago.... not easily
it would break everything
but hey.... I'll pay you to make it.
๐
I can think of a few ways to build a multiplayer metroidvania... But none of them would work as a mod of an already existing game, specially of HK
realistically speaking, it's as Mick said
you're better off learning to code yourself and making your own MP metroidvania
would be cheaper, less stressful and more likely to make you pleased with the end result
how much are you paying and what standard of quality am i required to achieve
hey, noob question
how can I hook a method to when a button is released?
GameManager.instance.inputHandler.inputActions.right.WasReleased
would this trigger only in the same/following frame?
I'll sell you Dreamshield Co-Op for $1.50
Hornet & Knight go to White Palace โข
ok, got it
should trigger the same frame
although you'd just do an update and check against that bool
Yeah, I figured it was faster to just check it myself
just BSOD'd
thankfully I'd just saved
I just realized
sigh
I was trying to improve grubberfly to make it less buggy in blackmoth
I ended up making it a blackmoth version of debug's noclip
smh
that's pretty cool though
equip a charm, noclip
on another note, does someone have a bit of code when menderbug appears?
what odds etc
asking for a friend
He looks like he's being propelled forward through a stream of jet-black diarrhea.
Or is that just me?
Great mod idea. Replace all the health icons with little poops.
So does the API still not compile with the beta atm?
@exotic venture if you remind me in 5 hours I can tell you.
So I placed Kerr's assembly into the 'Vanilla' folder (I assume that's what I was supposed to do)
And I still get these errors
? My assembly is already modded
So I must be missing something here?
Is there something I should have changed?
Oh wait. I think I realized what you mean. I'm a big dumb.
Is geo drop rate/amount not controlled by FSM anymore?
Nope
Well, might be fsms that mess with it somewhere still
But values live in health manager class now
Ah okay. Thanks!

i heard it's a thing
not sure what part of "go make it yourself." or... "how would that even work" would lead you to think that a multiplayer mod exists
dshield co-op
i heard there's a co-op mod in general
barely
one person controls where the dream shield is positioned
the other person plays normally
you also get to teleport to the dream shield
i should just start thinking about that hollow knight coliseum fan game then
is it really that hard to make player v player as a mod to the coliseum?
yes
-_-
i am only rn learning how to make a discord bot with python
and that itself is breaking my mind
discord bots are neat
wait i can make a bot work with my account correct?
like make the bot control my account
Why would you even want pvp in this?
i dunno
oh yea...
oh kk
yes 56 would never break tos 
yes prehistoricbanana would never break tos
Yep
Good day.
I could use some help from you again, guys. I need resources (sprites, atlases e.t.c) from the Radiance bossfight room. With Unity Studio i was able only to find sprite atlases of Radiance herself, but not the room background, props, e.t.c. (i checked EVERY asset in the game files) If any of you has ran across them, i'd greatly appreciate if you could share them.
I don't know if it has exactly what you're looking for, but this Imgur album has a lot of large environmental props in it
What does the enemy randomizer mod do?
Does it make random enemies appear out of nowhere?
So I can fight 3 copies Kingsmould in Dirtmouth even?
It replaces enemies with other enemies
Is it fun?
That's completely subjective
What mods should I play?
Boss Rush makes me clip underground with 1.3.0.6 beta.
Why do you keep posting messages with weird formatting like that?
Weird formatting = ?
So people can know when the sentence starts and ends in case I forget to capitalize a letter or put a punctuation mark at the end.
If you say so
best mod is Mystery imo
Is there a way to alter enemy health values uniformly?
what do you mean?
As in blanketly. All of them at once. Say I want everthing to have double health.
Or rather, whenever the scene loads.
yeah, sure
HealthManager[] enemies = GameObject.FindObjectsOfType<HealthManager>();
^
and then do something like
foreach (HealthManager enemy in enemies)
enemy.hp *= 2;```
eh
that won't work, because that'll also double the hero's hp iirc
or not, because the hero is controller by HeroController
so it might work
would enemies.select(i => i.hp *= 2) work
Select just applies a transform function to all the elements in the iterable you pass it
That's already a mod my dude
There's a race planned for saturday
neat
imo play it
is HK on SGDQ?
It was at the last two GDQs, but not the upcoming one
Darn, health didn't change.
I'm trying to create randomized health ๐
omg this description of the run
hollow knight first playthrough but i can't stop gushing about how cute the caterpillars are
Lol
Select might be creating deep copies of the iterable elements @rustic stag
So you're not modifying the actual enemies
I was actually using Gradow's method. Hadn't tried 56's.
Right I don't even have the beta on this computer
7 blinds streams
oh
I'll just download kerr's api build and look at the class in there
Hmm. How was it being called? I have mine in a function getting called on scene change.
MonoBehaviour checking for an enemy
I'll have to try that then
Try using the scene hook to start a coroutine that waits a frame then changes hp
^
Enemies might not exist immediately on scene load
How do I wait a frame?
yield return new WaitForEndOfFrame();```
And for your hook adding thing you can just write something like:
UnityEngine.SceneManagement.SceneManager.sceneLoaded += (Scene scene, LoadSceneMode mode) => { StartCoroutine(ChangeHP()); };
Inline functions are cool for when you have a case like this where the "function" in question is basically nothing
Just to test if it was working, I had it run on HeroUpdate. Doesn't seem to be working.
Check that the function for finding HealthManagers isn't just returning an empty array
would this work?
GameObject[] gameObject = GameObject.FindObjectsOfType<GameObject>();
List<HealthManager> enemies = new List<HealthManager>();
foreach (GameObject go in gameObject)
{
if (!Equals(go.GetComponent<HealthManager>(), null))
enemies.Add(go.GetComponent<HealthManager>());
}
enemies.Select(i => i.hp *= 2);```
That's super nasty, though
yeah
FindObjectsOfType should work for finding components
I hacked that up just in case it didn't
but it seems it's not working still
esipode, do what sean suggested and log the enemies list
Log the count of your HealthManager list
Or length if it's an array
Should be an array
Log($@"{List<HealthManager>}");
Giving me red squigglies. Why wrong?
Uhhh
Technologic
new zip works