#archived-modding-development
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void EnemyHealthRandomizer()
{
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);
Log($@"{List<HealthManager>}");
}
Wait is that a constructor?
Length is a field, not a function
But still, why are you doing any of this in your constructor?
Actually no I think I'm being stupid
You don't put void on a constructor, the name of the function was just messing with my head
That's all fine. I'm still very confused myself.
Did you get the log working?
No, it's giving me an error. No definition for 'Length'
Log($"{enemies.Length}");
Same problem
oh, you're using my code
it's count then
because it's a list rather than an array
you're using the beta, right?
Correct
are you using the right .net
I would assume so
^
I don't know what .net it is exactly but probably 4.0
gradow was getting that because he was using a different .net iirc
Since I think it was 3.5 before
it's still 3.5
I had to recompile blackmoth
I was building it in 4.2 until the beta
no idea how it didn't crash miserably

I guess you were just coincidentally not using any features from beyond 3.5
all of my stuff is .net 4.6 and 4.5
So I should just update .NET then?
^
In visual studio settings
also, try sean's code ffs
Project --> (Solution name) Properties --> Target Framework
how do you all live with compact wtf
even in the right .net my code is way more likely to give an exception
How do you live without compact?
compact = life
It looks fine
figured it out
compact doesn't have messages all starting from the same point
unlike most irc clients
true
I'll probably change that via betterdiscord then switch
did it work, esipode?
But changing the hp doesn't do anything?
Try:
enemies.All(x => { x.hp *= 3; return x; })
Or just do a loop because that looks like shit
Cool
Thanks for the help, guys!
Now I just have to do the same for enemy movement/attack speed and the geo drops!
I was looking through HealthManager and couldn't figure out how to get the values.
iirc they're private
Reflection
idk about attack speed, but you can change attack damage with the HitInstanceHook
Have variables like:
private static FieldInfo smallGeoDrops = typeof(HealthManager).GetField("smallGeoDrops", BindingFlags.Instance | BindingFlags.NonPublic);```
Then just use GetValue/SetValue
and cache the fieldinfo
Yeah that's why I put it as static
Just put that at the top of your class, no reason to do it more than once
tfw blind
Anyway attack speed/move speed are not worth the effort
You'd have to change the FSM that controls their AI at runtime
can't you just change the tk2danimator animation stuff
I'm actually getting a little ahead of myself, now that I look at it. I need a way to get the health randomization to change as a percentage.
*= a fraction?
What I'm trying to do is like this
enemies.All(x => { x.hp *= UnityEngine.Random.Range(0.5f, 1.5f); ; return true; });
But float no work
isn't hp an int
Exactly
Integers round automatically
^
So what's not working about it now?
Like it gives an error or nothing changes?
If it's the latter that's a fairly likely outcome on enemies with low hp
I just can't compile a float
What's the error?
Would this work?
enemies.All(x => { x.hp *= UnityEngine.Random.Range(1/4, 3/2); ; return true; });
And it just can't convert float to int
That's going to do random between 0 and 1
Because of integer division
Random.Range should be able to take floats
Which it can. But I think the health wont take floats because it's an int
do it like this
What is the exact error?
๐ค
Huh
Then yeah do what 56 said
Really weird error, though
Should be able to implicitly convert between all the number types
56 is a number, he gets numbers better than anyone tbf
Not sure how to do that in a range between 2 floats
Just put (int) right before the function
OOH I'M SO DUMB
Also I'm testing and I can't find any situation where an implicit cast between float/int works, but I swear I've done that before
I'm gonna delete this tangled mess I just made
Probably just thinking of functions that take float arguments as an overload then internally convert to int
Actually no that's a terrible way to do it
You'll be multiplying their hp by either 0 or 1 always
wouldn't that just multiply by an integer of 1
x.hp = (int)(x.hp * UnityEngine.Random.Range(0.5f, 1.5f));```
I guess that makes sense
Implicit float to int would result in a lot of accidental rounding
Int to float has no accuracy loss, though
i think they changed something w/ game manager
iirc it was working for me w/ kerr's api tho
Yeah it could very well be how they've changed the loading
I'm using kerr's api tho
wtf
not the one with enemy rando
probably
i was getting hell mod on scene change logs
and regretting putting those in
SceneChanged
wait no my scene load is unity scene load
mantis gods was working tho and it uses scene load
ModHooks.Instance.SceneChanged += ResetPosition;
I always use Unity's sceneLoaded
k, will try that
yeah i use unity's
More reliable from what I've seen
so idk about the modhooks one
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoad;
Worst thing about that hook is how long the name is
it's true
Need to always use the full name to prevent it from looking at some other SceneManager
w h y
Just stop using 7z lmao
nvm got it
my send to compressed doesn't work
Nothing can handle your archives
ah, yeah, it looks like scene manager now calls a different kind of scene load than before so that hook isn't being called
i actually would
i mean, it is, just not on every transition
but the send to compressed button does nothing
Fix your shit
the old function still gets called when you die in steel soul
so there's that i guess
else if (this.playerData.permadeathMode == 2)
{
this.LoadScene("PermaDeath");
}
hehe
Useful
i swear i tested this with system.io.compression tho
had to reset my 7zip settings
installer has wrong zip
wut
yea
no that one's updated
wut
but did you add it as a new file and delete the older one, or did you update it?
delete + add
o
I'll fix it
ffs
i been wondering why spawning this prefab keeps ending up null next frame
so i print the components and find this
PlayAudioAndRecycle
I always update the gdrive's links so mine and kerr's installers won't have issues
Wait you hard coded download links in your installer?
me and kerr tried very hard to programmatically get it from the drive with no success
because to get drive links you need acc permission
so the installer would have to ask whoever is using it to logon into their google acc
this was the best way we could find
also, lemme check 56
i think untrashing changes the link because nothing happens
Ah right
A slightly better solution is a text file in the drive with links
Easier to update
that's what mine does
anyone can update the links on the drive
has optional alternate links for gog version & you can specify mod dependencies
Cool
actually, any mods posted in discord could be added to it if someone wanted to add links to the file
like darkmod or w/e
huh
Lazy
basically

psst
neat
@copper nacelle wanna see what i'm workin' on?
yes
But why?
oh, that's for when i'm working on another machine i have
it's in the unity editor, and no hollow knight on the machine
Cool
in unity tho i'm using unity's UnityTest framework for unit/integration tests
half tdd as i build it there
since it's faster to run tests on the state machines with mocks than boot up hollow knight
basically, i'm devving on two different machines
one in unity, one not, so that's why
That makes sense
data that i'm converting from: https://github.com/Kerr1291/EnemyRandomizer/blob/master/EnemyRandomizerDll/EnemyRandomizer/MiscHelperData/Fungus1_04_boss#L1108
Looks pretty overly complicated for what hornet is
yeah, i've been trying to keep the conversion in code as close to the original, but i think a lot will be simplified once i'm done
i've already found a few things that were just hard coded values that i've changed into things like raycasts, which will make it more flexible
pfft, when i load up the game and my test throws a nullref, hornet just falls past the screen and goes "oof" off the bottom and dies with a camera shake
very fitting
Haha nice
@pearl sentinel Your 1.3.0.6 API + Boss Rush mod does not work on 1.3.0.6.
When I start the Boss Rush, it clips me beneath the surface.
why are you mentioning him tho
that's a problem with boss rush, nothing to do with me
most mods are broken in the beta
To let him know, so he can fix it?
*broken in some way
my mod is enemy randomizer, which is sorta ok now in the beta
@leaden hedge Some guy doesn't know how to @ you
This is for Microsoft Windows port by the way.
heh, finally getting my title display working
(this was auto generated by the game)
after fighting with the fsms on the title for 3 hours i just deleted them all and poof i got it working
lol
i love these lines so much
foreach(PlayMakerFSM p in areaTitle.GetComponentsInChildren<PlayMakerFSM>())
{
GameObject.DestroyImmediate( p );
}
it's like typing freedom
Now do that for every object in every scene and make the game still work
I'd be happy
What are the best mods to try out?
all of them
^
I see.
hey it works
and now it's just:
ShowBossTitle("#MODDING STRIKES BACK", "GET READY FOR", "PART 2: ELECTRIC BOOGALOO", "HORNET");
This has great meme potential
inb4 consumed the something something
holy shit it works, well, so far as i have it implemented anyway
animations, sound effects, title, music starts, she whips her weapon out, and nopes out of the room (because that's where the implemented logic ended)
but, that's all the hard stuff, getting the functions working to extract the parts from the fsms
time for bed, but soon i'll have a hard mode hornet 
The best part, is that if each part of her is controllable by a method, i could bind the movements and attacks to keys and mark them as able to damage enemies.....
I feel like Hornet as is in the game wouldn't make a very good playable character
She's designed as a boss so everything she does is kinda slow
yeah, but you're assuming i'd keep the slow wind-ups and stuff
all that is gonna be easy to configure with the new design
some of it is already
Neat
i'm stupidly excited by how this is going
You mean the player is controlling The Knight to fight a more difficult Hornet boss?
yes
I see. I am excited to play this.
why not both 
I'd replace the hornet boss with something else
Just replace it with a swarm of primal aspids tbh

replace it with the aspid boss
Apparently it scares the shit out of someone that streamed enemy rando last time
I feel successful in my endeavors
who streamed it
Ushisomething
ushbetiUshebti?
neat
w/ projectiles working?
Oh I meant best the game
o
the fear struck him hard
tfw only part of vod i can find is the loading screen
That's awesome
also i thought this game didn't have jumpscares
That went just how I hoped it would for someone going in blind
The first version of it was also bugged and could chase you down into crossroads
Now that was sacry
Just curious but
What's the programming language for Hollow Knight mods :0
Is it like C#?
Yep
Figures since it was made in Unity,,
Ty for answer!
np! There was someone offering money for a multiplayer mod yesterday, so you should go for that

anyone know off the top of their head how much hp hornet has?
225
awesome, ty
i want to tweak a few of her variables so they're dynamic with her hp instead of hard coded
she apparently goes into "escalation" at 90 hp
now that I think of it, that's why people seem to have trouble with hornet. Hornet1 is 45 nail hits to kill
so that'll be 40%
well, hopefully some people realize they can use spells
when i first fought her i died a few times too, but i remember going "oh i have another attack"
i was the same for the most part
it was not even a self-imposed challenge
after i got some nail charms i figured spells weren't worth it
actually, my radiance fight is pretty nuts watching it now
Highlight of my 2nd attempt against Radiance. This was a blind run and my previous attempt was not so good. She was a tough one. -- Watch live at https://www...
2nd try
at 3am
idk if I have it recorded, prolly not
you ever do a game jam?
http://ldjam.com/ is comin' up in 14 days, i highly recommend it
and I'm working on a paper for my phd at the moment...
i did my first jam during a crunch, but stuff with deadlines comes first ofc
but, watch the jam imo
maybe do it next time
yeah, I'll be sure to watch
they get around 3000 entries
tbf I plan on investing more time to coding games in the future, after I'm done with all this academic nonsense
so it's not like people are gonna crap on you for participating and sucking or something
yeah...
@copper nacelle this should work
If anyone complains about boss rush just tell them I have no intent on fixing a mod that's probably becoming vanilla, just so it works on a beta patch
that's actually a very good point
If gng gamemode isn't bossrush I'll fix it then
inb4 gng new gamemode is blackmoth
since that's the case, I won't work on blackmoth or bonfire either
because, maybe, they are the new gamemode
The classic metroidvania gamemode, dash only 
Such fond memories moonwalking through SOTN
that's why I dash/roll everywhere in games now
https://www.youtube.com/watch?v=TybEg71YtUY this is pretty hilarious not gonna lie
think they got a new damage type that allows for that stagger count to be viable
it's great cause it also showcases how they managed to get that stagger count going up
they just changed the type of damage to nail dmg with a modifier
but they forgot to remove the recoil
so you end up with this
it's great
except it'd be like, a constant wind blowing
also i want to see if steady body negates this stuff
I can try and make something real quick to see if it works
you mean, that they don't explode?
yeah
pft
and try to remove recoil
i thought that was the fun part!
in the end of the video you can see me standing still and slowly sliding out of the room
it's like that Celeste level
yeah!
its as fake as fake
The real reveal here is that the colosseum has a round with like a hundred primal aspids
I think it could be fun if it was cooperative, just making it work well is not worth it even slightly
Even if you managed to fix the huge problem that all the player classes are singletons, how do you deal with load zones?
What happens if the players are too far apart to be on the same camera screen?
Do you pool upgrades/geo or instance them?
Just not worth it
The best you could realistically do is a second player that can't really interact with the world at all, only fight enemies
if its possible can someone make a boss healthbar mod?
Reminds me of the guy asking for a randomizer mod yesterday
o
lol
The actual worst kind of people
Not only are they trying to use this channel as their slaves, they can't even be bothered to check what already exists
i didnt find anything in the pins
It's the first fucking pin jesus
it dosnt say anything about a healthbar
Yeah I guess that is a bit out of date, but the link is still there
Alright it looks like the last time Some Dargons posted anything in this channel was february, so I guess I'll take over maintaining that pin
Here's a folder of all the Mods posted in this channel:
https://drive.google.com/drive/folders/0B_b9PFqx_PR9Um9MeFZMV21oWGs?usp=sharing
Message me if you'd like to have a mod added or editing privileges to handle your own mod in the folder.
When looking to see which version a mod is for, check the zip names, if there is no version and it's an API mod, check the Modder's API for version compatability
Current Mods:
Hell Mod (56)
Mantis Gods (56)
Dreamshield Co-Op (753) - Not compatible with other mods
Empress Muzznik (753) - Not compatible with other mods
Glass Soul (753) - Not compatible with other mods
Lightbringer (753) - Not compatible with other mods
ScaleMod (753) - Not compatible with other mods
Blackmoth (Gradow)
Bonfire (Gradow & KDT)
110% (kcghost) - Not compatible with current patch
Cut Content (kcghost) - Not compatible with current patch
FSM (kcghost)
Boss Rush (KDT)
HPBar (KDT)
More Saves (KDT)
Nightmare God Grimm (KDT)
Player Data Tracker (KDT)
Sprite Dumper (KDT)
Enemy Randomizer (Kerr)
Unending Dreams (MaxTCC) - Not compatible with current patch
Charm Notch Mod (Seanpr)
Debug Mod (Seanpr)
Randomizer (Seanpr & Firzen)
Additionally, there is a modding api being maintained by Wyza that is required for most mods to work.
753 is tracking # of downloads for his mod and it's encouraged that you download from the moddb links over from the drive folder. links can be found lower in pinned messages or in the drive readme.
In order to mod the game we need to distribute basically the entire codebase of the game
I can't remember where/when but Team Cherry has stated they don't want us doing that super openly, but here is fine
the codebase of the game = basically everything in the game
So Team Cherry does not want people to copy their assets?
It's very data driven
But technically the modders on Discord have access to the entire code base of Hollow Knight?
That's going to be the case for any game written in .net
I see. Nice, so Team Cherry only distributes their code base to trusted modders on Discord?
dnSpy works
It's just c#
I see.
but yeah the only public mod that isn't contained in a small area is basically just lightbringer
I see. So should we tell that person to not upload mods in public next time?
Team Cherry has mentioned lightbringer specifically in blog posts so they're aware of it
Even linked the moddb page
So there's no problem there
It's hard to get a response from them on anything, so it's hard to know what they're ok with but that is at least clear
I see. So what is better modDB or Nexus Mods?
can confirm
but when you do get a response you get to experience they're sweet lads so it's fine
except when they decide to kinkshame you on heavy blow.
just
don't ever start on that
also i prefer moddb
I see.
I can't wait to mod heavy blow so it's good
So your idea to make heavy blow good is to make it do less of what it's meant to do and more of what good charms do?
xd
basically, yes
because knockback is useless in this game and the usecases are so limited it's dumb
-only regular enemies are affected by it, with exceptions
-a handful of bosses are affected by it, sometimes not in a good way
-there's literally any other 2 notch charm that is better than heavy blow
-if you want knockback why aren't you using spells u dungo
agreed
it even counters some charms, like longnail and mark of pride with their increased range
So @exotic venture my idea for heavy blow I've been excited about was to make it so things get knocked back harder, but anything affected by heavy blow that impacts a surface takes damage based on the force applied. In short, hit things into other things and do tons of damage from the chain reactions.
wouldn't that still fit in with the counterproductivity argument though?
Depends of the scaling of the damage, I'd think
Or amount and behavior of the knockback
yeah, that's another
Like, it's bad, but if the kickback was enough to rebound enemies back to you...
Knock back **
the idea sounds really cool, but how does it affect the different types of enemies
like the flying ones
etc
Then you could use your damage idea for things immune to knockback
Flying? Temporarily apply gravity to them
so if no knockback is allowed, it adds damage instead at the cost of swing speed?
Basically
Bop em away or bop em hard
see how that pans out
Well, I finished my first pass of hornet today. So hopefully I can bug fix her and get to playing with charms soon
Beta has some okish weaversong buffs
but, not like the minions now "stagger" solution
because basically they just do nail type dmg
...with all of its odds and ends
coughknockbackcough
Seanpr, if I converted the Shiney item fsms like hornet, would you use them?
Yeah, I mean, you've seen the gist of what hornet is
Worst part about it is they're all hiding
It's FSMs that spawn more FSMSs
Not just all there from the start
Yeah, prefab references with fsms are frustrating. I've lost a bunch of time dealing with that
Mystery, I've done a bit of experimenting with knocking back enemies a few days ago
with chain reactions too?
i'm not as attentive as to what happens everywhere so ya might need to direct me a lil
I'll just repost this, because I'm already I'm bed. But I should make one with hornet and "Mystery" on screen tomorrow
p f t
I can't find it, but when I get home I'll post the video again
I'll make a title for anyone that wants one tomorrow. Takes me literally seconds now
Nice
When will Mystery's mod be finished?
Also why is his or her name Mystery2me on Steam and Mystery5me on Reddit?
I see.
hmm uh
why is it that, despite randomizer being installed perfectly well, i can't make my saves, well, random
(yes, i've turned off beta)
randomizer alters the item placements on a new save only
yeah, i'm making new saves but the randomizer menu just doesn't come up
do you have both files
you mean API and Randomizer?
no i mean randomizer and the folder called randomizer you put next to Hollow_Knight_data
the dll and the folder are different things
and you need them both
it even has the randomizer logo in the lower right
it just doesn't actually let me randomize anything
did you test it out on fotf
and it was just fotf?
could have just been a coincidence but yeah
weird
didn't pop up the menu when i made a new save tho
maybe try again to see if it was a coincidence
oh thats it
do you have ss unlocked?
you have to have it unlocked for rando to show up
hm?
ah i may want to re-beat the game then
i mean if it shows up as an option there shouldn't be a problem
i just formatted my pc and reinstalled the game, that why?
most likely but i'm not sure
^
i already have an endgame save
in pins
cloud sync baby
implying i wont go for radiance like an idiot
radiance only way tbh
fluke radiance ez
shriek radiance ez
shriek only way to play hk tbh
shriek only run when
when randomizer places shriek at FotF
actually
someone should make a blackmoth like thing but instead of dash it's shriek
also i should learn to mod instead of soliciting shitty meme mods from other people
do it
gonna try the seed 9112001
let's see if it puts something fun at FotF
lmao dream nail is at FotF
ladies and gents, only in randomizer
ah yes, taken the longnail
um
not as funny as Consumed the Hiveblood though
how tf do i get out of the hornet boss room
save and quit
No
The cutscene triggers after you walk right then back left
It's like that in base game, not a randomizer thing
save and quit
Ah right yeah if you've got no movement abilities quit
yeah
i know what i'm about son
You can get out with just claw
the first jump is insane
but save and quit is standard practice
unless you want me to do some crazy level storage flying shit
why bother with anything else
For good jumps with just claw you need to drop off your current platform and wall jump off the edge of it
Good to know for randomizer
joni's memes
memeshield
vengeful memes
longmeme
meme claw
You on hard?
If you're on hard vengeful spirit is a terrible item to get early
Might end up fucking you
because that means insane skips yo
nah i'm on easy
oh then dash is somewhere nearby
try getting to resting grounds
i mean
technically i could go just about anywhere with vengeful spirit
but i'm not about that thug life
except item duplication
yea ik
just saying that even if i did have to float, i'd rather try to avoid it
i'm not about that life yo
is this jump doable with only mantis claw?
i say, and then immediately make the jump
ahahaha baldur shell was heavy blow
i came all this way for heavy blow
but hey
i can dupe king idols
so it's all worth it
wait hol up
relics are shuffled?
yes
Yeah rip
you just got pranked
because i coulda sworn the one at ground level in this place was a king idol
i thought i was duping king idols
reeeeeee
What is it instead?
it was a wanderer's journal
Haha nice
welp at least i have a grand total of 15 wanderer journals now
nice
That's gonna take a bit to sell
hey at least in the end you got a
moderate
amount of geo
it's still not "lemm eat ten egg" amount
but it is something
3000 geo
I bet I could make a mod so that interacting with lemm just sells all instantly without him even talking
It's amazing nobody has done that yet
oh thank god yes please god do that
actually
if possible
make that an option
it's fun to listen to his rambles sometimes
Options in randomizer is something I want to do, yeah
add a unique dialogue maybe too?
I'm probably gonna end up just remaking the entire mod for 1.3.0.6 since kerr is doing a thing
Rather than updating it to work
nail arts aren't viable item spots reeeee
I'll get around to it

is it possible to reach city of tears via fungal wastes without dash?
With crystal heart or isma's tear
don't have em
go back to crossroads and shade skip imo
i don't do that skip life
i'm gonna go for peak station unlocking
hidden station first
hey is it possible for dash to be at thorns in an easy seed
nevermind, found it at salubras
you have to have dash to get to thorns tho?
I made a quick thing to sell all to Lemm
Do it by talking to him on the right side
Actually did it by adding a new action into an FSM, first time I've wanted to do that
If you've got city crest in randomizer the gate doesn't show up
It's so you can go both directions through it
Otherwise there's soft locks
Like if you get into city with only crystal heart you'd be fucked
How do you get to storerooms, though?
riiiight
if you have a simple key you could get out through sewers if you're badass
or go through the pleasure house
question: will the TenEgg thing work on an existing save?
Yes it will work
noice
And I don't see how you could get through waterways with only crystal heart
lemm consume 16 wanderer journal
That's a lot of geo
3200 i believe
Yeah
all thanks to the power of item duping
hmm
tenegg isn't showing up in the upper left corner mod list
Send your modlog
on it
[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
[INFO]:[RandomizerMod] - Instantiating Mod
[INFO]:[RandomizerMod] - Randomizer Mod initializing!
[INFO]:[RandomizerMod] - Randomizer Mod initialized!
[INFO]:[RandomizerMod] - Github = 0.0
[INFO]:Saving Global Settings
obviously leaving out mod setting loading
which would probably go over character limit
That error is normal, nothing to do with the lemm mod
Don't think you put the dll in the right spot
it's in Mods, in Managed
That's pretty odd
Are you certain your game isn't running from some other folder?
Maybe you have multiple installations or something
Oh you just reinstalled the game?
Or do you mean your computer?
Randomizer is showing up in game still, right?
I think he means he is playing on a fresh install
yeah that
Weird
Alright then all I can think of is you haven't reinstalled the API
And that log is old, from last time you had it
randomizer is working
Send outputlog? Idk
Gradow could you check if the mod works for you?
wait hold on
Dang
Forgot to reset the game?
my tired 1:45 am brain went to main menu, reloaded the save and decided that counted as restarting
Yup
Would be great if we could load/unload dlls during runtime
Oh god no
Not only enable/disable them
Not going to be the one to make that work
Heh
You'd have to load all of them in a separate AppDomain and pass things between using some kind of MarshalByRefObject proxy
It would be awful
Eww
Theoretically, what would happen if I loaded a mod, disabled it via the in-game menu, then replaced the dll with a different dll but with the same name?
Nothing
And then enable the mod
Disable/enable doesn't reload the mod
lmao
She ded
cave story flashbacks
but, hornet basically works now. i have some minor bugs left to fix
and no fsms on her at all
Minor bugs
She basically works except for when she falls through the floor into the acid

"""""Minor"""""
oh, no she went around the corner
then i backed her into it
with her little evade jump
I guess that's a bit better
none of her values are hard coded now tho
just doesn't pay me anything for them
so she will function anywhere
Best mod
You sure you didn't get anything?
Lemm is now the government
Try changing scenes
Updating the geo counter in tgt was a pain
Dunno how it is in lifeblood
I just do this when you talk to him
int money = PlayerData.instance.trinket1 * 200;
money += PlayerData.instance.trinket2 * 450;
money += PlayerData.instance.trinket3 * 800;
money += PlayerData.instance.trinket4 * 1200;
if (money > 0)
{
HeroController.instance.AddGeo(money);
}
PlayerData.instance.soldTrinket1 += PlayerData.instance.trinket1;
PlayerData.instance.soldTrinket2 += PlayerData.instance.trinket2;
PlayerData.instance.soldTrinket3 += PlayerData.instance.trinket3;
PlayerData.instance.soldTrinket4 += PlayerData.instance.trinket4;
PlayerData.instance.trinket1 = 0;
PlayerData.instance.trinket2 = 0;
PlayerData.instance.trinket3 = 0;
PlayerData.instance.trinket4 = 0;
Really simple
Yeah, in tgt you had to broadcast some fsm event
Otherwise the geo increase would be silent
i'm playing tgt
And you only see it in the next scene
ah that explains a lot
Wait no
I see the problem
Haha man I'm sorry but you deserve it for duping
I had a line when you enter the scene to set your journals to 1 for testing
Didn't get rid of it
Kek
lol
kek
rip journals
that the updated version?
Yeah I removed the testing thing
k, am at pc
Me too
i suppose it's a good thing i alt-f4'd when i realized my journals were gone
Probably

eww cheater
i mean i still do deserve that for duping
me: i don't do skips, it's cheating
also me: dupes 15 journals
tbf tho i did beat the game once, completely legit no-cheating
PlayerData.instance.AddGeo(amount);
HeroController.instance.AddGeoToCounter(amount);```this is how I add geo in bonfire
aylmao i done do got my money


that means I'm a dev right
idea: would it be possible to make the station fee for stag stations really cheap, like, say, 5 or 10 geo, but make you have to pay every time you leave and reenter a station
yes
But why?
Is randomizer compatible with Linux?
Should be, yeah
I really have no idea
The mod checks for the required images at Randomizer/
No other qualifiers
So put the folder wherever the linux version's base data directory is
ok so
kk, thx
no
Picking up desolate dive saves you there
What items do you have?
Should be easy to get out no matter what
all the glass is prebroken
and you don't even need to do awkward pogos to get out
its because the game is looking for the has dive 1 variable to be set
which is permanently false
because hacky solutions to problems
All the UI disappeared.
hey look an easily dupeable hallownest seal lemme just set aside 30 minutes
Could you post the modlog file in your save folder? @paper gazelle
hey look i already fucked up the dupe
fixing that desolate dive visual bug should only be like 5 minutes if that
Yeah but I don't care
Kerr might end up doing shiny control after hornet, which would have a side effect of "fixing" the bug
Just a minute, trying to get the window closed.
Since I'd stop using the bad solution
Yeah?
i can't do anything now
Never to anyone else
not even escape
I know exactly why that would happen just didn't care because it never happens
imagine a face of dissapointment here
Alright fine I'll fix it
I just need to get the scene name for the room below that and add it into a check that's already being done
Nah it'll put you after him
oh thank the assorted dieties of choice
@rain cedar Wait--I don't have any saves.
You don't need to have saves, the log is just in your save folder
Ah.


