#archived-modding-development
1 messages Β· Page 76 of 1
so most of them could now probably be pulled out
but for "backward compatibility" and in the interest of time, i'm leaving it as-is for now
Some of these function names
GetGameObjectFromSpawnObjectFromGlobalPoolInFSM 
I get why it's that
Since the FsmStateAction name is most of it
But still looks awful
yep, that's one motivation behind writing the generic version
GetValueFromAction<Type,Action> is much nicer
Yeah
You'd probably still have the bad looking ones internally
Lot better to work with, though
yeah
there's still lots of parts that can be cleaned up
but i'm hoping we can collaborate or add functionality in one place with this
i also added a couple extras in
EnterSandbox puts you in an empty room that's 2x screens wide and 1x screens tall
GetGatePosition is just a port of the private function that's inside the game
EnterZone transitioning the player to a custom area really easy
it wasn't last i checked
Oh I see
TransitionPoint.GetGatePosition is public
But this takes a string
So it's a different use case
ah, maybe that's why (i forgot why initially)
TransitionPoint is a MonoBehaviour anyway so you can't just arbitrarily call it
You need a reference to one
something that's also included in the common package is my event system
CommunicationNode
if you wanna not use singletons or have nice event broadcasting
I didn't know you could do so much with an attribute
they're pretty neat
i don't have any event handlers
Oh I'm misreading this
CommunicationNode isn't an attribute, CommunicationCallback is
This makes more sense
right
the one place i use it right now in enemy randomizer:
comms.Publish( new LoadingProgressEvent() { progress = value } );
that's when the loading value updates
then my UI gets the event and sets the % or bar or w/e
what i'd like to do is have it so each enemy that spawns or is replaced has an event
just haven't got around to doing it yet
Would be a lot more flexible for sure
but i'm thinking i'll probably use it as things are re-written to add on hit or death events etc
Cool
I'll look through all that more thoroughly later to see if there's anything I can use
Always nice when other people do the hard work for you
would be neat to put some stuff from debug mod in here or w/e too if you feel interested
Yeah? Everything in here should be completely flexible since it's meant to be called arbitrarily by keybind https://github.com/seanpr96/DebugMod/blob/master/Source/BindableFunctions.cs
Unless you had something else in mind
nope, that's basically what i was thinking
It's all really simple stuff
Just great to have all together
Oh I bet the kill all one is broken in beta
Do you know if broadcasting "INSTA KILL" still works?
it doesn't
there's literally no health-type fsms on enemies
Yeah, figured
but getting all active health managers and calling Die() on them should work the same
Yeah
Definitely better, just more work for me
The enemy panel is gonna be able to run so much cleaner, though
It's awful code right now
Looking for health fsms everywhere with like 3 different names
yeah, enemy rando was getting like that too
health_manager, health_manager_enemy, pain1, pain2, pain3, pain17
When game is so bad that jokes get taken as fact with no questions asked 
lol

anyway, sent out some github invites for mod common if any of you wanna do anything with it
I just woke up, and I am recovering from an illness in these past few days
I literally had nightmares about fsms last night
Not even kidding

"please TC get rid of FSMs
our resident modders get actual nightmares from them"
Fsm-induced nightmare ffs
It was like all the symptoms I was feeling and all that were all part of a state machine
And it was stuck between two (shitty) states

oh god

Hey, kerr. You wouldn't happen to have a magical helper function for animations which simply plays all animations of the state, like you have with audio clips, would you?
hmm
i just updated mod common with some cleanup and a few other goodies, but not anything like that. though i don't think you need it?
also, have you tried building mod common yet?
it'll prob be best if you develop the superdash re-write in there since you can add any helpers you need to write directly to the common
anyway, you can do this
tk2dAnimator.Play();
typically the animations are all referencing the same animator, so you could do this
foreach(var a in tk2dAnimator.Library.clips)
tk2dAnimator.Play(a)
@solemn rivet
thanks! I'll take a look
isn't this v3
nice
it's still basically a rough hack, but i made it a bit more stable
you should actually see them fly away now
but, like, we'll see
and in theory they should hurt enemies they hit
ok so
heavy blow is now an instakiller
and i have had issues where the framerate severely dropped
....and save and quit is borked
ok i can't complete ToF
i guess it's memory leaks or the game just can't keep up
Memory leaks shouldn't really be a thing because c# has automatic garbage collection
Unless something is holding reference to a ton of useless data

Always be careful with unity materials kids
wow i guessed right
is there a way to have one save be randomizer and another not be?
randomizer doesn't affect saves
yes, run the randomizer on a save slot, then turn it off for another one
two separate saves, boom
or, yknow, that
use Easy mode, tbh
unless you know speedrun tech
k
and just super unintended ways of doing stuff
like deep focus with no super dash
basically just all of crystal peak
wings early was the most fun imo
^
does it need the modding apl?
yes
yes
i dont know what any of this means
crossroads installer

But it's sneak peek
sniek pijk
Gonna need more info than that
top right? O.o
have you done every step as indicated by that pinned step by step guide
it doesn't show up there
yeah i have
go start a new save
i did
aka, have you placed the mod in the mods folder
...
the mod should show up as loaded on the top left
someone needs to neck me
im fokin dumb
real nice
Can you show what you've downloaded for randomizer?
the randomizer folder is in the right spot. it has some button assets in it
right sean? i think....
there's an assets folder somewhere
Yeah I think that's right
i think that's the right spot
show your mods folder. in the Hollow Knight data folder -> managed -> mods
Nice
yeah. this is wrong
You just copy the stuff from the zip in
It's already set up right
Don't mess with it
..?
or just use the crossroads installer
or watch the video in pins
shows you step by step where to put it
i use the hollow knight data folder?
didnt i just replace that for the modding api tho
it's a folder structure
that puts the files where they need to be
they're empty folders except for the final destination
so what do i do with the Randomizer folder
It was right the first time
copy all zip contents
paste all contents in the exe location
boom done
hollow_knight_data will merge with the actual folder and place files in the proper location
and the randomizer folder will stay there for asset use
super simple
ok good
but mostly github
Thanks yall
Also does hp bar work with this one?
yes
Mostly unity
Actually I am pretty sure I fixed the version check by disabling it
Maybe I didnt push that...
Nah it's fixed I just implemented version checking poorly because I'm lazy
For debug and randomizer it just assumes any version returned that isn't the current one means it's out of date
ah
ok, cool. I cheated to fix it. "every version is current"
cause unity...grumble....
There's probably some external library we can use that supports TLS 1.2
To get actual version checking back in
Actually nevermind on that, quick google search shows that's not possible until .net 4.5
Are there any mods that only work on 1.3.0.8? Basically I want to know if I should update to 1.3.0.8 or not?
all the mods you'd ever want are on 1.2.2.1
some beta work has been done, but nothing full force yet until it actually releases
I haven't really kept up, is there a branch in github for the API for 1.3.x yet? IE is the fixes that Kerr was doing being tracked somewhere?
I forked the api this morning with my changes. There's a bug in it tho with the current patch. Save and quit freezes the game

kerr does it do itwithout debug mod too?
cause it's not just save and quit then, it's death too
Does Boss Rush Mod stack with Debug mod?
What if I installed Boss Rush mod and want to play Debug mod with my normal save files?
you can't play normal saves with boss rush installed
bossrush disables saves
So I need to download 1.3.0.8 to resume my save file?
no you just need to uninstall bossrush
What is with you and the beta. Lol
Boss rush can be toggled on and off from the in game menus iirc
Can someone show me how to toggle boss rush on and off?
This is for 1.2.2.1. Microsoft Windows.
just move it into a folder inside the mods folder
So I must manually toggle it by dragging and dropping the .dll boss rush file?
it should show up in the mods menu but your mod menu is empty
so that's the easiest way to do it
gradow's modinstaller has pretty good mod management for when you want to keep stuff installed but toggle it
Gradow's modinstaller = Crossroads. exe?
Just drag the Dll in your folders
Make another folder in the mods folder
Name it "move mods here to turn off"
Then drop whatever mods you don't want to run, into that folder
imo
I see. Why is Mantis Gods listed twice?
uhh
cause one version's the compiler output i dragged in myself
and one's the version installed using the installer
I see. So is the mod manager the crossroads .exe file or a different file?
If it is a different file, can you link it here?
I see. So which directory should I drag ModInstaller.exe to?
I tried running it from my desktop and it gave me an error.
Just to clarify, all mods should be played on 1.2.2.1 except the Heavy Blow buff mod which should be played on 1.3.0.6 Lifeblood Beta, correct?
It was some error handling exception or something.
Anyways, I manually installed the debug mod via drag and drop without Cross Roads or Gradow's mod installer.
I get this.
So how do I respawn defeated bosses?
press Esc, select bosses on top right, select boss
Okay, thanks.
I tried using the debug to equip all charms at once, but it does not work.
Can you tell me what could be wrong?
It doesn't have that feature
activate windows
Oh I didn't even see that behind the thing
I see. So if I want to refight Lost Kin, I just go back to where he was and press respawn all bosses and he should be there?
So to refight Lost Kin, I just click respawn bosses in the debug menu?
Can I reopen the door to the Path of Pain via debug mode?
Just noclip into the door
I see.
So I turned off the debug screen because it clogged up my view for the boss fight.
How do I turn the screen back on?
F1
Can we keep ?? as our pet? Pretty please
@rain cedar Actually, I got Lost Kin refight to work.
Good for you
@sturdy jetty permablocked
anyway let's do some working out here
start off with a problem
hmm
idk the region E bounded by uhh
let's just uhh
have a hemisphere
symmetric about positive z axis centered at the origin
ez gods
radius just like
3
cool cool
density function should be
Can someone recommend me any other Hollow Knight mods besides Boss Rush, debug?
veru chill
r cubed
cos squared sin
don't forget the jacobian fellas
r to the fifth cos squared phi sin squared phi
ooh that's kinda nice
that's like uhh
1/4 sin squared of 2 phi
times r to the fifth of course
now bounds of integration are
r 0 to 3, theta 0 to 2 pi, phi 0 to pi/2
cool cool let's do r first
just 3^4/2 i think
or wait
fuck
3^5/2
yeah then that's 3^5/8 times sin squared of 2 phi
integrated with respect to theta first i guess
make that shit 3^5/4 pi times sin squared of 2 phi
w.r.t. phi kinda sucks
sin squared of 2 phi is 1 minus cosine of 4 phi all over 2
what are you solving here?
3^5/8 pi (1-cos4Ο)
sooooo
hmm phi bounds were 0 and pi/2
pi/2-0-cos2pi+cos0
just pi/2 then huh
wow interesting
so 3^5ΟΒ²/16
i think
i wrote a 3 hour math thing today and that used up any brain power i might have had to comprehend what you just did
tbh discord not the best for notation
didn't even do the problem correctly i think
i don't even know what the problem was
unity is coded in c++ but its games use c# right?
so making a mod i'd use c#
?
c++ + ++ == c#
but also they have a lot of moderate to large differences
last i checked anyway
C# is more similar to java than c++
oof
C# basically is Java
C# is cooler because it runs well
c# is cooler because it isn't java
c#is cooler because microsoft
From someone who has done C/C++/Java, the C#/Microsoft environment seems like an absolute mess
Hey, some good new mods?
No they all suck
I would love to see some story mod
That would be cool.. or not
I mean, there is no enemies mods
Just some gameplay mods
Making new content is way harder than changing what's there
Besides Hornet and NKG, what cool bosses should I refight in debug?
tfw the game updated while i was debugging something and confused the shit out of me when all my references magically broke
You mean the 1.3.0.8 today?
Instead of programming a boss to have 9999 health, can you program him to have let's say 3000 health for example?
This is for debug mod.
Also, how do you even program a boss to get 9999 HP?
Also, how do you set up several Dream Gate portals?
For the 9999 you click the infinity symbol by the enemy in the enemy panel
For dream gates everything is in the dream gate submenu in the top right
I clicked respawn all bosses or I must have clicked something, but now I only have 104% completion.
I checked my inventory and I seem to have everything.
Yeah it's crazy how respawning a boss would lower your %
Can someone tell me what are the most commonly missed thing affecting completion rate after installing the debug mod to replay bosses?
So can I increase it back to 106% by defeating The Radiance / The Hollow Knight or something?
Defeat whatever bosses you respawned
rad and hk dont count towards %
I figure that respawning bosses makes the game think I still have not yet fought some bosses, correct?
That would be the idea, yeah
I see.
So I respawned Lost Kin, Hornet, Mantis Lords. I was at 103%, then I beat Mantis Lords, so now it is 104%.
So I guess the last 2 must be Hornet and Lost Kin?
@exotic venture https://clips.twitch.tv/GleamingSourDragonfruitKappaClaus
What does Read Data, Save Data, Delete item, do within the context of setting up Dream Gates?
Wouldn't be easier to label them as set up a Dream Gate, Delete Dream Gate?
That's not even the right amount of buttons
There's already add/delete, that's pretty clear
Read/save read or save your dream gates from/to a file
The top one shows a bug and the bottom one looks fine
Misaligned text in the help menu
But anyway I'm done playing 20 questions for tonight
Maybe someone else will feel like dealing with you
@pearl sentinel
I grabbed your V1 of the Heavy Blow mod, what's the difference between that and V3 or whatever?
From what I've seen V3 works a lot nicer
Doesn't smack around non-enemies and does damage to enemies when they hit things
Rather than just bouncing around forever
Can someone send me the Version 3 of the Heavy Blow Buff Mod? Thanks.
I got the Dream Gate to work.
What'd you do?
did you get the modding api?
Yes
how can i find it
π
okay thx
Oh no
my save is gone
modding api π¦
Δ± changed it with my old save but it crashes
okay it works
How can Δ± use modding api withoust losing my save:?
You just use it
Δ± used but my save is gone
Modding API doesn't affect saves
interesting
What else do you have installed
You're on the beta?
1.2.2.1
Δ± did but my save gone
What do you mean by that?
I installed the modding api then my save deleted
Install the api, open the game and show us a screenshot of the save selection screen
Then it's all good
Yep thx
Just a heads up
Bonfire is op as fuck
A nice proof of concept for some things, but still op
I'm not going to use it
when Δ± install my game is going back
I am sitting on a bench with 60geo at dirtmouth
But Δ± was at kingdom's edge
bonfire mod = ?
you're the bonfire mod?
Hey folks, so I've just come back to being interested in HK after a while, in preparation for G&G
I see a lot of mods in that pinned post up there, but I only recognize a few of them by name
is there some place where there are some blurbs about what they all actually do :V?
Every zip file has a README.txt included i believe
Got chu
hehe, this function that looks for transition gates in a scene searches for them in 3 different ways. i like the 3rd debug output line tho. TC has a good sense of humor
1st:
Debug.Log("SUCCESS - Found as root object");
2nd:
Debug.Log("SUCCESS - Found in _Transition Gates folder");
3rd:
Debug.Log("SUCCESS - Found as a child of a random scene object, can't win em all");
well, i should've guessed
my scene transition problems with doors are because of this
PFSM Name: Door Control
what
I've got a mod installer/loader I've built that's generic to all Unity games.
Works with a buttload of them currently, installs Patches and normal mods that can just be loaded and run code just interacting with the game
I haven't found a game it DOESN'T work with..
works with hk then?
I'd imagine
Nobody's made Hollow Knight mods with it yet so
Β―_(γ)_/Β―
I'll go test really fast, I think I still have HK downloaded
Let's check
w/ it?
heavy blow is beautiful
Yep.
It works with Hollow Knight.
I honestly just feel bad adding to the list/making something new that people are going to have to update mods for if they wanna use it :L
Oh well, I'll post it
I'm really busy working on it and modding RainWorld so I won't be making any mods for now but
well currently we already roll with an api for it
if it works don't fix it i suppose
ohhh you mean actual installers
Both
yeah we already got two
:V
Partiality is a Mod Installer and Mod Loader
Bundled into one
Either way
CrossRoads is kinda
for a mod loader we just got the modding api
as for installer
a la manuel is best
illegal unless the devs give explicit legal permission to distribute the game's assets/code good, but can be improved
Idk about the rest
well i mean everything here is kinda closed off
crossroads is meant for the people that are super struggling since it auto downloads the mods they need and installs them
what a readme
Partiality is a catch-all Unity Modder, it installs patches so you don't need to redistribute a game's code/asset files, just your patches. It uses MonoMod to do that.
Well for one
It's still hugely WIP anddddd
I need to do all the detailing ;-;
Also the actual source code is outdated
It's all 0.2 stuff
wew
Because I did a HUGE update with 0.3, switched to Eto.Forms for cross-platform UI and shtuff
Haven't updated the source yet
i've heard about monomod being used for some stuff here but i think they switched back to own making i guess?
not entirely sure
Oh neato
then only the api changes on updates
Well if you have any patches made in MonoMod, They'll work with Partiality, you just drop them into the "Mods" folder.
yeah, 99% of our mods these days don't use monomod for anything
You should fix that :V
Well
Your patches should use MonoMod
The loaded mods don't need to
that's what the api does
Ye
already
Well good
back to the "don't fix what ain't broken" mentality
You guys can convert to partiality if you want or not, I don't really mind, I just saw that some of the modding was redistributing the game's assets and I wanted to offer a proven, already-built alternative.
So that if the devs DO get mad at you guys (or their lawyers do or whatever) you guys have something as a backup
devs are in this discord
i see what you're saying, @buoyant wasp or @rain cedar might have a better response for you
well since the devs know about the modding and are fine with it....
uhhh if they objected
they'd just call them out here
but considering some devs even use the mods made here i mean
why would they
Well now that there's an easy-to-use form of modding that doesn't require distributing the game's files, they may want you guys to switch to that.
you can just use an xdelta tho
They may not have known that it was easy or possible
Anyway, the point is. I'm not here to overturn the modding community or tell you guys that everything you have is bad and you should switch
I'm just here to give you an alternative
you just compile it from github w/ vanilla files
and swap out the output
it's only distributed here for ease of use
w/ dev's perms iirc
"don't fix what ain't broken", too
I looked at it before, but the big thing was that we couldn't rewrite game code with it at the time. and there was some other thing it didn't do (though I can't remember what)
wrapping methods is fine, but sometimes we are editing the methods in the middle because we can't do it before/after the original method
(big ones were altering the save functionality and altering the dash mechanics, but there were others)
You can do that, it's just more complicated than putting your code before/after
Either way
I'm around if you guys have questions, but you can stick to how you have it, it doesn't look like the devs are upset about how you guys do it.
I also wanted to put Partiality here kinda because I need more Unity games to test Partiality with and find bugs and stuff
I'm not opposed to the concept personally, but i also tend to agree with @exotic venture . If it ain't broke π . If someone wants to go through the effort, that's fine, but that would mean having to port all mods to the new way too or fracturing the setup. I can just say that, myself, won't be putting effort into changing how it's done now. if this was something we would have had 8 months ago... π
Yeah
It only just started existing a few months ago because I didn't have the knowledge/drive to create it
but i'm glad there is more work being done in this arena. Unity is pretty popular these days for better or worse, so more modding power is always good
Yep
I'm trying to prep Partiality for when Risk Of Rain 2 comes out
Because I want to mod that game the SECOND it comes out
Looks like you guys have got it going good though so π
Good luck, and I'm here if you need me
@exotic venture much more balanced heavy blow (and shouldn't lag)
still pretty op tho
no more hitting gates and elevators either
Idk I think it's getting close
i have time after being mentally drained from work so let's test this

they bounce until the applied velocity is less than a threshold i set
since FSMs basically take over the velocity, i can't use the real velocity
I see
Pin it. Mod common = ?
thanks Kerr
testing too the new api
though debug mode says "new version available"
even though i dl the one from the folder
ignore that
no crash on quit to menu, or crash on quit to menu?
would be nice to get at least ground charge working today
@fair rampart what were you trying to achieve here
Β―_(γ)_/Β―
More options.
If it ain't broke don't fix it, but if it breaks later there's more options
you mean, fragmenting a modding community?
The current API isn't broken and MonoMod is already being used behind the scenes
Yeah that's what I said
if you're willing to move the existing API to Partiality and preserve backwards compatibility, that's fine
"If it ain't broke, don't fix it"
It's not bad to have a second option in case something changes
Better safe than sorry
But a few modders (one at least) already said they wouldn't be switching to Partiality, which is fine
I didn't expect them to, they seem to have things under control
But knowing it exists doesn't hurt anyone either
by the way, I thought Partiality wasn't ready for proper mods yet?
Why are you already proposing it in existing modding communities?
I've already explained my opinion on it in the MonoMod server
find new games, use them as "testing data"
that's how MonoMod became more stable over time
Yeh
I'd prefer if we'd move this discussion back into the MonoMod server
sorry for cluttering your chat π

it wasn't a crash it just locked till you pressed esc
not enabling you to go to menu
a soft-softlock
hilarious mod idea: change all sounds when the hero hits an enemy with the nail to this BOOP sound:
Boop. Extended Version: https://youtu.be/Yz41E9FDeQQ Original Video: https://www.youtube.com/watch?v=Og5-Pm4HNlI Group: http://steamcommunity.com/groups/bjor...
or a similar boop sound
What?
You seem pretty amused by this idea
Can we replace all noises with Mickely's Elderbug impression instead?
That's also a possibility yeah
lool
hi so
i had debug mod installed before moving to the lifeblood beta
and basically
my nail damage was turned up stupidly high because i was messing around
and now even though i've gone back a version and reinstalled everything, the modloader keeps telling me that debug won't load
yes but, where do i go from there
can do
i'm using what i can only assume is the most recent version of the mod since it's the only one on the google drive link my friend gave me
Yeah, empty settings somehow
they end in .json
global settings i assume?
Nah, I think it's actually a problem with your save file
Or no this would be global settings
i'd very much like to not have to replay the game through again if possible
api error so I'd assume global
Idk how, I added a failsafe for empty settings
aight nice
Oh right there's global mod settings
Side note, has anyone recreated the bench bug I had a few weeks ago?
yes
alright lemme try this out
it happened to me mick
i just cleared the entire registry 
yeah
sweet
alright now to just save and hope it doesnt fuck up when i go back to the beta
aight beta is installing
thanks lads
i can't wait to hear from my friend about how i joined and left
and how i need to get good or something like that
anyways
π

What is the difference between Mod Common and Modding API for 1.3.0.9 Beta?
Also can someone pin it?
No, it won't be pinned because it's not final or stable
It's not even something that any end user needs to care about
So if we want to play the mod, do we need Mod Commons or not?
Just fuck off man
Please
I literally just answered that
I don't understand how someone like you can even operate in life
I see. If we want to use Mod Common, which directory should we install it in?
I never installed Mod Commons before.
It's not something that the end user needs to care about
Like I said
Fuck it I'm blocking you because I'm not otherwise capable of just ignoring your constant inane questions
Same
please tell me it's a bot
But 56 said Mod Commons has some really nice stuff in it, hence my question.
He says things that are related to current discussions so I don't think he's a bot
Just really dumb
like sean said, not something end users should even care about, ??
I see.
maybe it's like cleverbot, but not
have you ever seen this before?
Maybe that's a new thing in the beta
leaked new enemy rando game mode
hah
saw this and nearly died
yeah
Tell him there's nice stuff if you jump off a cliff
Anyone know if the traitor lord got a health buff from the lifeblood update?
only way to know that would be to diff the FSMs, and i don't think anyone checked them prior to the update
Okay, thanks
@solemn rivet here's a pretty thorough dump of the superdash object using a new object printer that uses reflection. thought it might be helpful to you
specifically the object's fsm i guess
For the Debug Mod, I cannot respawn Crystal Guardian 1 or 2.
I click respawn.
I warp somewhere else then I warp back.
CS 1 and 2 are still not there.
Mantis Lords, Hornet, Lost Kin all appear for me.
This is for Microsoft Windows 1.2.2.1.
what does your output log say when you click the respawn boss button
is there a boss even detected
also, i am pretty sure cg1 and 2 are mini bosses and not actual bosses
kinda like a brooding mawlek
How much you guys wanna bet this was ??
it was * * * *
Unrelated: Sean, idk if you saw my comment this morning, but the door transitions have an fsm on them, so that's why they're janky/missing data
It's pretty simple, so I'm just gonna rewrite it. Idk if the rewrite will even need to end up being a state machine.
But just in case you were curious
@exotic venture
Hold on. Let me post my Mod Log.
still holding on @sturdy jetty
Who made the Debug mod?
you aren't warping out but giving yourself 100 essence
Or rather. Who made the Crossroads thing?
have you tried walking out of the room
Whoever did, please update the Debug mod in it. It shouldn't be too hard, I assume you get it off somewhere on the internet.
All that needs to be done is to grab the updated version of the link.
Whoever you are, thank you for the great job you've done with Crossroads.
Yes.
You've made a lot of people's lifes easier. π€
As well as warping in and out.
and it didn't respawn the boss?
must be due to cg1 and 2 having preexisting entities maybe?
like the dood sitting on a bench
I see. We;ll, thanks for investigating at least.
i vaguely recall something that stopped cg1 and 2 from spawning but i don't remember what it was
a few?
mais por que
So I can teleport to each boss and play a Boss Rush my own style.
KDT's Boss Rush does not fit my style.

You might enjoy the forbidden mod
wow big meme
I will try it.
wait how do you give yourself essense with debugmod
Pressing "Add item" in the top right hand corner.
It gives 100 Essence each click.
I have over 30k Essence.
can geo be given too?
Increasing Geo requires another click. I never tried adding more Geo though because I already have 360K Geo from
playing Trial of the Fool everyday.
For Geo?
For Geo, I do not know. I never needed more Geo, so I never tried investigating which button gives me more Geo.
For Essence, click "Add Item" under "Dream Gate."
Hmm.
when i do add item it does that
Try pressing "Read Data."
file dreamgate.dat not found
write: writing dgdata to the file
OH it's Items
and clicking on geo and essence
give them gotit
Nice.
so, lenovo is a piece of shite
my laptop is just over a year old and the (internal, I might add) battery goes poof!
there's an inch high bump on my keyboard
ffs
I had to disassemble it last night and remove the bastard
yay, no more overheating
but, yeah, at the time I bought this I was finishing my master's so I figured a portable pc would be best for me
but I can't even run HK over 90fps on this

what point is there to life below 120fps?
so, yeah, sorry for the offtopic, I just needed to vent
also, back on track, I'll take a look at that new dumper of yours kerr
might make things way easier for me
it could still use some tweaking to cut down on redundant info
I think that, in short time, we'll be able to write a script to convert fsms to your gamestatemachines
because... It's pretty procedural tbh
find var/action, do default procedure, rinse and repeat
sorta, the boilerplate stuff at least
yeah
that's a good idea tho
it could just grab the template class i've got and then add to that and rename stuff
i have a question. i downloaded the debug mod, and cant get it to work. It worked before, but i closed the thing with the commands and keys and such, and cant get it to come back. basically cant use mod at all because of this. help please
not really a question technically
f1
thank you
for some like door control, that might end up not being an fsm. going to look at it this morning
hmm I think there is a door_control fsm tho
lemme take a look at the cached fsms I have...
yup, there is
Should almost leave a permanent UI note in a corner or something to remind people what the hide hotkey is
are you on beta?
it works on other bosses
iirc it's hard coded to work with NKG
just not nkg
kek
I just checked the code
indeed it doesn't work
huh
case "Lost Kin":
HPBar.maxHP = 1200;
goto IL_427;
case "Nightmare Grimm Boss":
case "False Knight Dream":
HPBar.maxHP = 360;
goto IL_427;```
can you fix it?
1500
always? Independent of upgrades?
try this
also, sorry for doing this without permission, KDT
if you want to, I can delete this post
@weary oyster ^
I mean, it's his code, so...
also
dnspy is stupid
turned this
into this
why would you use uint num3 = __1__<PrivateImplementationDetails>.ComputeStringHash(gameObjectName); instead of switch case-ing the gameObjectName?
I'll just clone and compile it
ffs
nice gradow, that works
oh
thanks a lot
huh? lol
a better question is why use a switch at all there :3

Its 1800, and thats how a switch actually works
I know, but that's not the point
the point is, it first decompiled it as a switch
then, after I changed it, it decompiled it as that
no consistency
Compiler optimizations
There's no need for a switch anymore anyway
Its not an optimization AFAIK
That's just how a switch works
It's a hard coded hashtable
