#archived-modding-development
1 messages · Page 78 of 1
- replace thing
- put thing in thing
yeah too complex smh
and do I have to mention that I'm not english native ?
what does that have to do with this
I don't understand everything you say ._.
oh
but he doesn't have the new api installed
then get the api and replace Assembly-CSharp.dll
that's what I was doing
Okay
I saw my error
I did everything well
I just deleted a folder of vanilla HK

Now I just need to put the DLL into this folder, right ?
DLL's*
you put mod dlls into the Mods folder
most api mods work w/ beta
how do I know if it's an API ?
What's the bonfire mod ?
basically, level up using geo
get more powerful that way
kinda RPG like elements
Oh
should be good other than that
tfw sonic actually gets used
boss rush doesn't work in beta
that explain things
I'm leaving the beta ;-;
sonic is pretty good @copper nacelle

I died 4 times because I'm so bad at dodging
nice you should make a terraria mod
i mean it isn't that hard since it's mostly just basic unity stuff and c#
Wonder if I could make you able to spawn bosses at any time lol
Nice maybe I'll mess with it
play the game before you break it tbh
True
kerr got most bosses to play nice by reparenting scene objeects iirc
havent had the time to play enemy randomizer so i wouldnt know tbh
kitten pics when
take now
tomorrow, maybe, if I have time
waiting for pics
guys teach me calculus for my exam tomorrow
no
find x
its the second letter in exam
wrong its the third last
wrong, arrays start at 0
^
lua arrays start at 1
wrong, multivariable calculus isn't intro to programming
lua isn't real and you know it
the entire moon is fake
should i improve the sonic mod or do something else
whats the sonic mod
how could you improve it?
blue title screen
you should give me a refresher course on limits Kappa
timescale 4
kek
as you walk your walk speed increases
dash lets you get to new max walk speed instantly
resprite all geo drops into rings
add an actually good game
make every nail hit be "you're too slow"
Don't forget geo explosion when you get hit
^
Dang not up to date on the memes
yes
nice
related: how are you supposed to get geo prefabs from a healthmanager
i gave up and just did Resources.LoadAll("")
kek
imo wheres gathering swarm
sean wrote code for that a while ago
Just find an enemy and grab the prefabs
is it supposed to drop more geo than you have?
so i can drop 36k geo
caps at 1k
bad mod

thats kinda the point
meirl
Lol dude just look for HealthManagers after scene load
The player is never gonna get hit before one exists
o
Also var REEEEE
o_o
is it possible to use a modified Assembly-csharp.DLL with an existing save game? I understand there's a good chance it will cause corruption of some kind. but that's what backups are for.
yes
shouldn't cause any corruption but
depending on the mod
it can make some changes to the save
changed charm costs and starting notches
use the save editor
charm costs, notches, hp, nail damage, upgrades, skills
i tried it with existing save game and their was no change. Wuld i need to trigger it by reaquring the charms or getting new notch
Save editor doesn't change charm costs does it?
it does
oh neet
charm costs are stored in player data
yeh
seems obvious now that i think about it
oh well i learnt how to mod simple unity games
where did you change it
player data class
using dnSpy

does that make sense, not sure if im using the right terminology
opened Assembly-csharp.DLL using dnSpy. then navigated to player data and its around line 4123
that's part of the SetupNewPlayerData function
so that would only affect new saves
so is there a "currentPlayerData" function or something? Im not much of a coder as you can likely tell.
PlayerData.instance is where the current player data but it isn't set to an instance of an object till you load a save
so if i made the same edit to PayerData.Instance it would work as intended ?(atleast in theory)
you would have to make the change trigger on the loading of save
but yeah
or on another hook
so without additonal changes the cost change would not trigger on its own. Iwould have to add code for it?
rn
you've changed the create new player data function
so new saves would have your change
You would want your change to either be moved somewhere else
or
you could change the get int func
which is what the modding api does
right i think i get it. You've been a huge help.

ok so ive got working the way i want with the save editor. I might have another fiddle with modding later. i have an ida for changing notch progression
yeh im gonna learn that next if i do
So do I need the api or crossroads for the randomizer?
okay, since I turned it on, but fury of the fallen was still there
did you enable it
yes that is possible
Yeah
was given desolate dive by the shaman and told I consumed dash master
think it works
how do I get out of here with no VS tho >_>
baldur doesn't curl up
plus dive can kill them
General question for the modders: what's the current plan for the API? Add helper stuffs while waiting for the next non-beta update?
API has already been updated for beta tho
K k - not really sure where I was going with that question tbh, long day
lol
I'm using those mods. This is the room transition that it happens in the most, but sometimes, anywhere in deepnest when I have the 'fullbright' debug function open, my game just crashes in a room transition.
Any idea why?
I'm not using it anymore because of that of course.
well, when it happens again you can post your output_log.txt here and we can take a look
@solemn rivet Where can I find this?
kitten pics when
in the hollow_knight_data folder
but it has to be right after it crashes
the file is rewritten whenever you play the game
sounds like an obscure way to store kitten pics
Old kitteh pic, from before adoption. I'm not at home rn so can't take more
Me plus kitteh, from when he arrived
@hollow pier satisfied?
very


Has there been any editing of vendor items or anything?
Like uh, has anybody managed to mod those?
yes
rando does it
lightbringer completely changes charms too
I know charms can be edited just wanted to know if you could like, i.e make Leg Eater sell map markers
that's basically what rando does
yeah. the randomizer does that
I uh, don't really know what the randomizer mod is 😅
pretty self explanatory
I'm new to this lol
How so?
by.... randomizing them....
mixes them up, redistributes
2meirl4meirl
guys how do I install api
poke it with a stick
instructions unclear now have the cuphead all bosses wr
gj
out of memory
download more RAM
download more sheep
kek you ran out of RAM
ram out of ram haha
that's p interesting, did your entire pc crash orrr
also this looks like there's a ton of FSM errors
but idk
Tentativa de acessar endereço inválido
probably need an expert to confirm that
FSM not Preprocessed is normal
oh ok
idk about the could not find fsm tho
could not find a good game
...out of RAM?
yes
just..... why
I guess that makes sense
good meme
Maybe I should close a thing or two...
so many tabs reeee
Kek
Closing chrome tabs is like downloading more RAM

does boss rush have grimm troupe and hidden dreams bosses?
si
yea
fighting grimm without dash is surprisingly neat, along with other early to mid game bosses
I got an idea for a mod
With some custom weapons you can get
Examples would be cloths club (dropped when she dies), Quirells (not sure if that’s how it’s spelled) nail (collectible when he leaves it at the blue lake) and maybe reveks nail or something
Would u guys like that?
go for it
Ok
I’ll see if I can, but I haven’t made any mods for hollow knight before
I was thinking of making Unbreakable charms available from the Leg Eater if you didn't get them and banished the troupe
Doesn't divine always stay until you have all of them?
I think she went away with the rest of the troupe when I went with the banishment ending
Unless she's somewhere different from where she initially was
she stays around when you fight grimm properly. but from what i heard she just leaves when you go the lame route.
Odd
~< I guess I took the lame route
I just happened to go to the Deepnest flame first and when the guy talked about the whole banishing I just went along with it
And later realized I'm stupid
missing nkg reeeeeee
nkg is so fun. i'd be super bummed to miss out on it
sorry pre-buff traitor lord best boss
Modding inventory drops back in 
mod every glitch back in
just a sec
lemme take a look

C R A S H ! ! !
go to your saves location and send us modlog.txt
Got it.
Just a problem though, where is my save location?
The internet tells me it's C:\Users<nickname>\AppData\LocalLow\Team Cherry\Hollow Knight.
Let me see...
@solemn rivet
Worth noting. This game crash has NEVER happened to me.
Only in Deepnest now did it happen.
Nowhere else has given me this problem yet.
It's only happening now that I'm around deepnest.
Let me translate.
File missing
"Attempt to access invalid address".
Same error as earlier
@solemn rivet
vc br
Validate your game files
o
But validating my game files is going to kill my mods, isn't it?
I don't use the api, sadly.
....
I'm using Crossroads because literally no one helped me with installing anything anywhere.
Crossroads auto install the api.
Because I don't know how.
I bought the game on humble, so i just downloaded the drm-free copy for modding purposes
auto installs*
Crossroads is an installer
yeah, so you are using the api
Installs the api
you simply didn't install it manually
Alright, I understand.
So I'll just validate my game files, launch crossroads and install the api again.
And it should be fixed?
Maybe
should, yeah
Wouldn't hurt
Again, worth noting.
I can try and help you manually install it if you want to
This never happened to me anywhere outside Deepfuckingnest.
also, double check the version you're installing
Validating.

so, from this
0x40D2750B (Mono JIT Code) UnityEngine.Sprite:Create (UnityEngine.Texture2D,UnityEngine.Rect,UnityEngine.Vector2)
0x676B0B19 (Mono JIT Code) DebugMod.CanvasImage:UpdateImage (UnityEngine.Texture2D,UnityEngine.Rect)
0x676B09B0 (Mono JIT Code) DebugMod.CanvasPanel:UpdateBackground (UnityEngine.Texture2D,UnityEngine.Rect)
0x40D81D3A (Mono JIT Code) DebugMod.EnemiesPanel:Update ()
0x40D7C61F (Mono JIT Code) DebugMod.GUIController:Update ()```
I'm gonna go out on a limb and blame sean for this mess
always blame sean
@solemn rivet How so?
seems like it's debugmod breaking things
Fuck.
Look.
I only want enemies to have health bars.
That's literally all I use debugmod for.
KDT Health Bars is an amazing mod but it only works for bosses.
Understandably so but still.
I just want the enemies to have health bars. I use literally nothing else from debugmod.
Also the Crossroads version of debugmod is outdated. That's why I didn't want to install it with Crossroads. @solemn rivet
It actually says in-game there's a newer version.
That's broken
Oh, ok.
but version checking is broken
But still all I ever use from debug is the health bars.
Ever.
That's all I want.
also, I'll ask KDT later how how it would be to adapt HPBar mod to all enemies
Like.
Show little health bars over the enemy heads.
Like debugmod does.
And show the big health bar on the bottom of the screen.
For bosses.
You know what I mean?
I know
Maybe the health bar for the enemies can be a little bit stylized, like KDT's done for the boss health bars on the bottom of the screen, so it doesn't look tacky/out of place compared to the rest of the HK art.
KDT did a great job with the boss health bars with what he did.
It looks just fine with HK's art.
I can help draw a health bar design if necessary, even.
Also, no need to show numbers for health on it, just the health bar itself is more than enough.
artist found 
having numbers is good tho
specially to debug nail/spell/etc. damage
Well yes, it's good, but they would probably have to be stylized too.
^
My point with the health bars mod isn't to debug, but rather just to make a enemy health bar thing, yes. So it looks nice and part of it.
@rain cedar I know.
But the problem is that there is
literally
no other mod or anything that does that.
So that's why I'm using debug for it.
just know every enemies' hp and count your hits ezpz
Your request is super niche tbh
That's not the same thing.
But yeah looks like it's crashing when I update the hp image
Is there an actual error or just the stack trace?
@young walrus 'Niche'?
It's a quality of life request that I can honestly see more than one person using on a lot of instances.
You're the only person who has asked for this or been upset about it
remove spiders from deepnest 
I'm upset over what you're saying about it.
It's a simple request. What I'm actually a bit upset over is that it crashed me in deepnest.
sean - only a stack trace, from what I can gather
Dude you're the one who has asked for multiple niche mods with your fucking entitled attitude
Sorry someone is calling you out on it
Sean I'm just asking for one thing, nothing else. What other niche mod that I ask for here? Right now all that I wanted you to do is make the debug mod not crash in the deepnest area and if anyone wants to work on a health bars mod I'll help.
I'm not being entitled, I'm trying to be as polite as I can about it and explain why I think it would be a good thing.
Glass soul is the other
Glass Soul is the other, yes, but I actually only asked for that once as a convenience, nobody's really done it so I left it alone.
That one really has no need at the end of the day.
Especially after I saw the friendly api one.
Asking to fix the crash is whatever. Saying that the hp bars must be stylized to fit in is where your request started to get super niche. The point of debug is to give data, not to be used through an entire playthrough
So please stop treating me like that if you could.
I treat stupid people meanly
wait, what about glass souls?
@young walrus Let me explain. I'm not saying that the health bars HAVE to fit in or anything. I'm not telling Sean to rework his entire mod and add stylized health bars. What I'm talking about is that I'd just like the crash to be fixed, yes, but if someone wants to work on a mod that shows only health bars and nothing else then I'll actually help out and try to provide art for it, even.
He just dm'd firzen and pinged 56/wyza about it is all, gradow
I'm not asking Sean or anyone else to -actually- work on it.
@rain cedar Yes, I did that -one- time. Are you going to treat me that way forever over it?
Probably, yeah
Then you're the one who's being stupid, not me.
I already even apologized for it the other day.
I'll try to fix the crash but I'm not gonna take your requests seriously
If you could stop treating me like that and see what I'm actually trying to say, that would be great.
You keep saying your requests are simple when people say no
Whatever, this isn't worth the effort
And I commented on it, that if someone was to make an only health bars mod, I would help with it.
And second, the glass souls thing.
I wasn't
even going to mention it here in the first place.
But someone I talked to about it told me 'someone in #archived-modding-development could probably do one for you, ask there'.
And then I came here and asked and said it was simple just so it wouldn't discourage people.
The stylized bars would have to be a separate mod. The stark ones as they exist now are that way on purpose so they stand out for informative reasons.
I didn't even persist on it too long and I pinged the modders on it because well, it's modders, so I thought they would actually like to work on one more mod.
@young walrus I know, Mick.
That's... actually the point of what I'm trying to say.
No I know
Thank you for actually understanding me now, though...
Look, @rain cedar I'm sorry if my wording is crap but you understood all I tried to say and convey wrong, so please, try to read the things I said up there.
..Really.
Your mindset though of "I thought they might want to do it." is a bit misinformed though imo. These guys are super busy and are already doing a lot of work on this stuff. So when. Someone comes in and says what you said, it comes off as super rude, even though I know you didn't mean it that way.
Okay. Again I'm sorry if it came off as rude, but it might just be because I really was trying to be as polite as I could, but that assumption was wrong of me, I understand. I just...
I thought one ping on the modders wouldn't bother them because they were online and didn't have anything saying don't ping me or anything.
I'm sorry for that, really.
A ping is fine, just don't ping to say "do x for me because I'm lazy"
O-Oh, no, it was more like "can you please do x for me whenever you have the time to? i don't know how to do it, but if you don't want to, it's okay" and then I explained it would just be an easy thing and I didn't want it to be a glass souls clone.
I think I...
over explained it and made it seem like I was insisting on it.
I really wasn't, it wasn't my intention to seem like it.
Again, I'm sorry. Really.
As a non-modder who just read through all of that. Pretty shameful. Extremely, rude entitled and arrogant to the end.
That's not how you treat someone if you want something done.
Stay, I'm not even being arrogant, I'm just trying to defend my point, and I'm even apologizing for it.
Please don't treat me like that.
The only thing I'm doing is trying to explain that I came off wrong and it wasn't my intention to do it, and even then I'm apologizing for that because I did come off wrong.
So please don't... rub it in.
Okay?
It's not a real apology, though
Like.. please.
...No, I'm not.
It's kinda insulting, actually
I'm saying that I'm sorry that I said it in a wrong way that made you guys get that idea.
And basically that I'll try to word myself better and not cause all of this the next time.
I think y'all are being a little harsh Now TBH. The Dude Fucked up, but can we move on?
Arguing is going nowhere
that's done and done, already
I'm probably just gonna scrap the entire UI for debug when I get home and start over with CanvasUtil
Made the mod before that was a thing
Seems to work better, though
I still have to understand that better tbh
it seems more counterintuitive for me than imGUI
Does anybody know how the scale mod worked? It's not an API mod so I'm not sure where to look for what it added/changed.
I was looking to create something similar.
oh, thanks for the suggestion KDT
If you can find a vanilla DLL for that version @rustic stag you can dump all the cs files from vanilla and mod and diff them
I guess I'll try that!
It probably just changes the scale of the hero transform
HeroController.instance.gameObject.transform
I think it made you move faster and slower and changed damage with size too, although yeah for resizing stuff that's all you need
KDT: how up-to-date is the github for hpbar mod?
the only part of it thats out of date is the update to make it use the "new" on nail hit fsm hook
which would need to be rewritten anyway for beta
based on how it's coded, do you think it's feasible to adapt it to make it also display hp bars for enemies?
I'm willing to tackle that, if so
ermmm like over each enemy?
you'll need to do some stuff to adjust it
but yeah should work
I'd convert it to a component and add it to each entity with a health_manager
that's my plan
then just add everything thats currently rendered in hpbars for bosses to a static canvas for the entire mod
make it smaller
move it to be next to the enemy
I was actually thinking of adding it to the transform of a health_manager entity, instead of the entity itself
Here?
yea
I also saw this video, is the mod yours as well https://www.youtube.com/watch?v=qDk6qkVbf80
This is a segmented fight of KDT's mod Nightmare God Grimm (NGG 0.2.1), why segmented you ask? Because the final phase in this version is nonsense and pretty...
that just doesnt look fun anymore 
Are there any other "Boss God" mods?
not afaik
Also, another thing I was wondering
What are the chainsaws in the white palace?
Are they also considered an Entity like the enemies
or are they a different type of thing?
Ive not seen a video of mantis gods :c
they're probably a gameobject but idk
What I'm trying to ask is this - can a mod editing the White Palace to make it more difficult be created
I've been wanting a Harder White Palace mod for a while, but wasn't sure if it would work
In theory yeah but it's a lot of work for little pay off
Yeah ( .-.)
Yes
MANY TIMES
I used Debug mod to see how quick I can do it
because it has this little thing showing for how long the game has been running in the corner
here
(kinda off topic but you can see what I mean)
sub 5 when
you could also use this wonderful thing called.... Livesplit
7 minutes? https://www.youtube.com/watch?v=0QnLG-JEzzU
I couldn't do it in less than 7 minutes
well that's the right attitude to have


do NGG or no balls
do NGG so KDT has to update it
@ππ#2154 https://www.youtube.com/watch?v=pBXmqnOxd6g&feature=youtu.be here you go
@waxen lodge
Danke 💚
Ohh u just uploaded it 💚
Somewhat nerfed, but all 3 at the same time
I think someone suggested that once the second one dies, Traitor Lord joins in and the third is restored to full hp
Doesn't make any lore sense though
beat ngg
even tho I have the latest api as a reference. Ideas?
nvm, fixed it
@leaden hedge can you give me some help with that hpbar thing we talked about yesterday?
The Thin Knight
Alright, I think I'm getting close to something useable
https://media.giphy.com/media/39vbBaMb3RSRdjpc4Y/giphy.mp4
This is no better!
that is obviously better what are you talking about
tbh squished knight best knight
Anybody know where the value for the jump height would be?
P E R F E C T I O N
Anyone know if version 1.2.2.1 mods (Dreamshield Co-op to be precise) are compatible with the latest beta?
dreamshield co-op most certainly isn't
so, question
I'm adding a component to a game object
can I simply have an Update() method on that component and it'll work, or do I have to hook it to heroupdatehook?
Correct, any enabled component on an active game object has its update method called each frame. Use FixedUpdate if doing physical things. LateUpdate for end of frame things.
nice! Thank you
well, uh, something weird is happening
I'm getting to attach the component to each enemy, just fine
but, then, when I log this.gameObject.name it's different from fsm.GameObjectName where fsm is the parameter from GetEventSenderHook
wait, I think I got it
every enemy is hooked to GetEventSenderHook
so maybe what's happening is that every time I hit something, it checks, FOR EVERY ENEMY, if what I hit is the object with said fsm
which returns an NRE, because in most cases it isn't
yay, it works!
good job, your paragraph is done! now you can submit your monologue to zote
This is the version of basically a conversion on KDT's boss health bars mod.
It's meant to show the same kind of health bar on every enemy.
Eventually, going to have the health bar showing under the enemy with new art, but for now, just trying to make it work consistently.
But right now, me and the person that's coding it ( @solemn rivet ) ran into a little problem.
I'm going to provide screenshots to show what it is.
Some enemies don't have health bars.
The empty health bar on the bottom always persists, and it's supposed to fill up when the enemy is struck.
But...
As you can see on this screenshot, the health bar for a spider I hit up there is a much darker shade of red than it should be.
A few seconds later after that spider died, I hit another.
You can barely see this one's health bar.
And then I went to kill another spider a few seconds later.
The health bar is back to normal on it.
After that, I went to kill another.
And it's like this.
In some areas, this doesn't seem to happen at all.
But it's happening right now.
(raised exposure)
Anyone has any ideas?
i'm pretty sure you're using a boss health bar right here
that wasn't meant for multiple enemies, or so i recall
what mp4
that must be something inherent to the mod
may i ask why you're recycling kdt's mod tho
since i know that one was designed for bosses
KDT himself said that if his mod was used as a base, it could be easily done
Like he's the one that said that
Directly
but did he specify for enemies too
why did that vengefly have so much health
I'm not the coder here, Gradow is
I talked about this with KDT yesterday, and he even gave me some pointers on how he'd do that
Also that's nail-1 I think
that's a nail with 1 dmg
nail damage = 1 in that vid
I tried it without blackmoth, same issue, same thing, as seen by the screenshots.
ironic
ACTUALLY if you check the exposure picture it looks like the health bars are overlayed.
seems like you gotta discuss this with kdt as it's his mod and he knows how it operates
Which happens in the mp4 that Gradow posted too but
eh.
Well, KDT's not here right now so... just asking the available modders.
the layering is probably a unity thing
i'm assuming he is using in unity available assets
I posted the mod .dll up there
yeah a .dll doesn't contain any images
It doesn't, but you can try to use it, right? Or open it?
yeah, they are simply byte arrays
it's basically just a bunch of c#
the api dll is not updated yet to the latest right?
nope
you can search for from:kerr has:file
nah, i checked
hasn't been updated yet
you know, i can't actually code but i do know the logic behind it
...mm.
ahh i think i see
when the hp bar is created it goes up to three iterations
each with a different color
Mhm?
yup
it just uses quite dark colors
it first created the background, then foreground and then outlines
using CanvasUtil
But how does that make that problem?
here's what those vectores are
the colour is actually in the fg image
try looking inside the resources folder, Mystery
the images should be there
in dnspy, I mean
@solemn rivet I just tested it alone without any other mods installed to make sure and yep the problem still happens.
Just to confirm it's not anything from kdt's health bar installed with this one.
can you tell me where to look since i'm lost as hell once again
because there's
3 different items
lemme just open it rq
Maybe if the health bar was to have only 1 iteration of color, that would help with something?
nah the colors are probably in unity selected
I don't see it having 3 iterations, tho
Check my exposure risen pictures
vot
there's 3 bars created
those are the outlines, black background and redish foreground, Mys
each one is a separate resource
Here
yeah
might be the bool
did you manage to find the resources, Mystery?
yeah i found those
but they aren't the method for filling it up
AHA it might be using unity engine's way to fill it up
oh, yeah
that's what you meant
yeah
health_bar = fg_go.GetComponent<Image>();
health_bar.type = Image.Type.Filled;
health_bar.fillMethod = Image.FillMethod.Horizontal;
health_bar.preserveAspect = false;```
so unity picks out something
in this case it just picks red
and it just uses the default darker shades of it to deal with new instances of it
so what you are seeing is probably the same image being layered
It's exactly what I was afraid of but since I know nothing about coding I have no f.cking idea how to fix it
i'd help you out if i knew how, kek
but i'm only good at figuring out th elogic
so what kdt meant is that you edit the style of his hp bar and use unitys way to fill things up using its coloration etc
sure you can edit the style of it easily
would just be a matter of switching out some images
but to fill and make it go down
uhh that might be different
yep that's pretty standard unity stuff
<Image> refers to this bit of code
it just tell it to generate a sprite to fill up the bar
i think it uses GenerateFilledSprite
@solemn rivet what do you think?
hm...
I think it's more an issue of residual canvases tho
you can see in the vid, that even when the enemy dies, the canvas remains
so it's overlaying it and thus making it darker
because
I don't think it's filling it up with red
actually, I think it's taking the foreground image fg and using that to fill the rect
that could also be the case
but then why is it using a darker color with every different column?
because the background is black transparent
and you can see in the screenshots and vid, that part of the healthbar remains light red
also, I think I figured it out
if it works, I'm a dungo
(well, if it doesn't I'm a dungo anyways, but meh)
did you forget to destroy orrrr
yep that must be it
nope, still breaks
nani
there a way to quick restart a boss in the boss rush mod?
nope
rip
to practice bosses, use debug
oh, I get it
this if isn't running at all
because HP is never <= 0
and once it is, the enemy is dead, so you don't hit it, so the if doesn't trigger
won't work
still won't
no wait
you don't hit the enemy once it goes <1
because if the enemy has 5 hp and you deal 5 dmg
^
value < 1
if (hm.FsmVariables.GetFsmInt("HP").Value - PlayerData.instance.GetInt("nailDamage") <= 0 || fsm == null)
dis should work
or not
ehhh
I have to figure out what is doing the damage
sigh
for nail it works tho
well when does it check/update
yup, it works

now to make it recognize all types of damage
or, rather
it's easy
just check the enemy hp every frame
it's a simple int check, shouldn't be hard
it working
and for multiple enemies?
what do you mean?
I don't think it's hard on performance, tho
Kerr's rando is checking every frame for hp == 0
so he can kill the originals
like, if you hit two enemies at the same time
oh
but one hasnt died yet
the idea is to have a bar for each one
cool, now put them over their heads. 
kinda DS-like
that is gonna be fun kek
first, I'm focusing on making it work
how dare you 
well it seems to work
after it's working good enough, I'll make it look nice
I just need to check it works with spells, sharpshadow etc
so, now to load a non-blackmoth save
because that save has literally nothing
one damage nail is great though
i had to edit my 106% savefile just to get that damage back up to 21 
blackmoth man
kek
also, checking every frame doesn't work
because before I can check if hp == 0, the object is destroyed
if (hm.FsmVariables.GetFsmInt("HP").Value - FSMUtility.LocateFSM(go, "damages_enemy").FsmVariables.GetFsmInt("damageDealt").Value <= 0)
but this should work for all damage types
The adventures of Tiny Knight!
https://media.giphy.com/media/3htAOWOHmSVqeyIgmP/giphy.mp4
wow
lol
i love him
That's hilarious and I want to play it
similar
Sweet
Could probably simulate the zoom with debug mod
Can you change the hotkeys for the scaling?
I happen to use those keys in game lol
I haven't touched ScaleMod in months and probably won't for a while, sorry
No worries!
there is sprites in hpbar @solemn rivet
the darker red is the combo'd hp
the issue is the canvas isn't being destroyed when the enemy is
and also the fact you aren't moving them to where the enemy is
yeah
fixed those already
thanks!
actually, no
can I move them every frame to the enemy's position?
yes
although
it'd actually be easier to drop canvas for this
i'll code it Kappa
can't I use the transform component of the canvas?
you can
but if it was just an ingame sprite, just doing transform = new Vector3(0,-something,-1) once would work
because transforms are relative to the parent
alternatively yes
you could change the rect data of every health_bar every frame
bonus points for the sprite, you wouldn't have to check for damage anymore
because when the parent was deleted, the sprite will be too
can I show what I've done so far?
go for it
basically I add this to every enemy on hit
tbqh instead of doing on hit
and checking if its dead
just add a hook to HealthManager.ctor()
and HealthManager.Die(float?, AttackTypes, bool)
oh, but that's for pre-beta
ok, add a hook to PlayMakerFsm via reflection and just add a new action for creating the hpbars, and a new action for deleting them and add those to all health_manager fsms 

yes
pins
