#archived-modding-development
1 messages · Page 79 of 1
does KDT plan on updating it?
on the other hand
the Grimm fight spawns 2 Grimms still
was playing boss rush and I beat NKG and its not letting me select radiance
also everything went pitch black after beating NKG
Double grimm, double level of grimmchild (?)
does the debug mod let you set your health?
Kinda
The infinite hp cheat just locks your health where it is already
Doesn't max it
So you can use that to practice fury bosses
but nothin to let you set it to say, 1?
Get hit a few times first
I guess that's a bit inconvenient but eh fury is a meme anyway
How do you open the .java files in the save editor?
I see no .jar?
what
you should have a jar
did you download the source code instead
whatever, here take mine
I dont see it in there either
Ah
https://github.com/KayDeeTee/Hollow-Knight-SaveManager/releases/tag/v0.3.0 this is where you should look
but i also sent it in discord so w/e
Thanks haha
Yeah, idk what happened, but when I tried using the editor last night, all my saves became invalid. Like, they're still there, but the game and the save editor won't recognize them anymore
at (wrapper managed-to-native) UnityEngine.JsonUtility:FromJson (string,System.Type)
at UnityEngine.JsonUtility.FromJson[SaveGameData] (System.String json) [0x00000] in <filename unknown>:0
at GameManager.GetSaveStatsForSlot (Int32 saveSlot) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)```

I mean, if it works for everyone else, seems to be a problem on my end then
but how can a parse error be a problem on my end?
but, here's the thing, it did that to every save file
and when I restored from backup and tried again, it did it again
I tried running on earlier versions of the save editor too, but no deal
which magically solves all problems
oh wait this is the savefile editor giving you this?
Iirc recent beta updates changed the format of the save files slightly. Idk if this is specifically relevant to what you're looking at tho
Have a puppy pic tho
awwww
puppy pics fyeah
this is what #archived-modding-development is made for tbh
Confused pup
Here be kitteh pics as well
how much does he eat?
dog one
doggone
He's a corgi, they love food
Kirby den
good cat

sleepy cat is always good cat
@leaden hedge did you see what I posted earlier about the save editor?
wow nice #archived-modding-development
best channel
mys can we delet modding and replace it with #cute-animals thx
dunno ask benji or simo tbh
@ admin please replace kthx
yes i saw it @solemn rivet not looked into it
oh, ok
oh btw is there an api for the latest patch available yet
what patch we in
1.3.1.2 iirc
yup
i thought 1.3.1.1 was the release candidate 🤔
lemme check
current patch is 1.3.1.2
yup
Are the Bonfire and HPBars mods getting updated anytime soon?
Oh sweet, would you mind helping me out for a second?
Oh alright, let me just ask you and see if you know anything lol
The game keeps crashing on me for some reason, I only replaced the sharply file and added no mods
Crashing on startup btw
validate game files
Validate your game files
which API are you using and which game version are you on?
I am suing the API that came with the Bonfire mod
I am on the latest patch, can't check which one atm
Validate your game files, install Crossroads and install the modding API through it, download the bonfire mod manually, go to your hollow knight directory and install the bonfire mod manually too, I think
or non-beta
Non beta
then you installed it wrong. cuz bonfire has worked on 1.2.2.1 for forever
Huh, the mod folder doens't show any .zip with 1.2.2.1
Btw Mickely, what is new in the beta if I may ask?
one new boss, and a bunch of optimizations
and removal of a ton of glitches
but a bunch is bugged
like.... achievements
and cutscenes. though i think they've fixed the cutscenes now?
and some balancing changes
like nerfing basically everything
and then buffing Traitor Lord
Oh alright, thank you ^^
I'll make a 1312 build tonight unless someone else wants to download my fork of the api from github and do it before then
i think you're our lord and savior at this point

I need to go home and check on pupper in a bit so maybe I can do that then
The second guy was killed using fury of the fallen.
This game doesn't count fury of the fallen's extra damage as nail damage.
It's probably a multiplier, but the multiplier is 0..?
Gradow's scratching his head over this trying to fix it and I'm trying to be useful but I'm failing at it.
Do you think you guys can be?
As in... do you think you can help out a little with this?
What kind of damage does fury of the fallen add ontop of the normal one?
it does, but I have no idea how
the slash fsm still does default damage, even with fotf
isn't the slash fsm just nail dmg fsm
you can check debug mod for that
maybe you need to add the multiplier dmg to that slash dmg
but when I print the multiplier, it's set to 0
wait, that strange
if that was the case, then damage would be 0
because it adds to the base dmg
so, here's sharpshadow's "damageDealt" value
sharpShadowFSM.FsmVariables.GetFsmInt("damageDealt").Value
yes
and here's super dash's
it is seperate form nail dmg
LUL
Capitalization
smh
excellent
how is this game even able to function properly?!?!?
🍝
check if the game object is not null
^
and not destroyed
ok then
@flat forum you can check kdt's GitHub
@solemn rivet debug seems to check for obj == null | !obj.activeSelf
github more like gitgud haha
{
ModHooks.Instance.OnGetEventSenderHook -= Instance_OnGetEventSenderHook;
EnemyHPBar.enemies.Remove(gameObject.name);
canvasGroup.alpha = 0;
Destroy(this);
}```
I'll try this
why do you have a weird equals
equal equality pls

that's why ?? doesnt work
wait what
wtf
it's apparently for better error messages or some shit
you can't ?? gameobjects?
iirc someone was having problems with that
ffs
might have been sean
well
anyways, I guess that should work
will also add that activeSelf check
just to be safe
idk what that's for
it checks for null again right after
and if it's not null has a vector -1000 -1000 thing
for the hpbar
Check out enemy randomizer checks for dead or living enemies
If you wanna see how I do that
is there any sort of multiplayer mod for hollow knight whatsoever
ok thanks
modders can pin 🤔
modders can unpin 
but mystery isnt a modder how can they pin
It was hard to squeeze that in during puppy lunch break
No changes to any game logic code. Just some timer and cinematic video stuff
wtf
this i like
nice
code is fugly btw
cause I had to keep bashing my head against a pile of bricks till it worked
I have to do cleanup later
but I'm too tired for it rn
if anyone wants to give this a shot in 1.2.2.1
(it uses health_manager fsms, that's why it won't work on 1.3.x)
if people want me to, I'll try porting it to lifeblood tomorrow
but too tired rn
ok, so, question
I'm iterating over a dictionary
and I want to delete each entry after the iteration
so I just put dict.Remove(entry.Key);and it works
except it doesn't
are the entries pooled before iteration?
foreach (KeyValuePair<string, ComponentHPBar> hpbar in hpbars)
{
if (GameObject.Find(hpbar.Key) == null || !GameObject.Find(hpbar.Key).activeSelf)
{
Log($@"Cleaning up after {hpbar.Key}");
EventInfo ei = ModHooks.Instance.GetType().GetEvent("OnGetEventSenderHook", BindingFlags.Instance | BindingFlags.Public);
if (ei != null)
{
Delegate handler = Delegate.CreateDelegate(ei.EventHandlerType, hpbar.Value, "Instance_OnGetEventSenderHook");
ei.RemoveEventHandler(ModHooks.Instance, handler);
}
try
{
hpbar.Value.canvasGroup.alpha = 0;
}
catch
{
Log("Error while cleaning canvas");
}
UnityEngine.Object.Destroy(hpbar.Value);
enemies.Remove(hpbar.Key);
hpbars.Remove(hpbar.Key);
Log($@"Finished cleaning up after {hpbar.Key}");
}
}```
and it logs just fine
[INFO]:[EnemyHPBar] - Finished cleaning up after Climber 1```
but then, right after that, I get an NRE
nvm got it
You never want to modify a structure while looping it with a foreach
Always make a copy using ToList or something similar
TIL
yup, that's what I did
it's still got a ways to go
rn some enemies' hpbars linger after dead
dunno why
only some enemies, no others
Internally a foreach works something like this
using (List<T>.Enumerator enumerator = someList.GetEnumerator())
{
while (enumerator.MoveNext())
{
T thing = enumerator.Current;
//Do stuff with thing
}
}```
for some reason, the game doesn't treat them as dead
oh
yeah, I figured it was something like that
but, yeah, I have a list of every enemy with an active hpbar, and I check that list for enemies that are dead (i.e. their objects are null or activeSelf is false) and, if they are, I delete the bar component, unsubscribe them and delete their canvas
but...
some enemies don't go through that loop, for some reason
I'll show you an example rq
here's the log:
[INFO]:Entry: Climber 1 - 8 - -1
[INFO]:Climber 1's HP = 8
[INFO]:Fill Amount - 1
[INFO]:[EnemyHPBar] - Enemies: Climber 1
[INFO]:Enemy Climber 1 HP = 8
[INFO]:[EnemyHPBar] - Cleaning up after Climber 1
[INFO]:[EnemyHPBar] - Finished cleaning up after Climber 1
[INFO]:Creating canvas for Buzzer
[INFO]:Entry: Buzzer - 8 - -1
[INFO]:Buzzer's HP = 8
[INFO]:Fill Amount - 1
[INFO]:[EnemyHPBar] - Enemies: Buzzer
[INFO]:Enemy Buzzer HP = 8```
notice how it doesn't clean up after the Buzzer
buzzer lives forever
I have no idea why
isn't there a state for death
for the hero, yeah
oof
dunno for enemies
could've sworn there was one for enemies in health_manager
might be remembering wrong
uhhhh
good state name
so, there's a Send Death state
PlayMakerFSM hm = FSMUtility.LocateFSM(fsm.GameObject, "health_manager") ?? FSMUtility.LocateFSM(fsm.GameObject, "health_manager_enemy");
if (!Equals(hm, null) && Equals(fsm.GameObject.GetComponent<ComponentHPBar>(), null))
{
enemies.Add(fsm.GameObject.name, new int[2] { hm.FsmVariables.GetFsmInt("HP").Value, -1 });
ComponentHPBar hp = fsm.GameObject.AddComponent<ComponentHPBar>();
hpbars.Add(fsm.GameObject.name, hp);
hp.Instance_OnGetEventSenderHook(go, fsm);
Log($@"Enemies: {String.Join(",\n", enemies.Keys.ToArray())}");
}```
but when I tell it to print enemies...
[INFO]:Entry: Climber 1 - 8 - -1
so you'd think that the enemy doesn't have a hm.FsmVariables.GetFsmInt("HP").Value
but no, all calculations are done using that, and, for Climber 1, it works fine
kek
[INFO]:Error while running OnGetEventSenderHook for enemy Crossroads Pole Fancy
when I kill the Buzzer
wtf
tf
If FSM has MonoBehaviour/GameObject in its inheritance that won't work
Idk if it does, though
why won't that work?
Basic idea of that is null objects aren't null so things that aren't overridden break
like ??
Like ?? and Equals
hm... But that's not the issue here
56 missed opportunity to say like ???
because it is getting the buzzer enemy
does the check for dead use ?? or Equals tho
I think the issue is that there's not "Buzzer object"
foreach (KeyValuePair<string, ComponentHPBar> hpbar in hpbars)
{
if (GameObject.Find(hpbar.Key) == null || !GameObject.Find(hpbar.Key).activeSelf)
{
Log($@"Cleaning up after {hpbar.Key}");
EventInfo ei = ModHooks.Instance.GetType().GetEvent("OnGetEventSenderHook", BindingFlags.Instance | BindingFlags.Public);
if (ei != null)
{
Delegate handler = Delegate.CreateDelegate(ei.EventHandlerType, hpbar.Value, "Instance_OnGetEventSenderHook");
ei.RemoveEventHandler(ModHooks.Instance, handler);
}
try
{
hpbar.Value.canvasGroup.alpha = 0;
}
catch
{
Log("Error while cleaning canvas");
}
UnityEngine.Object.Destroy(hpbar.Value);
dedList.Add(hpbar.Key);
}
}```
nope
it uses == tho
GameObject.Find(hpbar.Key) == null
Just check the enemy hp as a failsafe
but, can I check it if it's null?
If it's null they're probably dead
but Buzzer, for some reason, never triggers that check
and some other enemies
I can try checking hp...
I was doing that
but getting nre's
because the parent object was gone, since enemy dies before I can do that
if not null then check maybe?
also, OnGetEventSenderHook returns HP right before the damage is dealt
so, technically, HP is never <= 0
oof
so what I was doing was
if HP - damage <= 0 , kill hpbar
but I can't get damage reliably
I was trying FSMUtility.LocateFSM(go, "damages_enemy").FsmVariables.GetFsmInt("DamageDealt").Value
but, for instance, it always returned the same value for both nail and fotf nail
so some enemies broke
so, back on that override thin
is == more reliable than Equal?
for anything that derives from Unity.Object i think it is
because it returns true for destroyed stuff
hmm
is using the free copy of unity editor good for anything
or is visual studio just better
lol
I think it might have something to do with the fact that there's another Buzzer in the scene
and it's also called buzzer
contrary to spitter, which are called Spitter and Spitter (1)
Climber 1, Climber 2
could test it by duping an enemy
hm...
I think I'll pool all enemies on scene load
so then I'll get no duplicates
problem with that, is that I can't add bars to enemies that spawn after scene load
[INFO]:[EnemyHPBar] - Cleaning up after Buzzer
[INFO]:[EnemyHPBar] - Finished cleaning up after Buzzer
yup, when I kill the second buzzer, the bar disappears
smh
how to differentiate between the two - pray tell?
maybe they're tagged different?
yup
ok
good news, I fixed it
bad news, I think I might actually be stupid
instead of finding gameObject by name
why not reference the object directly?
I can simply save it when I add the HPBar to it
objects.Add(fsm.GameObjectName, fsm.GameObject);
poof
it works
[INFO]:[EnemyHPBar] - Finished cleaning up after Buzzer```best words to read in a log
so far, it seems it only breaks for some of the annoying flukes
and for some reason the puffybois in the sewer have their bars in the bottom of the screen, instead of following them
but that's... Good enough for now
I thought of that, but where would I put it? It would have to be on the enemy itself, but... How can I add stuff to a gameObject's OnDestroy/Disable?
Is your hpbar a component?
Yup
Then just like update, your component can have on destroy triggered when it or the object it's on is destroyed
Hm. 1.3.1.3?
1.3.1.5

hk versioning makes sense
skipped a few numbers there
Just means they caught a bunch of last minute bugs when making builds
Happens at work all the time
1.3.1.35 when
Make a build that seems fine, someone comes in and goes, "wait we missed a thing"... well, time to start another build
tbh keep build number the same
1.3.1.3.5.6.7.beta.alpha.groudon when?
Update added some new FSM Actions (yay...)
ScaleTo
ScaleToCurves
SendEventToGameObjectOptimized
fixed some bugs (i assume) with the new DamageEnemies component
added a check to the hero controller's FixedUpdate (this)
if (this.cState.dead)
{
this.rb2d.velocity = new Vector2(0f, 0f);
}
That doesn't really change much
yea
a bunch of FSMActions with Awake() methods had those methods removed and some had OnPreProcess() methods added
example old:
public override void Awake()
{
base.Fsm.HandleFixedUpdate = true;
}
new:
public override void OnPreprocess()
{
base.OnPreprocess();
base.Fsm.HandleFixedUpdate = true;
}
a basically nothing else changed
When is that called?
and*
not actually sure
but nothing changed as far as the api is concerned, so i just rebuilt it against the new version
Neato
i removed the 1.3.whatever string literal from the save file version so it uses the game's constant now, removing the need to update that every time the version changes...
and that's all i have time for today... puppies are fucking exhausting...
Aww 
I just came in tosee if there's a new version of the API
and it's posted
you're fast
I can't seem to find The Health Bar mod
Which one?
There was one with a giant Health Bar at the bottom that was like marked at 75/50/25%
I don't know which one it was
I've only seen it in a few videos
Pins
What is it called?
HPBar
It's for helping make mods
Mhm
Also, is there a place I can find the code for different enemies outside of game files?
Ha, funny you should ask that right after asking about FSM
There is no enemy code
They used something called PlaymakerFSM to create state machines for AI in a visual editor
Use the FSM mod to access it easily
So, there is no easy direct way to edit enemy behavior and effects?
God no, editing enemy AI is one of the hardest things you can do for modding in this game
That's still modifying enemy behaviour
But This seems to be the thing that the Mantis Gods and NGG mods do
Mantis Gods makes the Lords significantly faster both in movement and time between attacks
and NGG makes... NGG use several attacks at once
Haven't looked at mantis gods but here you can see he's manually modifying the state machine at runtime
Which is pretty unrealistic without having looked at it
Never said you couldn't do it, just that it's hard
( ._.)b
I had this wish of seeing what I can do with different things bosses do, but apparently the code has been made so that such things will be too hard
blame TC all right
I know it's not your fault, but why isn't there like a Time-between-Attacks or Apeed Tag, it's just unfair
such is the state of the game
also you really shouldn't look at Hornet's AI
that's FSMs that spawn FSMs
it's a fun time all around
That's how like half the things in the game work
i don't know how it's possible that the game even works
Also, What parts of the code did the Lifeblood update rework?
Just small changes, really
Only somewhat big thing is they've got an actual component for enemy health
But didn't someone mention that enemy health isn't a constant thing a few minutes back? I think in the help channel
I think it was @exotic venture
lemme just check
seeya!
Can also link my mostly done hornet rework to really freak em out

Thanks KDT! I didn't realise that OnDestroy and OnDisable would trigger with the parent object
magic
that fixes almost everything tbh
I don't have to check for scene changed anymore, for instance
tbh wilbo needs to be online a lil more so you can show him your progress
cuz he's the programmer dood guy
Guys
I'm going to say this both here and in #art-discussion
Because the topic concerns both
I took a different artistic approach, a slightly different one, as per recommended by KDT
This is what the hp bar looks like now
how does that look at the extremes? once it gets down to low HP, can you even see the bar behind the flourish on the side?
most enemies except bosses take damage in 25% or more chunks
and bosses will probably use the big bar
@young walrus Actually there's no need because the flourish on the side is at the edge of the bar.
i mean the details on the side are nice but idk about the glow on em, seems a bit too much
The flourish doesn't cover the actual bar.
i still don't think the colour matches btw
@young walrus https://puu.sh/A6qfP/b8a3c30401.mp4
this is sort of colour infection is
so yeah, you can't see the last bit of the bar on that last, large dude
granted, you still see the bar and he's not dead
so you can kinda "assume" what's left
its never going to be perfectly accurate
i'd rather think a functional bar is better than a decorated one
its only like 50 pixels wide
@young walrus If the enemy is so low you can't see the bar then that means it's one hit from death don't you think
weeeeelll sometimes there's enemies that have a ton of health
Well fuck my life
Time for me to go edit the bar for 10 minutes again to raise it like 5 pixels
or just get a rectangular bar
helthy bois
^ that's a good point
@solemn rivet The bar looks better the way you made it there
if you say so
I'll make the background 75% transparent though if I can
I prefer it like this imo https://puu.sh/A6qfP/b8a3c30401.mp4
it can be done in engine
But for now let me suffer an insanely high amount of pain to fix the fucking corner fleurs
you don't even need a sprite
make it square
^
I'm going to have to resize the alpha background on the sides and resize all of the god damn layers
Heeeeere we go
just go with square tbh
and where the red line i put is, make that the boundaries of the bar
functionality over form
instead of rounded
What, make the bar smaller?
no
no, just make it, well, a rectangle
best art
use that at as is, as the health bar tbqh
i mean i'm a man who likes it basic as hell and thinks that a rectangular one is best
better?
include the white BG kthx
lol
i'd just have a rectangle with a black border tbh, going from dark to light orange left to right
woah
lol i mean whatever
🤔 🤔 🤔
that sounds pretty good and functional
how's this?
if it was as big as the screen, on the bottom and the main color was red that'd be basically perfect
zoom to see bar edges
It's not the end version yet, I'm trying my best here guys, it's been days
it ends juuuust before the fleur
I'm gonna have little notch marks at every 25%
yeah you see
@solemn rivet Okay so I don't have to resize the bar?
no, I can do that myself, Niko
I'm aware of the little lighter squares and I would be very happy if someone could fix that because I'm trying
sure i'll have a knack at it
blown up view
how's that, mick?
i can pixel decently so this should be a cinch
I can make the ends of the bar coincide with the ends of the fleur
if the black in the parts of the fleur were gone too, that'd fit in nicer.
like make that black transparent
make them transparent
i realize it's nitpicking
yup
not that
I mean, I've been bashing my head against this mod for 3 days straight
didn't groan because of the transparent thing
if you guys don't mind
i'm going to start listening to the russian national anthem
while i edit this
ive done it several times it helps
the anthem really helps
i also recomend the ussr anthem
also you should make it load from files rather than resources like I did
so people can just easily skin it
not really
i'm busy as well
rainbow skin hpbar 
instead of doing resources.load you use
www.loadimageintotexture
www is designed for urls but you can just put a filepath in there
nice mystery!
as much as I like fancy things that fit the aesthetic i'm much more of a this kinda style
but then, wouldn't I need to package the files with the dll, KDT?
yeah, I like the art for your HPBar mod
not neccessarily
a lot of people complain about that style for some reason
but i'm still going to add a few notches and such to indicate
like four notches
you could check if sprite exists at url else load from resources
nah having 900 fleurs on screen after gruz mother will look great
any idea why the puffybois in the sewer don't like their HPbars?
they're the only enemy type, so far, that has that behaviour
u bet
they also die in 2 hits so they basically won't even show up
I set the bar to follow the enemy's transform.position

i don't have an IPS panel which makes this a million times harder
but sure you can use it
k
glad i could contribute in some way
even though i am the one who complained about it in the first place 
also @leaden hedge i prefer your version more than anything that's coming out of this, could you make a version of the enemy hp bars with the bar you just posted?
okay now for the love of god i think it's finally good
let me just save it now
and then i'm going to try to add the notches
does it finally look good now
still need to add the notches
@exotic venture ?
yeah, looks much better
if gradow wants to compile them together he can release a version with them
or prebundle multiple i guess 
into the main version
now for the background and the notches
not at all
make it one solid color and add a gradient
simple shading is all you need with that
a gradient really wouldn't fit with it imo
25%
ok, so 3 notces
seems ok
lemme see if my pixeling skills can get some random shit going too
the one extra thing Id want for my version is a really subtle cloud animation but thats too much effort
"cloud" is like a random render
look at gg xrds health bars
to see what I mean
all the health bars should have combo hp
I implemented it into mine
Those are amazing
huh, that's pretty decent actually
new mod
One that me and Gradow are working on together
enemy hp bars
Gradow is doing the codeboi part
its a mod of a mod
I'm doing the art
@leaden hedge actually considering adding the boss health bars to this too
You mean
but like, health bars for the boss, yes, maybe make them bigger
and differently colored?
i'm not sure
why have health bars when you oneshot everything
like that HPBars mod that put a big red one at the bottom?
yes this is a mod of that mod
@hollow pier one shots everything
basically that's the mod that was modded to make this mod
is it ngg
correct it is
The Grimm fight spawns 2 grimms
but the NKG fight doesn't
I guess it's because of changes in the code
I noticed they changed the bullet hell attack for one thing
might be a bit too retro now i think about it
@exotic venture maybe flowing?
does boss rush mod work with lifeblood beta or do i have to downgrade my game?
gradients?
and not red-orange-green, but something more like the game colors
gradients will work good
just make the bar completely white
say, yellowish to infection orange
it can go from white to off white
tbh a white bar wouldn't even look out of place
in this modern society white bars don't look out of place kdt
I never look at those
I still think @sterile valley 's version is best
Well, yeah but
shouldn't enemies be more clearly visible?
just put text above it that says deadness: x%
boom perfect mod
Just replace all enemy sprites with Words. A Giant Red NKG, small white TikTiks
Have squares called "GROUND"
KDT if you can tell me how to make a layout selection screen, I'm sold
the "really fucking simple"
look at the modding api's mod menu code
@exotic venture GO EVEN FURTHER. REMOVE THE PERCENTAGE MARKS
or rob kerrs code lol
nah i need my percentages man
Why not this?
that sounds cooler yeah
^
Thank you, I worked really hard on it taking you guys' suggestions.
but yeah @solemn rivet i'd just ask @pearl sentinel for whatever code he borrowed from the api, it's probably closer to your goals than the mod api code
its already designed for settings
By the way, how did you make the FPS appear?
The process of modding does seem interesting
ONLY IF I WAS ABLE TO EDIT ENEMIES
Still Salty About it...
as i said, it's a really fucking simple bar
Said the one that made NGG
Also
I have the code in another tab
And I noticed this "hme.FsmVariables.GetFsmInt("HP").Value = 3200;"
lul
so
seems like someone made an update
wait, someone edited this part?
maybe this is better?
aren't such tags (or whatever they are) present in the base game for each enemy?
'test'
meme
and 3 will do multiline
I don't think I have it on my Keyboard
``meme``
?
boi
grimm_anim.GetClipByName("Tele In").fps = 24;
grimm_anim.GetClipByName("Tele In").fps = 24;
grimm_anim.GetClipByName("Tele In").fps = 24;
but yes every enemy has those
although you'll have to dump the animation list
Hmmm
and some may not work as expected
if the trigger isn't the animation ending, it may loop instead of ending the state early
Becuase Mantis Gods seems to have edited those too and I was wondering if I can try and edit them as well
lemme just check for something
bar
background
and assembled @solemn rivet
a really simple hp bar for your daily needs
does it work for 1.3.1.5?
why is it 33 50 and 66
its not
rE that's just an example
its just 33 / 66
33/66 aye
it acts like a 50
wait i noticed it's off
because the colour
@flat forum just assume mods aren't working on the beta branch yet
it's changing daily
not worth updating things in real time yet until it releases
Also, KDT, any idea why the HP mod broke between 1.2.2.1 and 1.3.1.5
@exotic venture what's off
the mods aren't working but the modders are
your thing?
it's at 51 and 101px not 50 and 100px
@young walrus maybe yes, maybe no. Look at how excited the nice people of the Discord are
nice where
hpmod broke b/c health is tracked differently.
and it's the beta, so there's compatibility issues
yeah my thing btw
just don't play beta
^
But I got bored 
so.... you played an unstable version of the game that only really adds 1 boss? it's still 99% the same game
No
@solemn rivet got it in a nice zip for you
the problem is
it's actually 106% the same game
my computer is 32 bit

and the Lifeblood works far better
many of the crashes and stuff seems to be relatively fixed
well you can't have your cake and eat it too. mods aren't ready for beta as a general assumption. wait until it actually releases
props to the one who can get the reference for my folder name
Put a ring on it
is the original
I have no idea where it's from
I heard it somewhere
nah it's put a donk on it
Wait, THIS https://www.youtube.com/watch?v=ckMvj1piK58
The Official Video for the new Blackout Crew single "Put A Donk On It" Follow AATW: http://twitter.com/aatwofficial
Also, this
Make a hydra mod that spawns 2 of each normal enemy you kill at the place it died
(shouldn't be way too hard, should it?)
2 cents on hp bar: don't have any hp bar. Have floating numbers that pop off things you hit showing damage. Make the numbers a darker color (more red or w/e) the closer to death the enemy is.
Make it make Morse code sounds about the percentage
but in nkg the red numbers would be pretty hard to see
@pearl sentinel ...
I like that idea tbh
How about we mix both of these ideas?
Floating numbers that pop off of things AND the hp bar
I'm guessing you're saying floating numbers like castlevania : symphony of the night?
the problem with that is that in hollow knight you don't usually swap weapons
so you'd just see the same number floating off the enemy over and over again
until you upgrade your nail
the only things that would show different numbers are the spells
(Shrug) I just think bars don't fit the asthetic, but some well done numbers wouldn't be too clashing
Your mod tho so w/e :)
The floating number could sum up for back to back hits
That takes care of the repetition problem
that's actually a good idea




?