#archived-modding-development

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sterile valley
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like the numbers stack up?

exotic venture
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idk if color changes is more accurate tho

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a bar is more accurate

flat forum
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Wait, I think I'm ont getting the numbers

exotic venture
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unless you got actual numbers/total health above the enemy

flat forum
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do you want a number just above the enemy?

exotic venture
#

uhh that requires ingame coding so don't worry

leaden hedge
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obviously the best way to do damage, is have the enemy flash red on hit, but only up to a % of their body depending on how much health they have left

flat forum
#

that sounds interesting

exotic venture
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hollow knight global offensive tbh

flat forum
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but there's already the flashing colors

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and they're already associated with different things

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Orange for normal attacks, White for spells, Black for Void + Flukenest

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I think that was it

solemn rivet
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I'm back

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yeah, I'll ask Kerr later about adding a menu entry to select the hpbars graphics

sterile valley
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S.A.K.U. : So I wanted to try Ubuntu for a while now but I never managed to get it to install on my pc so I made a linux VM instead and i accidentally task-killed the VM while it was updating and now my VM is dead

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translator's note : S.A.K.U. means "smol autonomous kitty unit"

floral furnace
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is there a method in particular that causes the extra damage red slash like when you have 1 health for FotF or is it exclusive for FotF only?

solemn rivet
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it's just a tint

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look for spriteflash iirc

flat forum
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I think it's FotF I think

floral furnace
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but the extra damage addition tho?

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can be applied directly yes?

exotic venture
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lul ded vm

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be glad it wasn't an actual boot record

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that would have been hilarious

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overwriting MBRs is like death

pearl sentinel
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Skip to like 5 minutes

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The way damage ticks in this game add up, so if you do 5 each hit, it'll pop a 5, then 10, then 15, etc

floral furnace
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because im thinking of sometihng like a random critical hit mod, which scales up the more damage you do

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but then again Lightbringer already did that with a specific charm so i guess thats possible

sterile valley
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R

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N

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Gesus.

flat forum
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Lightbringer seems to be the biggest and most complicated mod for this game

solemn rivet
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lightbringer copied my crit mechanics

sterile valley
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And also not a very good one imo because it just makes you overpowered

floral furnace
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and fsm ded so lightbringer is also ded

solemn rivet
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r e e e

flat forum
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TnT

floral furnace
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oh wait was the random crit mechanic originally made by you?

exotic venture
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wasn't lightbringer here before bonfire

solemn rivet
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bonfire mod was the first instance of a crit mechanic iirc

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yeah, but I don't remember it having crit back then

floral furnace
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oh yeah i should try bonfire sometime

exotic venture
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sue the big modder number

solemn rivet
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but don't quote me on that

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also not like I invented crits or anything

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just memeing

floral furnace
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is it possible to change that enemies will also have their hitboxes registered by other stuff, that way you can mod something like enemies possibly hitting each other?

solemn rivet
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kerr sorta did that with the bouncy mod

floral furnace
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whats the lower health bar pointing at to?

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or are they pointing to the fly but the other ones just bugging out

solemn rivet
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crawlid

buoyant obsidian
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I stole Gradow's crit idea

solemn rivet
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there it is

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take him, boys

buoyant obsidian
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and I stole that other one guy's move at different speeds based on health idea

sterile valley
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@solemn rivet Hey uh.

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Make the health bar's filling be the full bar, like proportional to the outline.

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The > part of the flourish doesn't cover anything.

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Lemme show you.

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See?

solemn rivet
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ok

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also

sterile valley
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Yeah make the filling full the whole thing.

solemn rivet
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k

sterile valley
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And I'm glad it looks good. ๐Ÿ–ค

solemn rivet
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thank god we finished this today

sterile valley
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Mhm.~

floral furnace
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will this change something about the boss hp bar mod

solemn rivet
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my second monitor just broke and I have to repair it

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no, this is a separate mod

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it adds bars to bosses too

floral furnace
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health bar texture wise i mean?

sterile valley
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The health bars should still show above the bosses just like the bosses are normal enemies

solemn rivet
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but I can change that, to make it compatible with the original mod

floral furnace
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oh this one adds bosses as well?

sterile valley
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Yes

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It does

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Bosses and enemies all have bars

floral furnace
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does thes size scale tho

solemn rivet
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no

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sadly

floral furnace
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or is that another beast

sterile valley
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Nope, it's still the same small health bar

floral furnace
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i see

sterile valley
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But it actually works for the bosses

solemn rivet
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it's not another beast

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just... Annoying to get it to work right

floral furnace
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but i mean itll be harder to set up i mean

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yeah

solemn rivet
floral furnace
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might as well go farther by adding the enemy's name on the top of the health bar /s

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then GPZ arrives and all his prefixes are included

solemn rivet
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I thought about a bottom right text saying the enemy's name, a la Castlevania

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but :effort:

floral furnace
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understandable

solemn rivet
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(compatible with 1.2.2.1 only)

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next week I'll make it compatible with lifeblood

sterile valley
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@solemn rivet What do you need to make the names show up on the corner of the screen

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I'll write out every last enemy's name down if you need it

floral furnace
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maybe next week well get full release, who knows~~

sterile valley
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it's not like hollow knight actually has an abundance of enemies anyways

floral furnace
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might as well put some edgy title on the boss names as well

exotic venture
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got more types of enemies than the latest castlevania release iirc

floral furnace
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Hornet: Child of the last Dreamer

sterile valley
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Radiance : Moonlight Butterfly

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Hollow Knight : onii-chan

exotic venture
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but she's a moth cornywoke

floral furnace
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okay, i just realized Moonlight Butterfly and Radiance

sterile valley
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It's a dark souls reference

floral furnace
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the

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they even

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i just reallized this now

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dud they even have the same needle shit

sterile valley
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lmfao

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why do you think the joke exists?

floral furnace
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no no im just surprised it took me this long to see that theyre similar, not going to the "HK is literally inspired by DS" cuz team cherry themselves already refuted this

sterile valley
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Honestly

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HK just takes a lot of ideas from games

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Like any other game should do

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Literally every game integrates things other games have

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Because that's how life works

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You take inspiration to do things and add your own creativity into it

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Team Cherry did a fucking amazing job with HK.

exotic venture
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well that's basically how they created hollow knight

floral furnace
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nah man, they just stole from DS cuz its DS hard HK hard therefor DS == HK /s

exotic venture
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they listed what they liked and made a game out of it

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that's literally what they did

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what's even more ironic is that most of the game is actually more based around Zelda 2 instead of a metroidvania

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which blows my mind but makes a ton of sense

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because even the most basic things we see, like the pogo jumping?

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that originates from zelda 2

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where it had the exact same thing where you could jump on enemies by slashing downwards

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it's crazy how things work out that way

solemn rivet
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^

leaden hedge
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but neither hk nor ds are hard ๐Ÿค”

solemn rivet
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well

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HK+NGG+Mantis Gods is hard

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but DS?

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pff

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now that the hardest part is done, porting to lifeblood shouldn't take long

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I simply don't have the time this week

exotic venture
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well take your time

sterile valley
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I made a personal one for Gradow because he wanted it

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this is what it looks like full and empty

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just for him because he wanted

exotic venture
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he was still a fan of the cartoon style

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aw

sterile valley
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Yep.~

exotic venture
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understandable, really, it's got its charm

solemn rivet
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I've been playing too much p5 lately, and the art style is kinda similar, so I like it

exotic venture
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what it makes me think of is one of those old Newgrounds type of HP bar

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of those flash games

solemn rivet
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Oh

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Hmm...

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Not for me, but maybe we didn't play the same ng games

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Man, now I really miss those good old flash animations

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And by good old I obvsly mean shitty stick figure

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But those were the best

pearl sentinel
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If you want pretty ok enemy names, you can use the game object's name combined with my "trim enemy name" function that removes stuff like "(clone)" and numbers like (1)

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Of you can probably extract the journal name from one of their fsms or the health manager

solemn rivet
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That's the plan, trim the ends

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Also, I had thought to add all enemies names to a dictionary and just swap them

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But maybe looking at the journal will be easier...

exotic venture
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only unlock the name after they get the hunter's entry intenseface

pearl sentinel
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^trim method

solemn rivet
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That's the idea, mystery

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Thank you kerr! I'll take a look later

pearl sentinel
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it's pretty shit tbh, mostly hacked together while trying to make enemy rando catch all the monster types

solemn rivet
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(on mobile rn)

pearl sentinel
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Ok, look at EnemyDeathEffects.cs for how to check for journal entry stuff

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Actually, looking at it now I think I'll be switching enemy rando to query that class for the name

solemn rivet
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How do I add the mod common to my mod tho?

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Do I have to ship it with the mod?

pearl sentinel
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Just add build the dll or download it then add the reference to it. You could ship with it or just mark it as a dependency. Crossroads will allow you to auto download any dependencies you list

solemn rivet
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Ok, got it

pearl sentinel
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So your end users shouldn't have to worry about the details in the end

solemn rivet
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Yeah, that's what I'm worried about

pearl sentinel
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Basically, manual downloaders would have to get the dll (it will be on the drive after beta is over), people using a downloader app won't notice anything

solemn rivet
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Yup

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I'll prolly ship it with the mod

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Or you could just ship it with the api

pearl sentinel
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Yeah, the stuff could be added to the api. I was just trying to keep it separate to keep things lightweight. We'll see after beta is over

solemn rivet
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Oh, I get that. I mean put the dll in the same zip as the api, with the correct folder structure

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I hate mobile

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Ffs

exotic venture
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fat fingered a pin

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yay, i'm not the only one!

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oh and let me unpin that beta modding api

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because, yes

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we got a new one!!!

pearl sentinel
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Ah. We'll I'm hoping mod common can have multiple modders add to it, which also isn't something I think we want people doing to the api (or zip of the api)

exotic venture
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1.3.1.5 is here now!!!!

solemn rivet
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Yeah, I getcha

pearl sentinel
leaden hedge
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theres no reason not to add stuff to the api

pearl sentinel
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but yeah, i found this in EnemyDeathEffects.cs (a base class for death effects used by pretty much every enemy)


    private void RecordKillForJournal()
    {
        PlayerData playerData = GameManager.instance.playerData;
        string boolName = "killed" + this.playerDataName;
        string intName = "kills" + this.playerDataName;
        string boolName2 = "newData" + this.playerDataName;
leaden hedge
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theres already stuff in there like it, CanvasUtil for instance

pearl sentinel
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playerDataName is private on the enemy, so you'll need to use reflection to get it

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(it's set by hand through unity serialization)

leaden hedge
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speaking of useful functions, a method injector / replacer would be nice hollowface

pearl sentinel
leaden hedge
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never tried it, sounds like it might work

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the main usecase is adding hooks to playmaker.dll

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without having to redistrubute that dll too

solemn rivet
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KDT, how should I credit you in this hpbars mod? Want your name in the mod title in gdrive?

pearl sentinel
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mmm hobars

leaden hedge
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can do

solemn rivet
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I HATE MOBILE

leaden hedge
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specifically the playmaker ctor and event sending functions

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would be great to have hooks in

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and i guess the state change too

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theres a bunch of places it'd be great to have hooks in, but I don't really want to distribute playmaker.dll with mods hollowface

fringe schooner
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how do i downgrade hollow knight? like i have the lifeblood beta installed but i want to try some mods that i heard only work on 1.2.2.1

solemn rivet
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Opt out of beta on steam

fringe schooner
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thx

pearl sentinel
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just tried it on a sample unity project, was really easy

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example of a patch at runtime:


public class TestHarmony : MonoBehaviour {

    RNG rng;

    void Awake()
    {
        var harmony = HarmonyInstance.Create("com.company.project.program");        
        var original = typeof(RNG).GetMethod("CoinToss");
        var prefix = typeof(RNGPatch).GetMethod("Test");
        harmony.Patch(original, new HarmonyMethod(prefix), null);

        rng = new RNG();
        rng.CoinToss();
    }
}

public class RNGPatch
{
    static public void Test()
    {
        Dev.Log("Boop");
    }
}
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(don't hate on the vars, i just copy/pasted their example code)

copper nacelle
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that looks neat

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@flat forum editing enemies isn't that bad

bronze temple
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@pearl sentinel I'm sorry for just blasting in, but I'd like to know what you'd think of MonoMod's hook generator. It lets you automatically generate a Assembly-CSharp-Hooks.dll helper assembly. Your mod then refers to it, allowing you to apply hooks just like you'd apply events.
I currently don't have a Hollow Knight example, but using it looks like this:


On.Celeste.PlayerHair.GetHairColor += (orig, self, index) => {
    // Do anything before calling the original method.
    // You decide when you call the original method and how.
    var color = orig(self, index);
    // Do anything after calling the original method.
    // Return anything you want.
    return color;
};

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It's a fairly new MonoMod feature and while you're using MonoMod, you're only using it behind the scenes as a patcher

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which is why I haven't mentioned the feature here yet

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The only prerequisites are the dependencies MonoMod.Utils and MonoMod.RuntimeDetour, and generating a Assembly-CSharp-Hook.dll whenever the game updates

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and generating the hook .dll is automated via the HookGen helper

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If you're +=ing a method instead of a delegate, you can later undo the hook via -=

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and the left-hand side is always On.Namespace.Class.Method with autocomplete support because of how the hook .dll is laid out

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Feedback? ๐Ÿ˜…

copper nacelle
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wtf that looks amazing

pearl sentinel
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personally, what i liked about the thing i linked was that it lets me do these changes at runtime. ideally, i'd code something up so i don't have to have a dependency on any other dll for what i'm doing (shrug)

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otherwise it's 6 and half dozen

bronze temple
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you'd still need the dependency on Harmony

pearl sentinel
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yeah

bronze temple
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but yeah, I get you :)

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Harmony is great for runtime method editing

copper nacelle
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wait nvm

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hook dll ree

bronze temple
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I just thought that if detouring is the only thing you want to do, maybe this could be great for you

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well, the "hook .dll" is just an autogenerated .dll that lets you use hooks without reflection

copper nacelle
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wait

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is it one hook dll

bronze temple
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one hook dll shared by all mods

copper nacelle
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nvm the nvm tbh

bronze temple
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it's just a proxy that translates any event handlers (delegates) to hooks at runtime

copper nacelle
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so you can create hooks at runtime

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but you need that dll

bronze temple
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yes

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this is all the "hook .dll" does

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it provides automatically generated "event proxies" - your mods feed them with delegates at runtime

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(by the way, I just realized that I'm needlessly generating that field ๐Ÿ˜… time to remove it)

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Any other concerns or feedback? I'd love to make this better for everyone, as your feedback affects other modding communities, too ๐Ÿ˜ƒ

copper nacelle
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is there any way to just put it inside the modding api dll

bronze temple
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yes, any IL merging tool should be able to do the job

copper nacelle
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if it breaks can i blame underrail

bronze temple
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the game UnderRail? GWchadThinkeyes yes

copper nacelle
bronze temple
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it uses an ugly setup of XNA + SFML anyway, so let's just blame it for everything going wrong in the realm of C# modding

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ah yeah, that

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that game was a pain to get to boot on Linux

copper nacelle
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i've heard lutris is good for that

bronze temple
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yeah, I mean "native hackport" without wine

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this should definitely be able to merge the HookGen helper .dll into your modding API .dll, as it uses cecil, which is also used by MonoMod

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again, you only need to run HookGen to generate the .dll after updating the game

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so that runtime mods can hook any new methods and properly fail compiling when methods vanish from the game

buoyant wasp
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I guess for any hook where it's a before/after, this would work well enough. I'd have some concerns about the ones where we're editing the internals of the method though

copper nacelle
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you can override methods entirely with this, right?

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if you don't call the original method

bronze temple
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True, I remember some issues with injection

buoyant wasp
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though again, this is another instance of "it's neat to do this, but then all the existing mod work would have to be updated to use the new hook signatures and behaviors"

bronze temple
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@copper nacelle yes, but copy-pasting the decompiled code just asks for trouble

buoyant wasp
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yeah, which we do sadly @bronze temple. Not often, but we do have to do it

bronze temple
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It's no problem, as long as you keep track of what you're copy-pasting :D

copper nacelle
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hell mod has add soul copy pasted

bronze temple
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I wish I had an easy way to allow "injections" in MonoMod, but MonoModRules in its current form is probably the best compromise between "flexibility" and... well, flexibility

buoyant wasp
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thankfully monomod really helps with that, keep all of it in a folder called DRM that says "hey this folder has decompiled code we changed" and since hte classes/namespaces/methods are monomod attributes, it's easy to follow

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i mean, sure it sucks to go back and manually do it

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but at least it isn't hunting through mountains of code

bronze temple
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One issue I see with runtime hooks and method transpiling - what Harmony allows you to do - is that you're still exposed to the "ugliness" of IL-level transpiling

buoyant wasp
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IL is the devil. I mean, i get it, but ugh.

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it's like writing actual assembly, by the time you finish you want to gouge your eyes out with a rusty spoon

bronze temple
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and this makes me want to gouge my eyes out with a rusty fork

copper nacelle
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IL looks less readable than asseembly

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tbh

buoyant wasp
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yup

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i tried to do that with HK modding

bronze temple
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in Celeste, we need IL-level modifications because the game can update randomly

buoyant wasp
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so that i wouldn't have to copy the decompiled code

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and while i made it work, it was so much effort if it changed that it wasn't worth it

bronze temple
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yup, right now we're just building on assumptions, too

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hoping that the compiler won't heavily change the layout of the method

buoyant wasp
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celeste is unity too, yeah?

bronze temple
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Celeste is in XNA and FNA, which also uses C#

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(XNA for Windows, FNA for OpenGL Windows, Linux and macOS)

copper nacelle
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celeste is terraria confirmed

bronze temple
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terraria is flinthook is owlboy is ... confirmed

buoyant wasp
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ah

bronze temple
#

now that I think about it,

buoyant wasp
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yeah, frameworks love to change stuff on you for...seemingly no reason

bronze temple
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name me one modern XNA title that isn't a pixel-art platformer :D

buoyant wasp
#

Unity breaks null coalescence, for reasons

copper nacelle
#

terraria

bronze temple
#

Unity also breaks a few other things under the hood

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f.e. hey, let's make DynamicMethods inlineable by the JIT

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and emitting a few nops at the start of the method "fixes" it

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luckily XNA is dead and FNA's API is 1:1 accurate with a few extensions

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so not much is going to change for us, but sadly, Unity is currently revamping everything

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have you heard about il2cpp for desktop games? The new ECS? Burst compiler?

buoyant wasp
#

Honestly outside of HK, I'm not in the modding community (and even then I'm not nearly as active as I once was, busy on other non-gaming projects currently)

solemn rivet
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so, need help

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health_bar.fillAmount = (float)hm.FsmVariables.GetFsmInt("HP").Value / EnemyHPBar.healths[gameObject.name][0];

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this runs every frame

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but sometimes the graphics don't update

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I think it's a rounding issue

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any ideas?

copper nacelle
solemn rivet
#

int

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but when I cast it, VS tells me it's not needed

vagrant leaf
#

witchcraft

rain cedar
#

Yeah float / int shouldn't have issues with rounding

solemn rivet
#

hm...

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maybe that's not the issue then...

#
[INFO]:False Knight New's HP before hit = 60
[INFO]:Fill Amount - 0.9230769 versus 0.9230769
[INFO]:False Knight New's HP before hit = 55
[INFO]:Fill Amount - 0.8461539 versus 0.8461539
[INFO]:False Knight New's HP before hit = 50
[INFO]:Fill Amount - 0.7692308 versus 0.7692308
[INFO]:False Knight New's HP before hit = 45
[INFO]:Fill Amount - 0.6923077 versus 0.6923077
[INFO]:False Knight New's HP before hit = 40
[INFO]:Fill Amount - 0.6153846 versus 0.6153846
[INFO]:False Knight New's HP before hit = 35
[INFO]:Fill Amount - 0.5384616 versus 0.5384616
[INFO]:False Knight New's HP before hit = 30
[INFO]:Fill Amount - 0.4615385 versus 0.4615385
[INFO]:False Knight New's HP before hit = 25
[INFO]:Fill Amount - 0.3846154 versus 0.3846154
[INFO]:False Knight New's HP before hit = 20
[INFO]:Fill Amount - 0.3076923 versus 0.3076923
[INFO]:False Knight New's HP before hit = 15
[INFO]:Fill Amount - 0.2307692 versus 0.2307692
[INFO]:False Knight New's HP before hit = 10
[INFO]:Fill Amount - 0.1538462 versus 0.1538462
[INFO]:False Knight New's HP before hit = 5
[INFO]:Fill Amount - 0.07692308 versus 0.07692308```
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yeah, that's precise enough

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hm...

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it only happens on enemies with a lot of health too

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so that's why I though it was a rounding issue

solemn rivet
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maybe the issue is that it's updating every frame, somehow?

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idk

solemn rivet
hazy sentinel
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looks good

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i don't even need cheat engine to play the game now

floral furnace
#

this you get yourself a pure nail?

solemn rivet
#

?

floral furnace
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no i was wondering the damage with pure nail is enough to 2 hit the husk guards

solemn rivet
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no, that's me making it drain at 60 per second

floral furnace
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cuz i thought you were showing a bug where the hpbar ui is screwing up and theyre losing more health than normal

solemn rivet
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and i gets stuck at 0 health

floral furnace
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oh i see

flat forum
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Is that the reason for the glitch?

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I mean

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What happens to his health because of the glitch where you can hit him around and don't let him fall down

solemn rivet
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I... Don't know what you're talking about

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anyways, I'm done for today

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too tired to figure this shit out

pearl sentinel
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If I had to guess, the hp drain has to be triggered by a hit event or something like that, else the state machines don't properly transition

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Then everything breaks

topaz herald
#

I should probably move the conversation to here rather than clogging up the speedrunning channel but a few ppl me included seem to not be able to install debug mod on 1.1.1.8 , compared to my 1.2.2.1 debug mod install that works fine there is debugmod.dll missing in the mods folder and copying the one from 1.2.2.1 debug mod causes the game not to load anymore. In any downloads I could find there is only the png images for essence etc. in a file called debugmod

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atm things I have d/l ed are 1.1.1.8 modding api, 1.1.1.8 debug mod containing (hollow knight data and debugmod folders, the later containing the png files but no debug mod.dll)

rain cedar
#

Yeah that's normal for the old debug mod

topaz herald
#

so do i want the folder "debugmod" as it is inside mods folder or only the contents?

rain cedar
#

Put it next to hollow_knight_Data, same as it is in the zip

topaz herald
#

so after copying and overwriting should be left with hollow knight data the exe and this debug mod folder?

rain cedar
#

Yeah I think that sounds right

topaz herald
#

lets start again from copying the 1.1.1.8 modding api this is last try I can do b4 work

#

ok this time it has loaded but there is no debug menu??

#

is it still F1 on 1.1.1.8?

rain cedar
#

Should be, yeah

topaz herald
#

is there supposed to be an installed mods text in top left cos this is not there

rain cedar
#

Yes

#

Can you check if there is a ModLog?

topaz herald
#

if you tell me how yes

rain cedar
#

It's just a file in your save folder

#

%appdata%/../LocalLow/Team Cherry/Hollow Knight/

#

Check the timestamp on it to make sure it's recent if it's in there

topaz herald
#

want me to upload it?

rain cedar
#

Yeah

topaz herald
rain cedar
#

Alright it's dying because it can't load debug

#

You're just using the 1.1.1.8 API off the drive, right?

#

And the debug I sent you?

#

Should be fine, it worked for someone else on 1.1.1.8

topaz herald
#

what is weird is compared to my unmodded vanila install it is loading in my 1.2.2.1 saves and they load fine :/4

rain cedar
#

Yeah that makes sense

#

You'll lose any grimm troupe content on the saves, though

#

If you load them

topaz herald
#

doesn't matter i backed up my 106 saves anyways

gilded pawn
#

I wonder when we'll have a new bonfire mod for this new lifeblood update....thinkgrub

topaz herald
#

so what is wrong with my install what would you need to see to tell me? I used 1.1.1.8 modding api and 1.1.1.8 debug mod that mickely linked in speedrnning

rain cedar
#

It was officially released today

#

Fucking hell have some patience

#

Oh idk what mickely linked

#

Might be wrong

gilded pawn
#

Lol hollowomg

rain cedar
#

Use the one I linked

topaz herald
#

and why is my color red now??

rain cedar
#

Red means the messages didn't send

topaz herald
#

can u link correct stuff again please

topaz herald
#

too much d/l ed trying to fix this and getting confused

rain cedar
#

Yeah that'll happen

pearl sentinel
#

Oh so is 1.3.1.5 official?

rain cedar
#

Seems like it

pearl sentinel
#

Neat.

rain cedar
#

Guess that means I have to update things now

topaz herald
#

and what else apart from this and which is first, do I need to re-copy my vanila 1118 first?

rain cedar
#

Nah as long as you have the right API you don't have to redo that

pearl sentinel
#

Well let me know if you want help with anything tomorrow.

topaz herald
#

the 1.1.18 api? can u link incase

topaz herald
#

so should I copy 1118 vanila again to be safe?

rain cedar
#

Guess it couldn't hurt

topaz herald
#

after it finishes it is modding api then debug mod in this order?

rain cedar
#

Shouldn't matter

topaz herald
#

working ๐Ÿ˜ƒ thank you so much no idea what was going wrong but gotta rush to work now

rain cedar
#

Later

topaz herald
#

kinda pissed off that steam decided to install lifeblood without permission at one point but oh well least it works

sterile valley
#

I've switched up the health bar design, and will kind of just wait for Gradow to get online so he can implement it.

#

I'm sure you guys remember the old one.

#

So take a look at this one.

#

New background.

#

Same filling.

#

New outline.

#

What it looks like complete, full and empty.

open delta
#

Beautiful >w<

river eagle
#

Doesn't some of the HP bar orange get hidden under the decorations?

open delta
#

Alternatively make them transparent when idle or not incombat but show them when fighting or alerted. ^^

fair rampart
#

@sterile valley
Had a thought about doing something like that but for KDT's boss hp mod, but that's looks way better than what I would have done. 10/10

sterile valley
#

@fair rampart Thanks.

fringe schooner
#

do mods work with new lifeblood update?

solemn rivet
#

no

#

maybe kerr's api from yesterday works, but haven't checked

young walrus
#

New patch just releases
"Has everything been ported yet?"
zote

fringe schooner
#

nah just wondered if old version mods worked with new version

solemn rivet
#

some will, some will not

sterile valley
#

Just waiting for the api to work to be honest

solemn rivet
#

I'm p sure there won't be any issues with the API

#

from what kerr said, last patch before this there were no changes to the game code that actually conflicted with the API

#

so I assume the same is gonna happen here

#

oh, wait

#

what's the current patch number?

#

I haven't played it yet

young walrus
#

1.3.1.5

solemn rivet
#

oh

#

so kerr's api should, theoretically, work

#

unless they added some changes while keeping build number

young walrus
#

shrugs

solemn rivet
#

because iirc kerr built the last api against 1.3.1.5

young walrus
#

"should"

#

but it's TC

#

they probably still changed shit

solemn rivet
solemn rivet
#

ok, gonna try kerr's api shortly

#

brb

#

kerr's api works for debug, at least

pearl sentinel
solemn rivet
#

ok

#

hpbars fully functional in lifeblood

#

so

#

Kerr, if you have a better solution, please tell me

#

since now OnGetEventSenderHook doesn't work for enemies, what I do is pool all enemies in scene, add them to a list and add the HPBar to the enemies in that list

#

but I do that every frame

#
private void Instance_HeroUpdateHook()
{
    foreach(HealthManager hm in GameObject.FindObjectsOfType<HealthManager>())
    {
        if (!healths.Keys.Any(f => f == hm.gameObject) && hm.hp < 5000 && hm != null)
        {
            healths.Add(hm.gameObject, hm.hp);
            enemies.Add(hm.gameObject, hm.gameObject.name);
            ComponentHPBar hpbar = hm.gameObject.AddComponent<ComponentHPBar>();
            hpbars.Add(hm.gameObject, hpbar);
            Log($@"Enemies: {String.Join(",\n", enemies.Values.ToArray())}");
        }
    }
}```
#

the hp<5000 is an old check because doors, levers and stuff also have hp, and I don't want to add bars to them

leaden hedge
#

GameObject.FindObjectsOfType is slow

buoyant wasp
#

@pearl sentinel - at some point do a pull request so we can merge the lifeblood patched version of the API into the main repository

solemn rivet
#

I know, KDT, but I couldn't think of anything better

#

any suggestions?

#

it works tho, and doesn't seem to have a HUGE impact on performance

sterile valley
#

It's running smooth as hell over here

#

And it's also hurting my emotions

#

It's making me see how little damage I'm dealing to Lost Kin even with fragile strength and fury of the fallen active cornywoke

leaden hedge
#

can't you just add a hook to HealthManger.ctor

solemn rivet
#

sure

#

but that requires a new hook

#

if we have that, it's certainly better

#

but with what I have rn... This is as best as I can do, I think

pearl sentinel
#

@GRADOW busy taking care of puppy this morning but I'll read what you said and comment in a minute

solemn rivet
#

don't worry, Kerr

#

puppy >> all

leaden hedge
#

also OnGetEventSender hook should have been ported to healthmanager tbh

solemn rivet
#

^

#

that would also fix this

pearl sentinel
#

@buoyant wasp planning on it as soon as I'm able.

leaden hedge
#

i assume healthmanager has a OnCollide function

#

dunno if its OnCollisionEnter or OnCollisionStay

pearl sentinel
#

@buoyant wasp do you want me to add all the mod common stuff or keep it separate?

solemn rivet
#

it has a TakeDamage and Hit function

leaden hedge
#

yeah whichever works

#

also people talking about rendering text

#

thats kinda complicated, the text renderers look like shit in unity

#

so it'd have to be sprites probably

#

for damage numbers this is

sterile valley
#

@leaden hedge Sorry for tagging. I could actually do that, as in make stylized text, all the letters and numbers, capital and lowercase.

leaden hedge
#

also the issue is they probably want to be small to be unintrusive, but then you run into the issue of scaling at low res making them illegible

sterile valley
#

Or don't scale, I can write them smaller.

leaden hedge
#

have to do some weird maths then

buoyant wasp
#

@pearl sentinel - I haven't really looked at what Mod Common does. send me a link to the repo and I can take a look this evening (7 hours) after work.

pearl sentinel
#

Sounds good.

sterile valley
#

1.3.1.5

half sierra
#

that looks pretty good

#

maybe a very quick fade in?

vagrant leaf
#

bar should be closer to the enemy imo

#

it's kinda high above it

sterile valley
#

@vagrant leaf It's meant to be like that because of the bigger enemies, too, don't worry about it.

vagrant leaf
#

oh ok

young walrus
#

worries externally

leaden hedge
#

can't you make it move based off the hitbox

solemn rivet
#

I can, KDT

sterile valley
#

@leaden hedge That has bad issues with enemies with big hitboxes like for the fucking soul master and the puffy bois at royal waterways.

#

Trust me, it looks good the way it is

solemn rivet
#

But some enemies' hitboxes differ greatly from their sprites

hollow pier
#

soul master a boss tho

leaden hedge
#

shouldn't differ that much

hollow pier
#

just slap the hpbars in the middle of the sprite

solemn rivet
#

That FK big bug guard, for instance

sterile valley
#

The hp bar for those shows up at like forever above

solemn rivet
#

The top of his hitbox is like 2x his height

#

Because of mace swings

leaden hedge
#

but is it really ๐Ÿค”

#

because you can't hit that and deal damage

sterile valley
#

I was testing it all the way and showed screenshots to gradow about the things

#

Maybe it's just something about changing hitboxes

solemn rivet
#

Yup, my first implementation relied on hitbox for positioning

#

And for some bugs it was waaay above their heads

sterile valley
leaden hedge
#

did you use kerrs hitbox viewer to debug it

solemn rivet
#

No, that was in 1.2.2.1

#

I can look into that when I have the time

#

Which I don't, so I can't, and I won't

sterile valley
#

It works fine the way it is for now

#

I think it's enough to call it release 1.0

sturdy jetty
#

Does 1.3.1.5 Beta Mod API work on 1.3.1.5 final release?

hollow pier
#

just play lightbringer no api needed

sterile valley
#

@sturdy jetty Yes

sturdy jetty
#

Nice.

#

I will wait for 1.3.1.5 Mac OS X Modding API.

real cypress
#

@copper nacelle will the shitmodst work with the new version

rustic stag
#

I must have drinken some lead paint recently because I can't for the life of me find a link to the latest API

sterile valley
#

I'll provide

#

Give me a moment

#

@royal ridge Pin this please

rustic stag
#

Much appreciated

sterile valley
#

(hopefully this will be pinned)

royal ridge
flat forum
#

Hey

#

is there somewhere the code for charms at least?

leaden hedge
#

yes

#

fsms

flat forum
#

the one on the Google Drive?

#

Because it goes only to version 1.1.1.7 - Hidden dreams

#

(lemme check on pins)

sterile valley
#

This mod adds HP bars to every enemy in the game, bosses included. The HP bars appear slightly above the enemy. The art was made by me personally, and I will alter the art if you wish. This mod was coded by @solemn rivet over the course of a few weeks, and was updated to the Lifeblood update, so it works. The original code for this was made by @leaden hedge , and was altered heavily to become this mod. (Yes, it does work with 1.3.1.5)

#

@royal ridge Pin this, please

flat forum
#

I downloaded it

#

should work from the Mods folder, right?

leaden hedge
#

theres no need to pin stuff

sterile valley
#

Yep

#

If you check the pins, most of the mods are pinned, though.

leaden hedge
#

theres literally 0 mods pinned

flat forum
#

so, what's the latest version of FSM?

sterile valley
#

Wait, what's the-

#

Let me just read the pins over.

leaden hedge
#

fsm isn't a mod

hollow pier
#

it's just a drive of the mods

leaden hedge
#

all the charm code is in fsms

#

Finite State Machines

flat forum
#

Yeah, but the latest version written is 1.1.1.7

leaden hedge
#

no

#

what are you on about

hollow pier
#

big think

sterile valley
#

Alright, gotcha.

hollow pier
#

bigger think

sterile valley
#

I'll see if I can edit that.

#

The uh...

#

folder.

leaden hedge
#

that says FSM mod

sterile valley
#

That Sean posted.

leaden hedge
#

thats not fsm

sterile valley
#

Oh, message him.

#

Right.

leaden hedge
#

thats something that mods fsms and has an additional dependancy

flat forum
#

Where can I find whatever I need then, I'm confused, sorry sadgrub

leaden hedge
#

you need the fsm dumper and fsm viewer

#

and then you need to find where the charm effects are

#

which is 99% of the time somewhere

#

i.e. not where they should be

flat forum
#

Well, this game seems to make it very hard for things to edit

leaden hedge
#

this game honestly has some of the worst code I've ever seen

flat forum
#

But it works

#

Is it yours?

#

Will it work/

leaden hedge
#

yes this is mine

#

and thats what you need to view dumped fsms

flat forum
#

Ok

#

If I can figure out anything from the code (without much previous experience in coding) you may call me KAMI

#

or BOG

#

or Gott

#

by the way

#

I saw that Charm Notch data is saved as a Save-File-Specific thing

#

and updates don't edit save files

leaden hedge
#

yeah charm notches are per save

#

they are set as you create the save

#

which is dumb and makes no sense

#

but whatever

flat forum
#

So, why aren't they saved along the rest of the data?

leaden hedge
#

they are in the save file ๐Ÿค”

#

you can edit it with my save editor

flat forum
#

save editor?

#

there was an online one

#

I used it to fix some bugs on the save file a while back

vagrant leaf
#

ok i installed enemy hpbars and the hpbars are like way off from the actual enemy

#

usually to the left

sterile valley
#

sec, let me ask him what's up

fair rampart
#

does it works VS bosses ?

#

@sterile valley

flat forum
#

they said yes

sterile valley
#

yes, it does

#

It works against any enemy

#

also it's weird because mine over here isn't having that issue but i'll see if it happens with anything else here

fair rampart
#

Do you want me to test ?

leaden hedge
#

have you tried different resolutions

sterile valley
#

@vagrant leaf try different resolutions, yeah

vagrant leaf
#

that's not fixing it

#

wait

#

i got it to work but only on a really shitty resolution

#

1280x720

leaden hedge
#

what a shitty res ๐Ÿค”

#

what res are you normally running it on

#

probably something with a weird super wide aspect ratio

vagrant leaf
#

1920 x 1080

leaden hedge
#

weird

#

let me guess

#

if you run it at a lower res

#

they go off to the right

vagrant leaf
#

no they work normally at lower res

leaden hedge
#

so anything lower than 1280x720 ๐Ÿค”

vagrant leaf
#

they get closer when it's slightly below that, but only work perfectly when it's at 1280x720

flat forum
#

Wait

#

what do I do with the FSM dumper?

young walrus
#

dump FSMs

flat forum
#

how do I use it?

leaden hedge
#

you need to make a folder in your save folder

#

called save_fsm

#

someone should really add a readme hollowface

young walrus
#

#criticalreadingskills

#

useful in everyday life

flat forum
#

that's what the readme gave me

#

"HK-FSM-VIEWER
view hollow knights playmaker fsm in a web browser, good luck figuring this shit out

rename the fsm dump you want to view to data.json and add "var fsm =" without quotes to the start of it"

leaden hedge
#

thats for viewer

#

the dumper has a readme too

young walrus
#

in tomorrow's lesson, we'll cover #criticalthinkingskills

flat forum
#

Oh

#

@young walrus I'm an idiot, I know

young walrus
#

i get confused by "viewer" and "dumper" all the time too

#

"i'll be right back honey, gotta go take a view"

#

#2

rustic stag
sturdy jetty
#

Does this work with 1.3.1.5 final release?

solemn rivet
#

I can fix that, but

#

Yeah, in mobile

pearl sentinel
#

@solemn rivet so about checking every frame: without adding a hook into health manager's Awake or OnEnable, what i'd do is put your check in a coroutine and throttle that so it runs over several frames. In addition, you can use both the on nail hit and the collider create mod hook (and maybe others) to catch cases where an enemy spawns between delays in the checks. however, with the need many mods have to find and attach things to new enemies, adding two hooks to health manager (one for OnEnable and another for Die or OnDisable or OnDestroy) would probably clean up a lot of code.

sterile valley
#

So, I've put this together.

#

You guys wanna take a look at it?

#

Let me just uh...

#

fix the rar name.

#

Oh no wait it's fine.

#

Oh let me add a detail to the readme.

flat forum
#

For me

#

the HP mod is working great

sterile valley
#

There we go.

#

I added a thing to the readme about the resolutions.

#

@flat forum It is? Glad you like it! Thank Gradow for his amazing work at coding and me for my mediocre shitty artwork. ok_grimm

flat forum
#

buy the way

#

about NGG mod

#

the 2 Grimms have separate Health pools

#

and the second starts taking damage only after the first has lost 75% of its health

#

(notcied it htanks to the health bar mod)

sterile valley
#

Ahah, glad the mod helped you do something.

flat forum
#

And now I know I've mamnaged to take one down to under 25% and I feel FAR more ready to fight

sterile valley
#

@flat forum That's what I went for with the drawing style I made, and that's what Gradow and me spent days (him coding, me scrapping artwork and making more) for.

#

Heehe.

#

Let me show you my initial artwork actually.

#

Terrible.avi

#

Then I moved to this one.

#

Then this one.

#

And now we got our last one.

#

Bunch of designs inbetween those that got scrapped.

flat forum
#

Yeah, I saw you asking if you should put the things at the end

sterile valley
#

But those were like, the 'major changes'

#

Yep.

flat forum
#

I like the disgn, very fitting

sterile valley
#

Thank you.

flat forum
#

Well, I'm glad I made someone happy

sturdy jetty
#

Each modding API is only compatible with its own OS, right?

rustic stag
#

So I was looking at the HP bar code, and noticed it's just setting the canvas resolution to 1280 x 720. (I assume it's because Gradow's resolution must be that?)
I changed the value to be 1920 x 1080 and now it works fine on my screen.

wide crown
#

hey does ModdingAPI_1.3.1.5_beta work as final too?

vagrant leaf
#

yes

wide crown
#

thanks

solemn rivet
#

this is a part of code I didn't bother to change from the original HP bars, but now it makes sense to do so

copper nacelle
#

@real cypress no

vagrant leaf
#

ok uhhh

#

cant rn

#

doing school shit

solemn rivet
#

np

#

whenever you can, just tell me

wide crown
#

debug mod is not updated to lifeblood right?

copper nacelle
#

it works mostly

#

except enemies panel because health manager FSM died

#

good riddance too

wide crown
#

no ik just like no respawn of Hive Knight i.e.

#

oh

copper nacelle
#

afaik it's not

wide crown
#

ok thx

real cypress
#

@copper nacelle give shitmodst again

#

it got removed

steel patio
#

how do you make mods

young walrus
#

I believe the real question is.... Is the boop MOD compatible with lifeblood. zote

steel patio
#

i wanted to make a mod with more familiars :^)

#

10 weaverlings

#

12 grimchildren

real cypress
copper nacelle
#

lightbringer won't work on the new version anyways

real cypress
#

AAAAAAAAA

copper nacelle
#

downpatch or api

#

not sure if the new API is in crossroads

leaden hedge
#

the resolution shouldn't matter for the canvas

#

its just for relative values

sterile valley
#

Updated this thing

#

@copper nacelle Open this thing I just sent

steel patio
#

yo niko

sterile valley
#

I put the new API and everything in it

steel patio
#

how do make mods

copper nacelle
#

why

steel patio
#

i tried figuring it out on my own and i just got confused

copper nacelle
#

should I open it

#

@steel patio look at the api example mods

sterile valley
#

It's because the new api's there if you need it

copper nacelle
#

ok

sterile valley
#

It's in the readme

copper nacelle
#

but it's already pinned GWchadMEGATHINK

sterile valley
#

Just in case

#

I also kind of wanted you to see whether I did a good job on the readme or not

copper nacelle
#

I would check but at school rn

sterile valley
#

Actually, I'll put it here

steel patio
#

what example mods

sterile valley
#

Here, the readme for the enemy health bars thing

copper nacelle
#

@steel patio check mod API GitHub

sterile valley
#

Just want someone to look over this

#

And tell me if it's good

steel patio
#

...

copper nacelle
sturdy jetty
#

@sterile valley Your zip file has mod API + the mod?

sterile valley
#

@sturdy jetty The mod API is included in the readme.

sturdy jetty
#

Nice.

sterile valley
#

There's a link to download it, how to install it, etc.

#

Where to install it, all that jazz.

sturdy jetty
#

I see, so this is only for Microsoft Windows?

sterile valley
#

Basically.

steel patio
#

...\

#

dude this doesn't help me at all

#

it's just a bunch of files

rain cedar
#

It's literally examples of how to make mods

#

How does that not help you?

steel patio
#

it doesn't help me because i don't know how to make mods in the first place

rain cedar
#

Well then it's a good thing you have examples to look at now

steel patio
#

i can't look at them

rain cedar
#

Oh, ok

#

Should've mentioned you were blind

#

Get a better screen reader

steel patio
#

okay smartass

#

it's just a bunch of files that i can't open

rain cedar
#

Try clicking them

steel patio
#

congratulations

rain cedar
#

Just look at it in browser man

steel patio
#

wtf is browser

rain cedar
#

Nevermind

steel patio
#

...

#

i don't appreciate your condescending attitude when you're the one giving shitty help

rain cedar
#

It's not my fault you don't know what a browser is

steel patio
#

instead of acting high and mighty you could just tell me what the fuck you mean

rain cedar
#

Your web browser

#

Chrome

#

Internet Explorer

#

Firefox

#

Opera

#

Whatever you use

steel patio
#

and how pray tell am i supposed to open them on there

rain cedar
#

By clicking them

steel patio
#

...

#

sigh

#

yeah this is worthless to me.

rain cedar
#

Sorry you can't navigate a simple webpage

steel patio
#

it's a bunch of text

#

that i don't know the meaning of

#

what am i supposed to do with that

rain cedar
#

You mean the code?

#

You can start by reading up on C# in general if literally none of it makes sense to you

steel patio
#

yeah i'll pass.

copper nacelle
#

@sturdy jetty all API mods are cross platform

real cypress
#

why do i start inside the ground with boss rush

sturdy jetty
#

I see, but if I want to play on Mac OS X, I need the Mac OS X modding API, correct?

copper nacelle
#

no

#

yes

#

pretty sure you can just use the same file

sturdy jetty
copper nacelle
#

yes

sturdy jetty
#

The top 3 folders in the top row left to right.

copper nacelle
#

ok

#

pretty sure the same assembly works tho

real cypress
copper nacelle
#

i was trying the windows assembly on Linux or something

#

wait

#

yeah

#

I used the windows one on Mac and it worked

#

because there was no Mac one built for beta

sturdy jetty
#

Can anyone tell me the directory for Hollow Knight on Mac OS X? On Microsoft Windows, it is steamapps > common.

copper nacelle
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๐Ÿ“

granite bough
copper nacelle
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yes

granite bough
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showin for ??

real cypress
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i cant find that new version

granite bough
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bee boi for 2nd bracket. move traitor boi to 3rd

real cypress
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and i spawn underground

copper nacelle
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there is no new version

real cypress
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what

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i got b8ted

copper nacelle
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version check ๐Ÿ…ฑroke

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also boss rush doesn't work on lifeblood

real cypress
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

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does any mod work on lifeblood

copper nacelle
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hell mod

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enemy rando's beta version

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mantis gods

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more saves

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debug

real cypress
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owo

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more saves

copper nacelle
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probably charm notch

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blackmoth

real cypress
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what is blackmoth

copper nacelle
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fun

real cypress
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and what is 110%

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fun wow

granite bough
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dash attack main attack

real cypress
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what

copper nacelle
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lots of other cool stuff

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like

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5000% cooler than it sounds

real cypress
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iwi

copper nacelle
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actually try it

real cypress
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ok

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110?

copper nacelle
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I don't remember tbh

real cypress
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110 or blackmoth

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wait im dumb

copper nacelle
real cypress
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im installing blackmoth

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๐Ÿค” ๐Ÿค” ๐Ÿค” ๐Ÿค” ๐Ÿค”

granite bough
vagrant leaf
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@solemn rivet new version works for me

copper nacelle
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good

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make sure to install the new version

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I don't think installer is updated

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might be wrong

vagrant leaf
gilded pawn
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Is bonfire updated yet ?sadgrub

sturdy jetty
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@granite bough Yes, I can do that. Thanks.

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By the way, @copper nacelle the pins do not have the directory for Mac OS X.

copper nacelle
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yes they do

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big dungo

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big think

sterile valley
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@real cypress Life bars work on lifeblood

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As in enemyhealthbars

real cypress
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ok nice

sturdy jetty
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I see. Thanks.

granite bough
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readme's a good mod

sturdy jetty
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I put the .dll files under Managed, and the mod files in Mods, but it still did not load the mod.

copper nacelle
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anything in the top left

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when you open HK?

sturdy jetty
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You mean on the Title Screen?

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I see nothing written on the top left of the title screen.

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I got mods to work on Microsoft Windows before, so I understand what you are referring to.

copper nacelle
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you've replaced the assembly?

sturdy jetty
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It did not prompt me if I was sure that I want to overwrite files, so maybe I failed to replace the assembly.

solemn rivet
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Thanks for the feedback Prehistoric Banana

copper nacelle
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you put it in the wrong spot

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reeeeeeee

sterile valley
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Please make sure you follow the instructions step by step.

sturdy jetty
sterile valley
copper nacelle
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big dungo

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that's windows

sterile valley
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Yeeah that's for windows.

copper nacelle
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wow it's almost like he's on Mac

sturdy jetty
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I am on Mac OS X.

sterile valley
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Well, I'm not familiar with Mac, so I'm going to leave the work to the professionals.

sturdy jetty
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I correctly installed mods on Microsoft Windows before.

copper nacelle
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you put the assembly and mod stuff in resources/something iirc

sterile valley
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When I learn how to make it work on Mac I'll include Mac instructions too.

copper nacelle
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there's a manged folder somewhere inside resources

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might be in a subfolder

sturdy jetty
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Can you pin this?

hollow_knight.app > Managed > Resources > Managed

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This is where the assembly is.

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I found it.

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Thanks.

copper nacelle
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no

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it's not hard to find

sturdy jetty
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Do the other mods (debug) work with 1.3.1.5 Mac OS X?

copper nacelle
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all mods that work on Windows

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work on osx

sturdy jetty
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I see.

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There is a bug with the more save mod (on Mac OS X at least).

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When you switch the tab via right bracket, it does not reveal 4 more saves.

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However, I did get the mod to work on Microsoft Windows, so I know what the mod should display.

gilded pawn
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Has anyone tested bonefire with lifeblood yet?thinkgrub

fair rampart
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can someone give me the link for the new version of modding API ?

copper nacelle
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๐Ÿ“Œ

fair rampart
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When you said this I found it

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I thought it was only for the beta

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there is a problem with HP bar

copper nacelle
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use gradow's

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enemy hp bars

fair rampart
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is it pin ?

copper nacelle
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google drive in pins

solemn rivet
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wait

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is it on the gdrive yet?

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I just got home

copper nacelle
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yes

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shouldn't the api be in the gdrive and not in pins

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also

solemn rivet
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and so it is

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is that the non-resolution specific version?

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@sterile valley

copper nacelle
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the 1.3.1.5 api isn't in the gdrive i mean

solemn rivet
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I mean, the mod, not API

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yeah

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idk

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because, technically, this API was compiled against beta 1.3.1.5 not release 1.3.1.5

fair rampart
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There is the bug

solemn rivet
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there could still be some issues

fair rampart
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even on the Gdrive one

solemn rivet
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what bug

copper nacelle
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^

fair rampart
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the HP bar of the knight is glitched

solemn rivet
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which knight?

fair rampart
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our

solemn rivet
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and glitched how

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wut

copper nacelle
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tf

solemn rivet
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hmm

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the knight isn't supposed to have a hp bar

fair rampart
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You understood me

solemn rivet
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no, I didn't

fair rampart
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the life of the knight

solemn rivet
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well, my mod doesn't mess with that