#archived-modding-development
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Wait, I think I'm ont getting the numbers
unless you got actual numbers/total health above the enemy
do you want a number just above the enemy?
uhh that requires ingame coding so don't worry
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
that sounds interesting
hollow knight global offensive tbh
but there's already the flashing colors
and they're already associated with different things
Orange for normal attacks, White for spells, Black for Void + Flukenest
I think that was it
I'm back
yeah, I'll ask Kerr later about adding a menu entry to select the hpbars graphics
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
translator's note : S.A.K.U. means "smol autonomous kitty unit"
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?
I think it's FotF I think
lul ded vm
be glad it wasn't an actual boot record
that would have been hilarious
overwriting MBRs is like death
Something like this: https://youtu.be/vfLTRjmQEbg
Diablo III Reaper of Souls: Wizard Ray of Frost (with Light of Grace offhand) guide. Needed items: (recommended also as much extra frost damage as possible) ...
Skip to like 5 minutes
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
because im thinking of sometihng like a random critical hit mod, which scales up the more damage you do
but then again Lightbringer already did that with a specific charm so i guess thats possible
Lightbringer seems to be the biggest and most complicated mod for this game
lightbringer copied my crit mechanics
And also not a very good one imo because it just makes you overpowered
and fsm ded so lightbringer is also ded
r e e e
TnT
oh wait was the random crit mechanic originally made by you?
wasn't lightbringer here before bonfire
bonfire mod was the first instance of a crit mechanic iirc
yeah, but I don't remember it having crit back then
oh yeah i should try bonfire sometime
sue the big modder number
but don't quote me on that
also not like I invented crits or anything
just memeing
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?
whats the lower health bar pointing at to?
or are they pointing to the fly but the other ones just bugging out
crawlid
I stole Gradow's crit idea
and I stole that other one guy's move at different speeds based on health idea
@solemn rivet Hey uh.
Make the health bar's filling be the full bar, like proportional to the outline.
The > part of the flourish doesn't cover anything.
Lemme show you.
See?
Yeah make the filling full the whole thing.
k
And I'm glad it looks good. ๐ค
thank god we finished this today
Mhm.~
will this change something about the boss hp bar mod
my second monitor just broke and I have to repair it
no, this is a separate mod
it adds bars to bosses too
health bar texture wise i mean?
The health bars should still show above the bosses just like the bosses are normal enemies
but I can change that, to make it compatible with the original mod
oh this one adds bosses as well?
does thes size scale tho
or is that another beast
Nope, it's still the same small health bar
i see
But it actually works for the bosses
ya boi
might as well go farther by adding the enemy's name on the top of the health bar /s
then GPZ arrives and all his prefixes are included
I thought about a bottom right text saying the enemy's name, a la Castlevania
but :effort:
understandable
anyway, here be mod, rejoice
(compatible with 1.2.2.1 only)
next week I'll make it compatible with lifeblood
@solemn rivet What do you need to make the names show up on the corner of the screen
I'll write out every last enemy's name down if you need it
maybe next week well get full release, who knows~~
it's not like hollow knight actually has an abundance of enemies anyways
might as well put some edgy title on the boss names as well
got more types of enemies than the latest castlevania release iirc
Hornet: Child of the last Dreamer
but she's a moth 
okay, i just realized Moonlight Butterfly and Radiance
It's a dark souls reference
the
they even
i just reallized this now
dud they even have the same needle shit
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
Honestly
HK just takes a lot of ideas from games
Like any other game should do
Literally every game integrates things other games have
Because that's how life works
You take inspiration to do things and add your own creativity into it
Team Cherry did a fucking amazing job with HK.
well that's basically how they created hollow knight
nah man, they just stole from DS cuz its DS hard HK hard therefor DS == HK /s
they listed what they liked and made a game out of it
that's literally what they did
what's even more ironic is that most of the game is actually more based around Zelda 2 instead of a metroidvania
which blows my mind but makes a ton of sense
because even the most basic things we see, like the pogo jumping?
that originates from zelda 2
where it had the exact same thing where you could jump on enemies by slashing downwards
it's crazy how things work out that way
^
but neither hk nor ds are hard ๐ค
well
HK+NGG+Mantis Gods is hard
but DS?
pff
now that the hardest part is done, porting to lifeblood shouldn't take long
I simply don't have the time this week
well take your time
I made a personal one for Gradow because he wanted it
this is what it looks like full and empty
just for him because he wanted
Yep.~
understandable, really, it's got its charm
I've been playing too much p5 lately, and the art style is kinda similar, so I like it
what it makes me think of is one of those old Newgrounds type of HP bar
of those flash games
Oh
Hmm...
Not for me, but maybe we didn't play the same ng games
Man, now I really miss those good old flash animations
And by good old I obvsly mean shitty stick figure
But those were the best
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)
Of you can probably extract the journal name from one of their fsms or the health manager
That's the plan, trim the ends
Also, I had thought to add all enemies names to a dictionary and just swap them
But maybe looking at the journal will be easier...
only unlock the name after they get the hunter's entry 
^trim method
it's pretty shit tbh, mostly hacked together while trying to make enemy rando catch all the monster types
(on mobile rn)
Ok, look at EnemyDeathEffects.cs for how to check for journal entry stuff
Actually, looking at it now I think I'll be switching enemy rando to query that class for the name
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
Ok, got it
So your end users shouldn't have to worry about the details in the end
Yeah, that's what I'm worried about
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
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
Oh, I get that. I mean put the dll in the same zip as the api, with the correct folder structure
I hate mobile
Ffs
fat fingered a pin
yay, i'm not the only one!
oh and let me unpin that beta modding api
because, yes
we got a new one!!!
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)
1.3.1.5 is here now!!!!
Yeah, I getcha

theres no reason not to add stuff to the api
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;
theres already stuff in there like it, CanvasUtil for instance
playerDataName is private on the enemy, so you'll need to use reflection to get it
(it's set by hand through unity serialization)
speaking of useful functions, a method injector / replacer would be nice 
what do you think of this? https://github.com/re-motion/Remix
never tried it, sounds like it might work
the main usecase is adding hooks to playmaker.dll
without having to redistrubute that dll too
KDT, how should I credit you in this hpbars mod? Want your name in the mod title in gdrive?
mmm hobars
can do
specifically the playmaker ctor and event sending functions
would be great to have hooks in
and i guess the state change too
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 
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
Opt out of beta on steam
thx
hmm, @leaden hedge this could be used to add hooks to whatever: https://github.com/pardeike/Harmony/wiki/Patching
just tried it on a sample unity project, was really easy
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");
}
}
(don't hate on the vars, i just copy/pasted their example code)
@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;
};
It's a fairly new MonoMod feature and while you're using MonoMod, you're only using it behind the scenes as a patcher
which is why I haven't mentioned the feature here yet
The only prerequisites are the dependencies MonoMod.Utils and MonoMod.RuntimeDetour, and generating a Assembly-CSharp-Hook.dll whenever the game updates
and generating the hook .dll is automated via the HookGen helper
If you're +=ing a method instead of a delegate, you can later undo the hook via -=
and the left-hand side is always On.Namespace.Class.Method with autocomplete support because of how the hook .dll is laid out
Feedback? ๐
wtf that looks amazing
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)
otherwise it's 6 and half dozen
you'd still need the dependency on Harmony
yeah
I just thought that if detouring is the only thing you want to do, maybe this could be great for you
well, the "hook .dll" is just an autogenerated .dll that lets you use hooks without reflection
one hook dll shared by all mods
nvm the nvm tbh
it's just a proxy that translates any event handlers (delegates) to hooks at runtime
yes
this is all the "hook .dll" does
it provides automatically generated "event proxies" - your mods feed them with delegates at runtime
(by the way, I just realized that I'm needlessly generating that field ๐ time to remove it)
Any other concerns or feedback? I'd love to make this better for everyone, as your feedback affects other modding communities, too ๐
is there any way to just put it inside the modding api dll
yes, any IL merging tool should be able to do the job
Microsoft have even got their own "ILMerge", which can be integrated into the build process: https://github.com/Microsoft/ILMerge
if it breaks can i blame underrail
the game UnderRail?
yes
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
ah yeah, that
that game was a pain to get to boot on Linux
i've heard lutris is good for that
yeah, I mean "native hackport" without wine
also, if ILMerge fails for whatever reason, https://github.com/gluck/il-repack
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
again, you only need to run HookGen to generate the .dll after updating the game
so that runtime mods can hook any new methods and properly fail compiling when methods vanish from the game
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
you can override methods entirely with this, right?
if you don't call the original method
True, I remember some issues with injection
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"
@copper nacelle yes, but copy-pasting the decompiled code just asks for trouble
yeah, which we do sadly @bronze temple. Not often, but we do have to do it
It's no problem, as long as you keep track of what you're copy-pasting :D
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
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
i mean, sure it sucks to go back and manually do it
but at least it isn't hunting through mountains of code
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
IL is the devil. I mean, i get it, but ugh.
it's like writing actual assembly, by the time you finish you want to gouge your eyes out with a rusty spoon
in Celeste, we need IL-level modifications because the game can update randomly
so that i wouldn't have to copy the decompiled code
and while i made it work, it was so much effort if it changed that it wasn't worth it
yup, right now we're just building on assumptions, too
hoping that the compiler won't heavily change the layout of the method
celeste is unity too, yeah?
Celeste is in XNA and FNA, which also uses C#
(XNA for Windows, FNA for OpenGL Windows, Linux and macOS)
celeste is terraria confirmed
terraria is flinthook is owlboy is ... confirmed
ah
now that I think about it,
yeah, frameworks love to change stuff on you for...seemingly no reason
name me one modern XNA title that isn't a pixel-art platformer :D
Unity breaks null coalescence, for reasons
terraria
Unity also breaks a few other things under the hood
f.e. hey, let's make DynamicMethods inlineable by the JIT
and emitting a few nops at the start of the method "fixes" it
luckily XNA is dead and FNA's API is 1:1 accurate with a few extensions
so not much is going to change for us, but sadly, Unity is currently revamping everything
have you heard about il2cpp for desktop games? The new ECS? Burst compiler?
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)
so, need help
health_bar.fillAmount = (float)hm.FsmVariables.GetFsmInt("HP").Value / EnemyHPBar.healths[gameObject.name][0];
this runs every frame
but sometimes the graphics don't update
I think it's a rounding issue
any ideas?
is EnemyHPBar.healths[gameObject.name][0] a float
witchcraft
Yeah float / int shouldn't have issues with rounding
hm...
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```
yeah, that's precise enough
hm...
it only happens on enemies with a lot of health too
so that's why I though it was a rounding issue
this you get yourself a pure nail?
?
no i was wondering the damage with pure nail is enough to 2 hit the husk guards
no, that's me making it drain at 60 per second
cuz i thought you were showing a bug where the hpbar ui is screwing up and theyre losing more health than normal
and i gets stuck at 0 health
oh i see
Is that the reason for the glitch?
I mean
What happens to his health because of the glitch where you can hit him around and don't let him fall down
I... Don't know what you're talking about
anyways, I'm done for today
too tired to figure this shit out
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
Then everything breaks
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
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)
Yeah that's normal for the old debug mod
so do i want the folder "debugmod" as it is inside mods folder or only the contents?
Put it next to hollow_knight_Data, same as it is in the zip
so after copying and overwriting should be left with hollow knight data the exe and this debug mod folder?
Yeah I think that sounds right
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?
Should be, yeah
is there supposed to be an installed mods text in top left cos this is not there
if you tell me how yes
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
want me to upload it?
Yeah
modlog
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
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
Yeah that makes sense
You'll lose any grimm troupe content on the saves, though
If you load them
doesn't matter i backed up my 106 saves anyways
I wonder when we'll have a new bonfire mod for this new lifeblood update....
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
It was officially released today
Fucking hell have some patience
Oh idk what mickely linked
Might be wrong
Lol 
Use the one I linked
and why is my color red now??
Red means the messages didn't send
can u link correct stuff again please
too much d/l ed trying to fix this and getting confused
Yeah that'll happen
Oh so is 1.3.1.5 official?
Seems like it
Neat.
Guess that means I have to update things now
and what else apart from this and which is first, do I need to re-copy my vanila 1118 first?
Nah as long as you have the right API you don't have to redo that
Well let me know if you want help with anything tomorrow.
the 1.1.18 api? can u link incase
so should I copy 1118 vanila again to be safe?
Guess it couldn't hurt
after it finishes it is modding api then debug mod in this order?
Shouldn't matter
working ๐ thank you so much no idea what was going wrong but gotta rush to work now
Later
kinda pissed off that steam decided to install lifeblood without permission at one point but oh well least it works
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.
Beautiful >w<
Doesn't some of the HP bar orange get hidden under the decorations?
Alternatively make them transparent when idle or not incombat but show them when fighting or alerted. ^^
@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
@fair rampart Thanks.
do mods work with new lifeblood update?
New patch just releases
"Has everything been ported yet?"

nah just wondered if old version mods worked with new version
some will, some will not
Just waiting for the api to work to be honest
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
1.3.1.5
oh
so kerr's api should, theoretically, work
unless they added some changes while keeping build number
shrugs
because iirc kerr built the last api against 1.3.1.5


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
GameObject.FindObjectsOfType is slow
@pearl sentinel - at some point do a pull request so we can merge the lifeblood patched version of the API into the main repository
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
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 
can't you just add a hook to HealthManger.ctor
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
@GRADOW busy taking care of puppy this morning but I'll read what you said and comment in a minute
also OnGetEventSender hook should have been ported to healthmanager tbh
@buoyant wasp planning on it as soon as I'm able.
i assume healthmanager has a OnCollide function
dunno if its OnCollisionEnter or OnCollisionStay
@buoyant wasp do you want me to add all the mod common stuff or keep it separate?
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
@leaden hedge Sorry for tagging. I could actually do that, as in make stylized text, all the letters and numbers, capital and lowercase.
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
Or don't scale, I can write them smaller.
have to do some weird maths then
@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.
Sounds good.
@vagrant leaf It's meant to be like that because of the bigger enemies, too, don't worry about it.
oh ok
worries externally
can't you make it move based off the hitbox
I can, KDT
@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
But some enemies' hitboxes differ greatly from their sprites
soul master a boss tho
shouldn't differ that much
just slap the hpbars in the middle of the sprite
That FK big bug guard, for instance
The hp bar for those shows up at like forever above
I was testing it all the way and showed screenshots to gradow about the things
Maybe it's just something about changing hitboxes
Yup, my first implementation relied on hitbox for positioning
And for some bugs it was waaay above their heads

did you use kerrs hitbox viewer to debug it
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
Does 1.3.1.5 Beta Mod API work on 1.3.1.5 final release?
just play lightbringer no api needed
@sturdy jetty Yes
@copper nacelle will the shitmodst work with the new version
I must have drinken some lead paint recently because I can't for the life of me find a link to the latest API
Much appreciated
https://cdn.discordapp.com/attachments/327461802311155714/436399641379078144/ModdingAPI_1.3.1.5_beta.zip 1.3.1.5 modding API, works for the lifeblood (latest) update since it's the same version. Have fun! (by : @pearl sentinel )
(hopefully this will be pinned)
the one on the Google Drive?
Because it goes only to version 1.1.1.7 - Hidden dreams
(lemme check on pins)
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
theres no need to pin stuff
theres literally 0 mods pinned
so, what's the latest version of FSM?
fsm isn't a mod
it's just a drive of the mods
Yeah, but the latest version written is 1.1.1.7
big think
Alright, gotcha.
bigger think
that says FSM mod
That Sean posted.
thats not fsm
thats something that mods fsms and has an additional dependancy
Where can I find whatever I need then, I'm confused, sorry 
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
Well, this game seems to make it very hard for things to edit
this game honestly has some of the worst code I've ever seen
But it works
Hey, I found this - https://github.com/KayDeeTee/HK-FSM-VIEWER
Is it yours?
Will it work/
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
yeah charm notches are per save
they are set as you create the save
which is dumb and makes no sense
but whatever
So, why aren't they saved along the rest of the data?
save editor?
there was an online one
I used it to fix some bugs on the save file a while back
ok i installed enemy hpbars and the hpbars are like way off from the actual enemy
usually to the left
sec, let me ask him what's up
they said yes
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
Do you want me to test ?
have you tried different resolutions
@vagrant leaf try different resolutions, yeah
that's not fixing it
wait
i got it to work but only on a really shitty resolution
1280x720
what a shitty res ๐ค
what res are you normally running it on
probably something with a weird super wide aspect ratio
1920 x 1080
no they work normally at lower res
so anything lower than 1280x720 ๐ค
they get closer when it's slightly below that, but only work perfectly when it's at 1280x720
dump FSMs
how do I use it?
you need to make a folder in your save folder
called save_fsm
someone should really add a readme 
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"
in tomorrow's lesson, we'll cover #criticalthinkingskills
i get confused by "viewer" and "dumper" all the time too
"i'll be right back honey, gotta go take a view"
#2

Guys I updated my stat randomizer!
Yes I know, you've all been waiting anxiously.
Please, hold the applause.
Just throw cash.
Does this work with 1.3.1.5 final release?
@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.
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.
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. 
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)
Ahah, glad the mod helped you do something.
And now I know I've mamnaged to take one down to under 25% and I feel FAR more ready to fight
@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.
Yeah, I saw you asking if you should put the things at the end
I like the disgn, very fitting
Thank you.
Well, I'm glad I made someone happy
Each modding API is only compatible with its own OS, right?
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.
hey does ModdingAPI_1.3.1.5_beta work as final too?
yes
thanks
@vagrant leaf try this
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
@real cypress no
debug mod is not updated to lifeblood right?
it works mostly
except enemies panel because health manager FSM died
good riddance too
afaik it's not
ok thx
how do you make mods
I believe the real question is.... Is the boop MOD compatible with lifeblood. 
aaaaa
lightbringer won't work on the new version anyways
AAAAAAAAA
yo niko
I put the new API and everything in it
how do make mods
why
i tried figuring it out on my own and i just got confused
It's because the new api's there if you need it
ok
It's in the readme
but it's already pinned 
Just in case
I also kind of wanted you to see whether I did a good job on the readme or not
I would check but at school rn
Actually, I'll put it here
what example mods
@steel patio check mod API GitHub
...
@sterile valley Your zip file has mod API + the mod?
@sturdy jetty The mod API is included in the readme.
Nice.
There's a link to download it, how to install it, etc.
Where to install it, all that jazz.
I see, so this is only for Microsoft Windows?
Basically.
it doesn't help me because i don't know how to make mods in the first place
Well then it's a good thing you have examples to look at now
i can't look at them
Try clicking them
Just look at it in browser man
wtf is browser
Nevermind
...
i don't appreciate your condescending attitude when you're the one giving shitty help
It's not my fault you don't know what a browser is
instead of acting high and mighty you could just tell me what the fuck you mean
and how pray tell am i supposed to open them on there
By clicking them
Sorry you can't navigate a simple webpage
it's a bunch of text
that i don't know the meaning of
what am i supposed to do with that
You mean the code?
You can start by reading up on C# in general if literally none of it makes sense to you
yeah i'll pass.
@sturdy jetty all API mods are cross platform
why do i start inside the ground with boss rush
I see, but if I want to play on Mac OS X, I need the Mac OS X modding API, correct?
https://drive.google.com/drive/folders/0B_b9PFqx_PR9X1ZrWGFxUGdydTg
There is one each for OS: Microsoft Windows, Mac OS X, Linux.
yes
The top 3 folders in the top row left to right.
aaa
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
Can anyone tell me the directory for Hollow Knight on Mac OS X? On Microsoft Windows, it is steamapps > common.
https://pcgamingwiki.com/wiki/Hollow_Knight
It does not say it here.
๐
can ya do this on mac? @sturdy jetty
yes
showin for ??
bee boi for 2nd bracket. move traitor boi to 3rd
and i spawn underground
there is no new version
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
does any mod work on lifeblood
what is blackmoth
fun
dash attack main attack
what
iwi
actually try it
I don't remember tbh


@solemn rivet new version works for me
good
make sure to install the new version
I don't think installer is updated
might be wrong
Is bonfire updated yet ?
@granite bough Yes, I can do that. Thanks.
By the way, @copper nacelle the pins do not have the directory for Mac OS X.
ok nice
readme's a good mod
I put the .dll files under Managed, and the mod files in Mods, but it still did not load the mod.
You mean on the Title Screen?
I see nothing written on the top left of the title screen.
I got mods to work on Microsoft Windows before, so I understand what you are referring to.
you've replaced the assembly?
It did not prompt me if I was sure that I want to overwrite files, so maybe I failed to replace the assembly.
Thanks for the feedback Prehistoric Banana
Please make sure you follow the instructions step by step.
Yeeah that's for windows.
wow it's almost like he's on Mac
I am on Mac OS X.
Well, I'm not familiar with Mac, so I'm going to leave the work to the professionals.
I correctly installed mods on Microsoft Windows before.
you put the assembly and mod stuff in resources/something iirc
When I learn how to make it work on Mac I'll include Mac instructions too.
Can you pin this?
hollow_knight.app > Managed > Resources > Managed
This is where the assembly is.
I found it.
Thanks.
Do the other mods (debug) work with 1.3.1.5 Mac OS X?
I see.
There is a bug with the more save mod (on Mac OS X at least).
When you switch the tab via right bracket, it does not reveal 4 more saves.
However, I did get the mod to work on Microsoft Windows, so I know what the mod should display.
Has anyone tested bonefire with lifeblood yet?
can someone give me the link for the new version of modding API ?
๐
When you said this I found it
I thought it was only for the beta
there is a problem with HP bar
is it pin ?
google drive in pins
the 1.3.1.5 api isn't in the gdrive i mean
I mean, the mod, not API
yeah
idk
because, technically, this API was compiled against beta 1.3.1.5 not release 1.3.1.5
There is the bug
there could still be some issues
even on the Gdrive one
what bug
^
the HP bar of the knight is glitched
which knight?
our
tf
You understood me
no, I didn't
the life of the knight
well, my mod doesn't mess with that