#archived-modding-development
1 messages · Page 81 of 1
what's wrong?
The life don't decrease
do you have any other mods installed
does the knight have a HealthManager component?
I don't think so, since his health is completely controlled inside HeroController
welcome back... TO HELL
I don't think he does
Do you want me to record ?
@fair rampart try a different save
Niko, see my tag above
also yes
Hope my save is not corrupted
also give mod log
Wait
i'm starting a new save to see
Not from my save
And I don't know how to give the mod log
it's in the saves folder
no, the knight doesn't have a HealthManager
Wait i'm recording
this is a list of enemies with HealthManager in the scene just outside of the stag before the False Knight:
Buzzer,
Climber 1,
Spitter,
Crawler,
Climber 2,
Buzzer,
Spitter (1)```
Sheep Lord: appdata/locallow/Team Cherry/Hollow Knight/
y rar tho
And I can't send the video
upload to youtube
i really need to compress this 20kb file because my internet is a sub-56k
infinite focus was a bug in the focus hook a long time ago
Is anybody having this glitch ?
wonder if the new hook is broken?
I'm gonna desactivate hpbar to see
with HPbar ?
maybe I don't have the good DLL
can you please send it to me ?
Oh
enemy hp bars is in a rar
reeeeeeeeee
everything is working fine w/ enemy hp bars
btw enemy hp bars is great
I downloaded it from Gdrive
latest patch, latest api, right?
weird
that's exactly what i'm using
maybe give output log?
modlog didn't seem weird as far as I could see
living without menu drop is pain
gotta dnspy that back in again
where is output log ?
steam right click
go back 1 that's managed
go back 1 that's hollow_knight_data
or browse local files -> hollow_knight_data, yeah
does it work for you w/out hp bars
Wait one sec
cause nothing seems like it would cause infinite focus and hp
i'm trying with the PM version
I'll tell you
Same
OH I MAYBE KNOW
But that would be weird
I downloaded the Mod API from the mod installer
and replaced the plugins
with the last ones
?
yw
Is there is other mods like this
What does this mean ?
quality of life
yes
not really
debug mod is useful for a bunch of stuff
but you won't use it in a normal playthrough
oh wait
TenEgg
What is this for ?
sells all your relics to lemm if you talk to him on the right side
think so
Oh and there is a mod to have more saves
I don't think this is up
Oh yeh
Charm notch mod could be considered quality of life
Eh
When I'm not lazy
I just put that together more as an experiment of adding onto FSMs instead of replacing them
French traduction of HK is approximate
It's traducted, yes but something is missing I think
translation
Srry
i'm talking about translation with my cousin so it's an habit
What about a reflect mod
when you're hitting a projectile with your nail you can reflect it on the sender
¯_(ツ)_/¯
Possible or not ?
probably idk
Starts in an hour: https://ldjam.com
Ludum Dare 41, I can't do it this time because new puppy, but if you're interested in game dev you should check it out
cool

Just going to leave this out here
Gradow added a really neat feature to the bar when you hit an enemy
I'll make it a surprise
He made it a surprise for me
Find out for yourself 
or i could dnspy
If you wanna ruin the surprise, go for it
nope
tf
on hit
deleted so others won't see it
big meme
I thought it always drained
nkg too red kthx
bleh the surprise is off for now so
the thing is
when you hit an enemy, the hpbar drains, sure
but now there's a red that drains over time too
we know tho
the yellow is the actual hp and then there's the red that drains behind it
that's all
looks neat
@snow matrix You can thank @solemn rivet for his amazing job at coding, about 5/6 days straight of working on this mod, and thank me for the artwork.
@solemn rivet you are amazing man love your work ❤
has it been that long?
I haven't seen sunlight in ages!
also, I did nothing tbh
I just changed what KDT did
"nothing"
modest as always
Gradow, you coded the crap out of this thing and we both know that
most of the work was done by the guys who made de API
classic gradow
You had to put it on top of the enemies, you had to check out the size, you had to make the filling work, you had to make it so it recognized the enemies, all that stuff
You're way too modest for your own good

eh?
dunno
because those mods are not toggable
but it works
oh gotcha
@solemn rivet
I know modding isn't the place for this but I just wanted to show you this shit
kek
thats top kek
I can make EnemyHPBars toggable... But...
rip gonn ahave to trek through deepnest now
tbf, I'd rather focus on making it customizable
i.e. you can choose different bar styles on the fly
and (maybe) make it so you can even add your own styles
have fun then, Zisa!
if anything breaks with the mod, you can @ or DM me
also, like 56 did earlier today, I highly recommend anyone who hasn't played blackmoth yet to do so
after I'm done with some real life issues (after the 12th of may) I'll get back to working on blackmoth
there's new stuff incoming
(yes, Blackmoth is my love and pride)
just checked, we started working on this on the 16th
so it's been 4 days

bosses -> nkg 🤔
But wouldn't I still have to go to the tent to fight him?
did you try
Or does he respawn in a different place?
Hold on let me read it again.
I'm guessing glass soul isn't updated for lifeblood yet?
it isn't
I read the console. It just says:
Set Nightmare King Grimm killed to True.
Set Nightmare King Grimm killed to False.
Set Nightmare King Grimm killed to True.
Set Nightmare King Grimm killed to False.
Also there seems to be a bug in 1.3.1.5 final release with Mac OS X.
I can no longer play in Windowed mode.
I am not sure if this is due to installing mods or not.
Okay
Also, the long neck insects in Dirtmouth are no longer there.
Is bonfire updated to lifeblood yet?
long neck insect?
Nevermind, the tent is just invisible.
lol
why does no one know +_+
The tent between them is just invisible.
oh those
This is for respawning NKG.
The tent where NKG exists is just invisible.
The invisible tent is between the two Grimmsteed.
You mean Grimmstead or the tent?
I am playing on Debug mod where you can respawn defeated bosses to re-fight them.
When I respawned NKG, the tent is invisible between the 2 Grimmstead.
yeah.... that's what it does
I am unable to respawn Crystal Guardian 1 and 2 as well as The Collector.
cool
Well shoot
my dreams for lifeblood have been crushed
Well I'll rephrase my question when I was messing around I found that a older version of bonfire would work with the game before lifeblood was in in beta but when using beta it wouldn't could a older version possibly work with it out of beta ?
what
when I was messing around I found an older version of bonfire
would work with the game? (worked with the game?)
before lifeblood in beta but when using beta it wouldn't (ok)
could a older version possibly work with it out of beta
no
punctuation when
Typing one handed while carrying paperwork kinda makes you not care about proper grammar or punctuation, sorry

He's nomming a chew stick a wedged in the couch
AAA CUTE PUP

Hey
Are there plans on updating the NGG mod? Now that lifeblood released officially I can't just turn off the beta and play v1.2 and I'm worried about losing progress if I try and revert
might just be like
a one line change
that's what it was in mantis gods for half of it
mantis gods was basically move two lines and change 1 line
except for hp
which was some reflection but still not too bad
their HP was changed?
mantis gods hp is *= 3
So, will you notify me if NGG gets updated?
sure
is it me or is every form of NPC interaction present in Elderbug as well?
?
Well, you can give him the Fragile Flower
He reacts to the Defender's charm
he moves at the coming of the Grimm Troupe (leg eater)
he can be dream nailed and I'd guess they rested dream nailing on him
There is probably something else I'm missing too
But that just looks like the style from before hidden dreams
shit
Maybe a bit brighter
just used default settings except turned off red and green
wouldn't be surprised if it's not working
yea it's not working
so what mods work with lifeblood right now
blackmoth, hell mod, mantis gods, enemy hp bars, charm notch, debug, enemy rando
i think
Thank you, Also to put this out there, I played with the bonfire mod with lifeblood and interestingly it will "half" work some of the stats will indeed go up etc, increased health masks and such. but the other stats will not. Wisdom'
's soul regen will not work and neither will nail speed it seems
I just found it a little interesting, It might have only worked half way in the first place due to the fact I had it installed when lifeblood's update hit.
having anything installed when an update hits does literally nothing
except stuff that has been changed in the save
remains changed
That might explain why some of the stats wouldn't work, while some remained functional. 
plus not all callouts and tags and things changed with the update, but some did
so mods are going to partially work
or not work and crash
and maybe some will still completely work
Well since all that needs to be done for bonfire is to wait till the tags and callouts to be "reconnected" {sorry if my jargon is not up to snuff} Then hopefully it will only be a small wait till we have our souls like leveling system mod back . 
That and me taking my time to fix it
does boss rush work?
no
what mods currently work with lifeblood?
ahh
blackmoth, hell mod, mantis gods, enemy hp bars, charm notch, debug, enemy rando
specifics pls
normal rando doesn't work big dungo
also heavy broken
ok,thanks
Item randomizer will always break on basically any update until I code it in a not stupid way
wew
What does blackmoth mod do?
perma sharp shadow but better
decreased dash cooldown
increased dash length
8 directional dash
a bunch of other stuff
Nice.
I will check it.
nice
save machine 🅱roke
thats exactly what I said
Guys
Have you installed previous APIs?
no
The Hollow Knight folder?
yes
you should have a Hollow_Knight_data folder
okay
okay
^
who reads pins lol
I think I just did it
and make a new folder for the API, so it won't replace the file directly and make a copy of the Assembly CSharp thing somewhere
Also 2 auto installers
then replace the Assembly CSharp with the API one
okay
And add a folder called Mods where you put the mods
in the same place where you put the API
okay
in managed
So just a heads up. I've gotta manage pupper for a couple hours, but after he passes out I'll be adding one mod hook for enemies that will help mods like mine and gradow know when enemies spawn and die and then submitting a pull request for @buoyant wasp to merge the api into the main branch.
pup pics
I was about to ask you for that, Kerr
figured it'd make no sense for me to add it myself, only to pass you the code so you can re-add it to the pull request
Plus there's a few gotchas that I figured out last night while thinking about it you'd probably miss ;)
prolly
also, just an idea, but it'd be nice if the hook could return the geo values
cause you have to use reflection to get them
urgh
One being that you want the hook to check for enemies that were slain since bench and pass that bool to the hook
(int)enemy.GetType().GetField("largeGeoDrops").GetValue(enemy)
Oh I have helpers to get geo with reflection in mod common
oh, nice
Anyway, afk pupper
pupper time bois
what's boopmod
makes boops
what kind of boops
Changes nail sound to sombra saying boop I believe
oh
I still want an oof mod which changes all death sounds to oofs
wheres the boop + oof mod
And the "pew" mod
boofew
Hey mod people
I have a question
How do I download mods? I've never downloaded a mod before and I wanna try an item randomizer
With the update that just happened, many mods are broken until we can patch them
Why is that?
There are some that work, but item randomizer is on the busted list for now
I mean windows 10 fucking broke dark souls prepare to die edition for me lol
So is it kinda like a change in some fundamental thing or order of operations?
I don't really have time to explain it right now
Ah ok
it's basically what you're thinking, yeah
some of the basics on how things work in the game changed
so mods that rely on those have broken
[INFO]:[BonfireMod] - Adding Settings to Save file
[INFO]:[BonfireMod] - Vanilla HP for Buzzer = 8
[INFO]:[BonfireMod] - Bonfire HP for Buzzer = 16
[INFO]:[BonfireMod] - Vanilla HP for Climber 1 = 8
[INFO]:[BonfireMod] - Bonfire HP for Climber 1 = 16
[INFO]:[BonfireMod] - Vanilla HP for Spitter = 15
[INFO]:[BonfireMod] - Bonfire HP for Spitter = 30
[INFO]:[BonfireMod] - Vanilla HP for Crawler = 8
[INFO]:[BonfireMod] - Bonfire HP for Crawler = 16
[INFO]:[BonfireMod] - Vanilla HP for Climber 2 = 8
[INFO]:[BonfireMod] - Bonfire HP for Climber 2 = 16
[INFO]:[BonfireMod] - Vanilla HP for Buzzer = 8
[INFO]:[BonfireMod] - Bonfire HP for Buzzer = 16
[INFO]:[BonfireMod] - Vanilla HP for Spitter (1) = 15
[INFO]:[BonfireMod] - Bonfire HP for Spitter (1) = 30````
okay, so one thing works
[INFO]:[BonfireMod] - [Bonfire] Spell name: Q Fall Damage - Q Fall Damage (UnityEngine.GameObject). Damage: 28```one more
ok, so flukes doesn't have a hitinstance
ffs
@solemn rivet not to bother you or anything but just to ask, what is your comfortable ETA on the updated version of bonfire?
ehhh
tbh, I don't know what's broken
I've fixed some things I knew were broken, but I don't know if that's all
if people are willing to test it for me, shouldn't take long
When me and my friend played it yesterday I knew soul Regen for sure was broken, health still worked giving you a bonus mask but unsure if hit restience worked I would be willing to test it later today if you want.
is blackmoth updated for Lifeblood now
and also Bonfire is the RPG mod right?
So what's left needs to be tested, and yes it is a amazing mod that to me makes the game so much fun
blackmoth is uptodate, yeah
@solemn rivet have you pinned a newer version of the mod or updated the one already in the drive?
no, I haven't
still working on it
Blackmoth on the gdrive is updated, Moose, so both installers should work fine with it
Well I will say this though, your work in the enemy HP bars is amazing
enemy hp bars?
not entirely mine tho
it's highly based on KDT's original HPBar mod for bosses
and the art is all Hollow Niko's
they da real mvp
Ok you both did a amazing job it's a lovely mod and it makes things in the game even lovelier, tested it on the mantis Lord's and found it very helpful
Really? Did you fix something? Or did it already work and I didn't notice?
eh, I changed somethings, but nothing that would really fix anything, just tidied up the code
Ah ty I have downloaded this to my phone will give it a test run once home
Ty for your hard work 
@solemn rivet this has happened to me five times now so i might as well ask - playing blackmoth, sometimes the damaging part of the dash just stops working and its a regular shade dash. i think its when i use dashmaster and spam chain dashes but idk, any idea why this happens?
fixes when i S&Q
yeah, that's been a vanilla bug for some time
way more noticeable in blackmoth for obvs reasons
I'll prolly fix that myself in the near future, but that'll have to wait
rl issues
ah, ty
may have misunderstood you but if youre having irl issues hope those get sorted out
not really, it's just that I don't really have the time to fix that, because I have to work

oh lol
k, never mind the dll I just posted, this is better
bonfire mod is rpg-style right
yup
ds-like levelling up system
updated my installer for enemyhpbar
Updated bonfire on the gdrive
@young walrus just use the other non-1221 boop mod I released here last weekend and it should work.
Kerr, how hard is it adding an option to the Pause menu?
@solemn rivet hmmm I don't know if its a bug or part of the crit chance percentage, but every other hit is making the knight turn red for half a second then spout a few grim troupe flames while doing increased damage, now that is a amazing feature but I feel that its happening way to much when ever ten hits it does three to four times at 5 luck.
Which one?
yup
it's self explanatory

Uhh...
did you try installing a mod
did you install the API?
YES
Then I just start the game?
yup
yes
Thank You!
69?
literally
LOL
wtf gradow a weeb

Kek
So....
After installing the mod
Am I supposed to be seeing a black screen?
no
no... You're supposed to be seeing text in upper left telling what's installed
darkroom mod yes
^
same thing
modinstaller has the 1.3.1.5 API?
Screen's been black for like almost a minute as soon as I started it up
yeah, that
the link hasn't been updated in the gdrive, has it?
You forgot the API VERSION!?
nope
no
the new API isn't even in gdrive
it gets the api from a third source
Can I get the link for it...?
it's in pins
📌
Niko pinned it
you can select Manual Installation in the modinstaller to install it
no
is he an admin
no Niko is Benji
someone pinned for them
wow woke
Niko is god confirmed
the one modinstaller gets is fine
installer already has it
whos gradow
!whois Gradow

@solemn rivet Oh sorry let me check, I remembered that I Leveled luck up 5 times
Rem?
;v
whoops wrong button

hanks adow
who's radow
s w
hey dow
dow jones industrial average
Radow is best girl

dow jones how lones
did you just assume my gender
yeah
Well that's my version.
that's the mod version
Oh.
!= api version != game version
actual does not equal sign wtf
kek
Lol I'm so not techsavy
savy
Or even intellectual when it comes to modding
better, 56?
lol
=!=
@solemn rivet odd it seems to be fixed after resetting the game 0-0 maybe a small bug? crit chance is 10% and now after resetting the game it doesn't trigger much anymore.
/shrug
sure
yes
kek
int num = new System.Random().Next(1, 100);
Crit = (num <= ls.CritChance(Settings.LuckStat));
if (Crit)
{
hit.DamageDealt = ls.CritDamage(Settings.DexterityStat, hit.DamageDealt);
Log($@"[Crit] Damage for {hit.Source.name} = {hit.DamageDealt}");
spriteFlash.FlashGrimmflame();
hc.carefreeShield.SetActive(true);
}```
I see no reason why it shouldn't work, Wither
Wtf is that?
code?
flash grimm
Some kinda gibberish
@solemn rivet wait I was wrong, just walked to a new screen swung ten times and out of ten times it flashed 4

hm...
It working isn't the problem its working too much, if that makes sence
at ten percent maybe 1 out of ten slashes should trigger it. hmmm
no at 10% every slash should trigger it
send modlog.txt
just like at 1.15 slash speed it should be infinitely fast
*balanced
no it's always been balanced
suuuuuure
dynamic balance
first you got infinite relics
then enemy hp scaling was perfected
then nerfed back
then slash speed was nerfed
and now crit speed is being optimized
completely balanced
tbh all i did was dupe relics then get 200 levels
and get enemies with infinite hp
also that one time when the relics duped themselves
I'm a couple mins into the mod
And I just realized something
The stat menu blocks the overall screen
You can't even equip charms without it being there
yeah, that's a bug that came with lifeblood
Ah.
and I'd forgotten to fix that
wtf
?
not using
ree

wait
that means that Inventory fsm has changed
ffs
public static bool InInventory()
{
GameObject gameObject = GameObject.FindGameObjectWithTag("Inventory Top");
if (gameObject != null)
{
PlayMakerFSM component = gameObject.GetComponent<PlayMakerFSM>();
if (component != null)
{
FsmBool fsmBool = component.FsmVariables.GetFsmBool("Open");
if (fsmBool != null)
{
return fsmBool.Value;
}
}
}
return false;
}```
Inventory?
more FSMs
or less
true
@solemn rivet Ok here it is
took me a second due to testing, at ten percent it should be triggering the red flash and flames maybe once every ten times, now if I had a 100% crit chance I can see it triggering every time or as it is now it should be at 23% ish for it to be triggering like it is.
@solemn rivet Is the mod consistent?
I'm about a good bit in
Have strenght up 7
Was killing enemies with 2 hits
Now the same enemies aren't dying even with the 2 hits
Did it somewhat reset?
I mean
enemy hp scaling big meme
Like for example the mosquitos
after getting str to 7, did you do any other level ups?
which level are you on?
wow big meme
wait what's hp scaling formula
I see.
enemy.hp *= (int)((1.25 + (double)Dreamers / 3) * (2.5 / (1.0 + Math.Exp(-0.05 * Settings.CurrentLv))));
in other words
the hp scaling formula is "ugly"
is Math.Exp just 10^input
wow dank
easier to model stuff
how does int rounding work
Down
I love bonfire mainly for the soul regen makes spell caster builds more optimal
sadly flukes doesn't work well with it
for some reason, it doesn't create a hit instance, like everything else in the game does
I assume it's still all fsm
But why would you use fluke on current patch?
Shade soul is just straight up better again
so is it just enemy hp multiplied by this
Fluke is 3 notches and pretty close to the same damage as a shade soul double hit
Just not worth the cost
this is what I had to do to stop it from growing forever
Btw Gradow does this mod have some sort of a help guide?
that's great to hear 69!
Like stats,etc
not really, there's the sheet with the stats
it's in the same folder as the mod in the gdrive
@solemn rivet What's with the "Delta" stuff?
variation
Huh?
how much it increases per level
Ok
delta = difference
I see.
#math
i mean, it's pretty common in the tech field
delta is pretty common kinda generally
mostly people in the tech fields, and exact sciences
yeah, but outside of hs physics classes, I don't think most people ever see a Delta used as difference imo
ΧΔ
okay, I seem to have fixed the crit
for some reason, HitInstances are called multiple times per frame
so it was testing for crit, like, 4 times per swing
it's fixed tho
so there's that
also, look at this:
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 23.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 23.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 23.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 23.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 23.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 90.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 3.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 3.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 3.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 3.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 3.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 3.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 3.
[INFO]:[BonfireMod] - Crit chance: 19. Rolled 3.```
sometimes it's called like 8 times per swing
that's insane

but, here, this should be good
@solemn rivet could you test this when you get a chance?
that should have 3 new hooks
/// <summary>
/// Called when an enemy is enabled. Check this isDead flag to see if they're already dead. If you return true, this will mark the enemy as already dead on load. Default behavior is to return the value inside "isAlreadyDead".
/// </summary>
public delegate bool OnEnableEnemyHandler( GameObject enemy, bool isAlreadyDead );
/// <summary>
/// Called when an enemy recieves a death event. It looks like this event may be called multiple times on an enemy, so check "eventAlreadyRecieved" to see if the event has been fired more than once.
/// </summary>
public delegate bool OnRecieveDeathEventHandler( EnemyDeathEffects enemyDeathEffects, bool eventAlreadyRecieved, ref float? attackDirection, ref bool resetDeathEvent, ref bool spellBurn, ref bool isWatery );
/// <summary>
/// Called when an enemy dies and a journal kill is recorded. You may use the "playerDataName" string or one of the additional pre-formatted player data strings to look up values in playerData.
/// </summary>
public delegate bool OnRecordKillForJournalHandler( EnemyDeathEffects enemyDeathEffects, string playerDataName, string killedBoolPlayerDataLookupKey, string killCountIntPlayerDataLookupKey, string newDataBoolPlayerDataLookupKey );
your hp bars should be much easier to do with those
and bonfire too
and my enemy rando, but i don't have time right now to do any testing
Is hp bar mod compatitble with bonfire
tbf, this is the best hook: public delegate bool OnEnableEnemyHandler( GameObject enemy, bool isAlreadyDead );
the other ones are kinda irrelevant to me for now
yes, it is 69
Okie :^)
I'll test them in a bit, @pearl sentinel. Busy with smth else rn
cool, ty
@buoyant wasp created the pull request. i did boot them game rq and things seem to work with that version.
let me know if you need anything, i'll be busy most of the night but can find time to fix w/e later if needed.
and don't worry about the mod common stuff for now
kerr make bosshpbar for lifeblood and ill give you the succ
the enemyhpbar mod should work for most bosses
so far, I've only noticed it not working on TMG
TMG?
Troupe Master Grimm
ah
Weird
this is both public and private
but there's no such definition for those 3 new hooks
Maybe I typoed something. Will go check rq. Can you look in CheckPersistence() with dnspy rq (in healthmanager)
literally happens to the best of us
// HealthManager
// Token: 0x06002540 RID: 9536 RVA: 0x000C5C5E File Offset: 0x000C3E5E
protected IEnumerator CheckPersistence()
{
yield return null;
this.isDead = ModHooks.Instance.OnEnableEnemy(this.gameObject, this.isDead);
bool flag = this.isDead;
if (flag)
{
this.gameObject.SetActive(false);
}
yield break;
}
yay
so if you look in their code, you'll see this
protected void OnEnable()
{
base.StartCoroutine("CheckPersistence");
}
uh huh
then in that check persistence they yield return null a frame
oh
what that does is, it allows the enemy's fsm to do it's logic to check player data or w/e
and set the "is dead" flag
so by putting the hook after the frame, you can "override" any setup the FSM does
when the object becomes active
in other words, when is the HealthManager enabled?
here, let me give you a handy thing
also, reason i hooked into the RecordKillForJournal and RecieveDeathEvent is bc some enemies don't get destroyed on death, like god tamer or zote
oh
didn't know that
this is what I normally reference for order
great! It works!
Sweet
now I don't have to do FindGameObjectsOfType
phew
that's a relief
and this allows me to do something that was puzzling me for a long time
create a hpbar for an enemy that dies in one hit
Yeah I'm gonna clean up a lot of enemy rando with these
like, just create it, let it show for a second or two, and then delete it
for aesthetics
yeah
these are great!
Also, I can do stuff like replace an enemy's fsm with rewritten components with the hook
that's powerful
I think I wanna add a few more of those on enable hooks for things like health cocoons, geo rocks, chests, etc
For the things that have components anyway
is there a way to instantiate a placeholder gameObject that's invisible?
You can make an empty game object
I do that all the time when I need access to stuff like coroutines
Just make a random game object and stick a component on it
hm
what's up with all the added spaces in method calls?
Oh, I think that was added on accident bc of my vs formatting rules
lol
what's funny
is that it isn't even consistent
not all method calls have them
Yeah, I didn't do a blanket apply
I assume that the reason there are 2 ChaseObjects is because for reason's unknown there were 2 in the game?
Yep
Some of the actions have 2 or 3 versions
In game
Basically I was trying to catch/fix some of the null refs that popped up when I copied an enemy, since those actions don't check for null. Some of them also happened when loading certain scenes
sounds about right
Now I (or anyone else) just needs to update the modlinks.xml with any new mods or new mod urls. I assume the 1.3.1.5 api will have its own download link separate from 1.2.2.1?
aren't mac and linux builds the same assembly
i used kerr's api in pins on mac and it worked iirc
i've been building them separately
because mac's path structure and everything was all different, if they are completely identical dlls, then yeah
i'm downloading both now, so will be able to compare
guess, so, checksum confirms the 2 are identical
yay
who do i report mod api issues with
us
hi
im using tha lifeblood version
and the controller wont select the mods option in the options
it skips over it
i can do it with mouse tho
Oh, yeah that needs to be fixed. Wyza, the Enum that the api was using and added an option to
figures
Well lifeblood made that slot the extras
So it just needs t be adjusted by one prob
ok put my name in the credits you couldnt do this without me thanks
good thing there aren't credits then 😛
Well technically I knew that, just been meaning to fix it ;) but thanks for the reminder
If you end up wanting or needing them, I have diffable solutions of every version since beta started
For each one I removed the //tokens inserted by dnspy
neat

