#archived-modding-development

1 messages · Page 84 of 1

pearl sentinel
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Parrying*

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For quick focus I wanna add a "spot dodge" like mechanic (if you know what that is from smash bros), in addition, perfect dodges (with the spot dodge or shade cloak) would heal you one mask

copper nacelle
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can't you get spot dodge by just adding another dash button but have the dash length be 0

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i remember setting dash length to 0 and it effectively doing that iirc

vagrant leaf
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is this charm overhaul

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what is this

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give imo

pearl sentinel
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That's the idea 56, but not another button

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I was thinking dash into ground or something

copper nacelle
#

dashmaster downdash but not useless

buoyant obsidian
#

wavedash dashmaster when

pearl sentinel
#

Mite b cool

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My sprint master mod would increase movement speed, remove walk zones, and remove hard falling

copper nacelle
#

wow an actually useful sprintmaster wtf

pearl sentinel
#

Hmm, apparently I have some interesting charm ideas in the middle of the night when I'm high on sleeping pills....

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I haven't looked at these since I wrote them

vagrant leaf
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what is this mod supposed to be

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like seriously

pearl sentinel
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My design doc for my charm overhaul mod

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The one I started with heavy blow

vagrant leaf
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oh nice

pearl sentinel
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Hm, thoughts on this idea; soul catcher turns your spell into the mage homing balls, spell twister increases cast speed, combined they change dash into omnidirectional mage teleport

rain cedar
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Sounds kinda crazy

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I like it

pearl sentinel
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Crazy is some of the other shit on here

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Idk what I was thinking for some of this

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"Hiveblood: Gain the powers of the hive. Movement abilities enhanced."

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Literally all I have written down for that

rain cedar
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Flight maybe

pearl sentinel
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Or, Deep Focus: all abilities now have crystal properties instead of soul"

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Maybe

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This next one is fucking nuts tho.

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Dream wielder: unlocks the dream side of the game.

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Like, what

rain cedar
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Maybe you meant how the dream nail was originally going to work

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Where you could go into anyone's dreams

vagrant leaf
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how would you even make that

rain cedar
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But that's a lot of work

pearl sentinel
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The only thing I can think is that I had an idea in my head to apply a filter and spawn some slightly modified enemies

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And make the dream nail the only way to fight

vagrant leaf
#

that sounds more doable

pearl sentinel
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Even still tho

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Yeah it sounds like a lot

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I ended up taking inspiration from the crystal spells charm idea and made a charm for changing spells into each "element"

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Cyrstal, life blood, infection, soul, void

civic bough
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sharp shadow gives void powers?

pearl sentinel
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Fire (it's kinda implemented)

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Uh for sharp shadow i wrote: quick (slash? I think) more or now? (Notes were degrading at this point) in all ways, become the power of shade w/ other movement skills

rain cedar
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Well that's just gibberish as far as I can tell

pearl sentinel
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Yeah

rain cedar
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The first bit makes no sense, and for the second bit you already have the shade powers

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Since it just has your powers

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Maybe you'll be able to remember what you wanted at some point

pearl sentinel
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A few of the weirder ones I've been able to figure by the general theme of the related charms

rain cedar
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Unrelated to the current discussion, but I'm trying to make nice UI buttons by copying the existing ones

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What I've got mostly works, except the navigation is broken

summer marlin
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Maybe hiveblood can slowly turn soul into hp via movement

rain cedar
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private void EditUI(Scene scene, LoadSceneMode mode)
{
    if (scene.name == "Menu_Title")
    {
        MenuScreen playScreen = UIManager.instance.playModeMenuScreen;

        MenuButton classic = (MenuButton)playScreen.defaultHighlight;
        MenuButton steel = (MenuButton)classic.FindSelectableOnDown();
        MenuButton back = (MenuButton)steel.FindSelectableOnDown();

        MenuButton randomizerBtn = UnityEngine.Object.Instantiate(classic.gameObject).GetComponent<MenuButton>();
        randomizerBtn.name = "Randomizer";
        randomizerBtn.transform.SetParent(classic.transform.parent);
        randomizerBtn.transform.localScale = classic.transform.localScale;

        Vector2 pos = steel.transform.localPosition;
        pos.y += steel.transform.position.y - classic.transform.localPosition.y;
        randomizerBtn.transform.localPosition = pos;

        classic.navigation = CreateNavigation(steel, back);
        steel.navigation = CreateNavigation(randomizerBtn, classic);
        randomizerBtn.navigation = CreateNavigation(back, steel);
        back.navigation = CreateNavigation(classic, randomizerBtn);
    }
}```
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CreateNavigation is just this

private Navigation CreateNavigation(Selectable down, Selectable up)
{
    return new Navigation()
    {
        mode = Navigation.Mode.Vertical,
        selectOnDown = down,
        selectOnUp = up
    };
}```
pearl sentinel
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Oh, not helpful, but the menu title has a constant in the hk game if you wanted to reference it

rain cedar
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UIManager.instance.playModeMenuScreen already seems spretty constant

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Or do you mean the scene name?

pearl sentinel
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Yeah

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Name

summer marlin
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Sean what do you think of the idea of making the rooms that require a ability (shade cloak, ismas tear, crysta ldash etc) randomly require other abilities

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like alter the room itself to change the requirement

rain cedar
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I don't think that really sounds worth the work

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But maybe if I'm happy with everything else in the mod I can try something like that

summer marlin
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fair

rain cedar
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Also thanks Kerr, using Constants.MENU_SCENE now

pearl sentinel
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Now to figure out those pesky UI navigation things

rain cedar
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Ok now the navigation for my new button works, everything else is still broken

pearl sentinel
#

Could you stick that code into a unity project and see the navigation Map it draws for you

rain cedar
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I have no idea how to use Unity editor at all

pearl sentinel
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Ah. For this it would fairly simple and show you what Is janky about the navigation. Let me see if I can find a link

rain cedar
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It's weird, the arrow keys just don't change the selected button at all

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Like there's something wrong with the Navigation objects I'm making

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But they're so simple

pearl sentinel
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That might help explain some

rain cedar
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Oh, maybe Explicit is the mode I want

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Yeah that was it

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Neat

pearl sentinel
rain cedar
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Now to solve mystery #2

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That new button is way too high up even though I'm just doing steel y + (steel y - classic y)

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Maybe their origin points are fucked or something

pearl sentinel
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Different z order?

rain cedar
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What would z even do in this context?

pearl sentinel
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I think all of hk s cameras are 3d, so a bit of difference in z makes things closer/farther/offset/etc

rain cedar
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Alright

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Well I'm using Vector2 so any z info would be lost

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I'll switch that and see if it changes anything

summer marlin
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Someone should make a mod that makes english text move faster so its the same amount of time as the chinease language isnt faster

pearl sentinel
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Hmm, yeah you're using rect transforms. So z shouldn't be too much an issue

rain cedar
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They do scroll at the same speed, though

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Chinese just has way less characters

pearl sentinel
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Mayne the anchor is wrong or pivot

summer marlin
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@rain cedar ik

pearl sentinel
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Maybe*

summer marlin
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but make it so if your using english

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it scrolls faster

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so the time is about the same

rain cedar
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Maybe

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Probably not too hard

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But also not sure what the target audience of that would even be

summer marlin
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streamers

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¯_(ツ)_/¯

rain cedar
#

Rect top/bottom seem to be deprecated

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Guess I'm meant to use yMax/yMin now

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Actually, makes more sense to look at center anyway

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Ah forget it, there's too many things controlling render position to figure this out nicely in code

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I'll just hard code some number that looks good through trial and error

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So I logged the components in all the children of the button object

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Even when there's no FSMs the game is still spaghetti

pearl sentinel
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That's unity ui for ya

floral furnace
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Is slash hit hook only called whenever you hit ANYTHING, like even destructable terrain stuff?

solemn rivet
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Just tell it to log whenever it's called

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I think it's called whenever something that deals damage is created (ie, slash, spell etc) not necessarily when it hits something

floral furnace
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so i just have to filter it again like the other method i mentioned last time? of any attacks containing "slash"?

solemn rivet
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Oh, sorry, you're talking about slash hit

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Yeah, that gets called whenever nail hits iirc

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You can always take a look a the code using dnspy and see where the hook points to

floral furnace
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yeah it usually has small descriptions like "gets called whenever x happens"

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was just wondering if SlashHitHook was for EVERYTHING that it hits, not just enemies exclusively

solemn rivet
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I think so

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It has code to deal with mushroom bounce

pearl sentinel
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It even hits the floor when you swing sideways

solemn rivet
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Kek

floral furnace
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did it the dirtiest way possible, since buildUp happens every frame like you said, setted a boolean to prevent an increment +2 my int buildUp every frame, i think i got the barebones working now, all i need to do is polish it a bit and balance it, again huge thanks for all the help guys

solemn rivet
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Hint - do like I did for crit in bonfire

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I was having this issue where crits were happening WAY more often then they should

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it turns out that, like we already discussed, HitInstanceHook gets called multiple times per second for the same hit, so it was rolling like 8 times per hit to see if the hit would crit

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what I did instead was listen for button release - and then roll the dice

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works like a charm

floral furnace
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oh so its the controls that you directly took where the rolls would take?

solemn rivet
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lemme show you

floral furnace
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im checking ur stuff at dnspy right now

solemn rivet
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oh, github is outdated

#
private void Instance_HeroUpdateHook()
{
    if (GameManager.instance.inputHandler.inputActions.attack.WasPressed)
    {
        critRoll = UnityEngine.Random.Range(1, 100);
    }
}```
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and then, inside a HitInstanceHook,

#
if (hit.Source.name.Contains("lash"))
{
    LogDebug($@"[Vanilla] Damage for {hit.Source.name} = {hit.DamageDealt}");
    hit.DamageDealt = ls.NailDamage(Settings.StrengthStat);
    LogDebug($@"[Bonfire] Damage for {hit.Source.name} = {hit.DamageDealt}");
    Log($@"Crit chance: {ls.CritChance(Settings.LuckStat)}. Rolled {critRoll}.");
    Crit = (critRoll <= ls.CritChance(Settings.LuckStat));
    if (Crit)
    {                    
        hit.DamageDealt = ls.CritDamage(Settings.DexterityStat, hit.DamageDealt);
        LogDebug($@"[Crit] Damage for {hit.Source.name} = {hit.DamageDealt}");
        spriteFlash.FlashGrimmflame();
        hc.carefreeShield.SetActive(true);
    }
}```
river tiger
#

Gradow, I think Moose was affected by the same bug as me

solemn rivet
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weird

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I filled a bug report yesterday telling TC about it

river tiger
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Where when you get hit while doing the dash, you'd fly away and wouldn't be able to use controls

solemn rivet
#

oh

river tiger
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Btw, some emenies aren't dashable.

solemn rivet
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I thought you were talking about big bois not being dash-though-able

river tiger
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Well... you can'tdash through them.

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Yeah that too.

solemn rivet
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yeah, I reported that

river tiger
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Couldn't get through him for some reason.

solemn rivet
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because, as you can see in the YT vids, it definitely was not the case prior to TGT

river tiger
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Hmmm. So this is only getting reported now?

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Weird.

solemn rivet
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well, think about it

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in vanilla, you never face those guys if you have shadow cloak

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they long ded by then

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also, holy shit that hpbar looks huge on your screen

floral furnace
#

Yeah ur code actually looks more efficient, ill try that when i start cleaning up bits of my code, also why didnt i think of using the hpbar mod as well

solemn rivet
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and btw I fixed the installer, 69, so now you should thoeretically never need to update the installer again

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not efficient, TTacco, just works

floral furnace
#

dunno, maybe im over thinking the amount of allocation my boolean method takes compared to yours, so i shouldnt really over think this lol

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plus it looks cleaner so thats a plus

solemn rivet
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I mean

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I don't have any compsci background

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so I literally just do what seems intuitive to me

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(and that's generally bad)

river tiger
solemn rivet
#

yeah

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tbh, I don't know what causes that

river tiger
#

....

solemn rivet
#

it's been a bug since basically day 1... But it used to happen only when using Grubberfly Elegy

river tiger
#

It's kinda gamebreaking....

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The controls don't even work when you get hit

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I also put off the mod because TC has yet to fix vanilla sharpshadow random cut outs.

solemn rivet
#

btw how do you even get hit while dashing?

river tiger
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^

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I'd like to know too

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I guess it's at the end of the dashing animation.

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Like when the ghost comes to a brief pause and you do it again.

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I guess that small little window is enough to bug the game?

solemn rivet
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that's what I thought, too, so I added a small window after each dash in which you're invincible

river tiger
#

Btw, somethings do kill when you're dashing, eg - Spikes, and sometimes explosions I think

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Look into it and see what you can find

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You added a small window?

solemn rivet
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dashInvulTimer = 0.3f;

river tiger
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Could you increase the window by a little bit?

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Like 0.5

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maybe.

solemn rivet
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it would be too op

river tiger
#

Well, how would we fix the bug?

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And dashing is already a bit op on it's own in BM mod

summer marlin
#

increasing it wouldnt fix the bug

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it would stop people being affected by it

river tiger
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Hence "fixing".

summer marlin
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thats not fixing

river tiger
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It's not a perfect solution

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In the meantime that could some what suffice, don't you think?

summer marlin
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im assuming gradow wants to fix the bug, rather than fuck with balance to hide it

river tiger
#

That's a vanilla bug tho

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Been around for quite some time

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Idk man...

summer marlin
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then dont use the charm?

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seems p' easy

river tiger
#

...

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It's the Blackmoth mod

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It's whole concept is dashing

solemn rivet
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if I can "sweep it under the carpet" while keeping things as clean as possible, that's what I want to do

river tiger
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^

summer marlin
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^

solemn rivet
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^

real cypress
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^

solemn rivet
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that's my point

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0.3f is about as "clean" as it gets

river tiger
#

Okay.

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1 nail damage and a buggy dash is overbearing though... 😓

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I'll put the mod on hold for now.

solemn rivet
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ok

pearl sentinel
#

What this game really needs is a mod that uploads player deaths to a text file/database, then reads those out and uses that info to put an inspectable mask on the ground where they died saying what killed them

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And maybe custom player notes

floral furnace
#

CharmUpdateHook is always called on bench resting or only when you toy with the charms? i cant find a BenchRestHook in the API but maybe i should check harder (Okay nvm im probably just dumb, i blame lack of sleep for this, just reread the hook, most likely its the latter)

waxen widget
#

can someone help me?

floral furnace
#

what zip program do you use

waxen widget
#

winrar

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i mean for the other mods it works

floral furnace
#

also you downloaded this from the repository right?

waxen widget
#

from repository?

floral furnace
#

uhh nvm what i said i meant gdrive

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let me try downloading it too

waxen widget
#

nope

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its just the program that installes modes automatically, in the gdrive there is no such mode, no such that ive seen it

floral furnace
#

works perfectly fine to me

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ahh you using crossroads?

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cuz manually seems to be working for me

waxen widget
#

yea

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im using crossroads

floral furnace
#

yeah i think its a crossroad problem, try asking the modders if theyre online

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try reenabling disabling it agian via crossroad just to be sure, maybe the download just screwed up

waxen widget
#

i've already tried that

solemn rivet
#

TTacco: you were right, CharmUpdate happens evry time you sit in a bench

floral furnace
#

ty ty, i can finally reset damage on bench hassle free

solemn rivet
#

@waxen widget maybe the dl link for that mod is wrong, give me a sec

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yeah, it is

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fixing it

waxen widget
#

okay thanks

solemn rivet
#

done

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close and reopen the app

waxen widget
#

should i like redownload the program?

solemn rivet
#

it should work

waxen widget
#

okay

solemn rivet
#

nah, just reset it

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<Link><![CDATA["https://drive.google.com/uc?export=download&id=1BeFOhGulOCOzbuSdHgOUpnKZ8oRFvxeJ]]></Link> fricking "

pearl sentinel
#

Gradow, let me know if you ever wanna edit crossroads with anything, I can add you on the repo

waxen widget
#

but i have a question tho

#

the mod should be activated or something?

solemn rivet
#

no, it should just work

#

did you install the api?

waxen widget
#

yea

#

or maybe im doing something wrong

solemn rivet
#

do you know where your hk installation folder is?

waxen widget
#

yea i have it on steam then should be on steamlibrary right?

solemn rivet
#

also, when you load the game, is there anything on the top-left of the title screen?

waxen widget
#

yea

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it is

solemn rivet
#

it should be steam/steamapps/common/Hollow Knight

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oh, what's on the top-left?

waxen widget
#

modding api 1.3.1.5

solemn rivet
#

only that?

waxen widget
#

yea

solemn rivet
#

then the mod is not installed

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I just checked the link on my installer and it works fine

waxen widget
#

isnt this the way shoud be?

solemn rivet
#

I think so, yeah

#

weird

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anyway

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go to your installation folder

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then go to hollow_knight_data/managed/mods

pearl sentinel
#

Could try hitting the redownload button on it

solemn rivet
waxen widget
#

already done that @pearl sentinel

solemn rivet
#

also

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0.1.0

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that's waaaay outdated

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I'll have to update it on the drive

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but it still works

waxen widget
#

well there is just one folder who name is ”disabled”

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and it is empty

solemn rivet
#

huh

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weird

#
    <ModLink>
      <Name>EnemyHPBar</Name><!-- API MOD -->
      <Link><![CDATA[https://drive.google.com/uc?export=download&id=1BeFOhGulOCOzbuSdHgOUpnKZ8oRFvxeJ]]></Link>
      <DefaultInstallPath>/</DefaultInstallPath>
      <WritesOverAssembly>false</WritesOverAssembly>
      <Dependencies>
        <string>Modding API</string>
      </Dependencies>
    </ModLink>```anything wrong with this, Kerr?
#

it worked fine for my installer tho, and it's getting the links from the xml

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Xeno - see if you can install any other mods

pearl sentinel
#

Yeah if it works for you it'll work for anyone, install-wise

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And if the modding api installed for him that should also back that up

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I can go try it rq too, let me put pup away

waxen widget
#

well

#

the randomizer works i think

solemn rivet
#

yup

#

huh

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maybe I did mess something up

pearl sentinel
#

yeah i just tried crossroads, it installed but it's not in the upleft

mellow oyster
#

Is that...is that related to GnG, isn't?

pearl sentinel
#

yeah, enemy randomizer sets your background to that

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:3

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@solemn rivet i see the problem

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your zip doesn't have a folder structure in it, just the dll. in that case you need to put the install path here:
<DefaultInstallPath>/</DefaultInstallPath>

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so that would be hkdata/managed/mods

waxen widget
#

so...

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will the mod work?

young walrus
#

Just place the dll manually

solemn rivet
#

oh

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yeah, sorry for that

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I made my installer completely disregard folder structure when installing, so I didn't bother to add one to the zip

#

then it'll also fail to to install with blackmoth and bonfire imo

#

done, updated the link

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Xenocit - if you don't mind, try it now

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done, all my mods now have proper folder structure

sterile valley
#

What do you guys think of a quality of life mod that reduces gathering swarm and wayward compass notch cost to zero?

solemn rivet
#

well, I don't really use either of these...

#

and I think it was a deliberate choice to make compass cost notches

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as an incentive for players to learn the actual levels

young walrus
#

I hate that idea. It rewards players using a crutch

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If you want to walk for 2 more seconds, or actually pay attention to reading a map... Boom. 2 free notches

solemn rivet
#

I usually equip gathering early on

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and then as soon as I need the notches, it's the first charm to go bye-bye

young walrus
#

The game has so fucking much geo anyways

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And the room layouts on the maps are so good

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Don't need compass at all

solemn rivet
#

yeah

hollow pier
#

only place I'd need compass is deepnest

solemn rivet
#

I actually enjoyed being lost in my first playthrough, and trying to find myself just by looking at the map layout versus the screen topography

hollow pier
#

never really go to the tram pass area

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I can get to herrah and nothing else

solemn rivet
#

kek

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I'm the opposite

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I can climb to the top of deepnest with my eyes closed

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but I always have trouble finding the entrance to Herrah

iron crown
#

You can usually just reach Herrah by running around blindly for 2 minutes

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I can't find Failed Tramway without the map though

half sierra
#

how

solemn rivet
#

?

wraith ether
#

does anyone know how to get the bonfire mod to work?

solemn rivet
#

did you install the api?

wraith ether
#

yee

#

i installed the new api

solemn rivet
#

does the game run?

wraith ether
#

yea

solemn rivet
#

what does it say on the topleft of the title screen?

wraith ether
#

it doesnt say anything

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the modding api yea

copper nacelle
#

did you install the api correctly

slender stump
#

yes

#

!

wraith ether
#

im pretty sure i did but ill check

slender stump
#

modding

solemn rivet
#

erm

#

do you know where your game files are located?

slender stump
#

ikr

copper nacelle
#

did you use an installer

#

did you use an installer

slender stump
#

56

wraith ether
#

in the steam files

solemn rivet
#

go to Hollow Knight/hollow_knight_data/managed/mods

#

and tell me what you see there

slender stump
#

hk

#

= hollow knight

wraith ether
#

BonfireMod.dll

solemn rivet
#

then you didn't install the api correctly

wraith ether
#

gosh darn it

#

ahhhhhhhhhhhhhhhhhh

solemn rivet
#

it should be a file named Assembly_CSharp.dll

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put it in the managed folder

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just above the mods folder

copper nacelle
#

tfw bad internet

#

message sent 10 years later

wraith ether
#

the one from 2017?

solemn rivet
#

...

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wut

copper nacelle
#

no

wraith ether
#

wait wait nvm

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lol

copper nacelle
#

you copy that into hollow_knight_data/Managed/

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yeah

wraith ether
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ok ok

#

thanks alot buds

solemn rivet
#

np

slender stump
#

pn

#

!

copper nacelle
#

what

solemn rivet
#

oh

#

btw 56

#

did you see my convo with 0x0ade?

copper nacelle
#

i think so

solemn rivet
#

so, basically

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if you override a method using those hooks-on-demand, there's going to be issues

#

but otherwise, they work fine

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the mods enter a list and get called in order

rain cedar
#

sceneLoaded is really the only hook anyone needs, anyway

#

Just modify objects to do what you want

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Easy

solemn rivet
#

I mean, "there's going to be issues" IF more than one mod use that same hook

#

otherwise, no biggie

copper nacelle
#

if more than one mod uses it then doesn't only one mod work

solemn rivet
#

Yup

copper nacelle
#

what does the api do w/ multiple mods overriding values

#

does it have the value changed by one mod then the next mod then the next mod?

#

also the monomod hook thing works if you call orig too, right?

hollow pier
#

monomon haha

rain cedar
#

If applicable the API passes the modified value into the next hook

#

So the changes stack

copper nacelle
#

neat

solemn rivet
#

yeah, that's why you cannot override

#

if you don't call orig at some point, the chain stops there

#

it could prolly handle it like the API does too

#

make an invocation list

#

now that I think of it

#

api doesn't really handle overrides that well too

#

I mean, if mod 1 overrides/skips a method call

#

and mod2 calls that method...

#

say, DashPressedHook (HeroController.HeroDash)

#

blackmoth overrides the default method and implements its own dash

#

if a second mod were to only alter some of the original dash's parameters, the dash would be called twice, I assume

rain cedar
#

Use DashVectorHook instead for minor changes

solemn rivet
#

yeah

#

then again, when an API hook overrides a method, it doesn't provide a way to call the original method

#

so that never happens

#

so you cannot do csharp void overrideMethod(param a, param b, Method orig) { a = whatever; b = whatever; orig(a,b); }

copper nacelle
#

unsubscribe from the hook at the end of method, call the method, and then subscribe again

solemn rivet
rain cedar
#

Check stack trace and call if it doesn't contain your function

#

You'd have to ignore your code entirely if it contains your function, actually

#

Sounds like good code

pearl sentinel
#

Have you heard of super mario 64 chaos edition? (Romhack)

solemn rivet
#

hm... Don't think so

copper nacelle
#

nope

pearl sentinel
#

I'm curious what that would be like for hollow knight

#

Lemee find the link

solemn rivet
#

what's it do?

rain cedar
#

I think it just fucks with you randomly

pearl sentinel
#

Basically

#

Yeah

#

It just randomly toggles glitches and codes

solemn rivet
#

oh

pearl sentinel
#

Watched someone stream it a couple weeks ago and it got me thinking about a hk version, since fucking with game objects is pretty easy

solemn rivet
#

I've seen that for Yoshi's Island

pearl sentinel
#

progress

#

buggy, but progress

rain cedar
#

That throw looks OP

pearl sentinel
#

it hurts

#

she aims it at you in the air, too

rain cedar
#

Is that even dodgeable, then?

pearl sentinel
#

it is

rain cedar
#

Neat

pearl sentinel
#

just gotta correct fast

#

mostly it seems to matter if you try to pogo off her while she throws

summer marlin
#

@pearl sentinel are you gonna work on other bosses after this?

pearl sentinel
#

Dunno, probably hornet 2 since it's almost a copy of 1

#

And I can make her meaner since the player can have all skills

summer marlin
#

Should make the trial of fool rematch

#

So its a proper hard 1v1 rather than a marathon then a freebie

pearl sentinel
#

Trial of the fool with enemy randomizer is pretty bonkers

#

Tho the version out right now makes you unkillable on accident

#

Whoops

summer marlin
#

A false knight fight that isn't piss easy would also be nice

pearl sentinel
#

Unlikely I'll do him. I don't find him interesting enough

summer marlin
#

Fair

pearl sentinel
#

I think I'm more likely to take all the code after I do hornet 2 and try to make a playable version of her

summer marlin
#

Is there enough animation sprites for that?

pearl sentinel
#

Yep

#

She's basically fully animated

summer marlin
#

Nice

rain cedar
#

You don't even need much besides walk, jump, and some attacks

pearl sentinel
#

^

summer marlin
#

How will abilities work?

pearl sentinel
#

?

#

Throw, air/ground attack dash, grapple

#

Wall cling, no climb (use grapple)

summer marlin
#

You could make a crystal dash for her with the grapple ay

pearl sentinel
#

She has a mid-air dash that's really op already

#

Oh, and the spike ball things

#

That's a pretty good set of abilities

#

Maybe try to make her some needle arts if I ever get it working :p

civic bough
#

Maybe if she hits the spike balls with an air dash they explode Hive Knight style

pearl sentinel
#

Yeah, there's possibilities

#

Honestly the grapple movement interests me the most tho

civic bough
#

oh, this is character, not upgraded boss

rain cedar
#

It's both

#

Which is pretty cool

pearl sentinel
#

So, because of how they set things up, her corpse has the actual grapple animation

#

So I have to figure out how to pull it into her main sprite and use that for the grapple pull

#

For now I'm just using air dash which is why she holds a needle while grappling

rain cedar
#

I guess that makes sense

#

Feels like the corpse should just be the same object, though

pearl sentinel
#

Yeah, they should. Even with playmaker around they didn't need to separate the fsms into two objects. Basically her "corpse" is also her escape/outro animation

rain cedar
#

Figured

flat forum
#

I like the new Hornet

pearl sentinel
#

Ty, I hope it ends up being fun

flat forum
#

But you know you don't have the dash so, are some attacks dodgeable?

pearl sentinel
#

Yeah

#

She still telegraphs before everything

#

Just less time to react

flat forum
#

Mhmm

#

I'd love to try it when it's finished

rain cedar
#

The needle throw isn't dodged with dash, anyway

flat forum
#

But the attacls from the air

#

Are much faster

rain cedar
#

_gitgud

flat forum
#

And I usually dash away from those

pearl sentinel
#

They're still really doable

flat forum
#

Okok

#

And the spike balls from the 2nd fight, can you put them in as well?

pearl sentinel
#

Not in the first fight

#

Too much hassle

flat forum
#

But they cam be buffed in the 2nd

pearl sentinel
#

Yep

flat forum
#

That's what I was trying to say

pearl sentinel
#

In the 2nd fight I will actually add skills

rain cedar
#

Making them have gravity would be a really annoying buff

pearl sentinel
#

Like, traitor lords smash attack effect to her landing of the air dash

flat forum
#

Make them slowly move towards the player

#

(OOOHHH THAT SOUNDS AMAZING!!!)

summer marlin
#

@pearl sentinel could you make an option to make the harder version a dream fight triggered by the dead hk with the dash?

pearl sentinel
#

Maybe, don't really want to tho

summer marlin
#

Ok

flat forum
#

And do you have an idea when it will be finished or will it be like the Switch release?

pearl sentinel
#

Heh

#

Hornet1 will be done shortly after I finish fixing my grapple code

flat forum
#

Sounds soon enough

pearl sentinel
#

Hah, yeah sean, I could make the spike balls bouncey. That would be rage inducing

rain cedar
#

That's even worse than what I had in mind

#

Can't wait for them to have physics so I can hit them with heavy blow

pearl sentinel
#

Lol

rain cedar
#

Guess it's my turn to show off the night's progress

#

Fully functional UI, just none of the settings do anything yet

pearl sentinel
#

Very very nice

rain cedar
#

It's really easy to get more buttons after you've done it once

#

Just that first time figuring out how it all works sucks

#

Ended up making a bunch of shortcut extensions so this wouldn't end up being like 1000 lines

pearl sentinel
#

The only skip I don't like that made me originally want to modify randomizer is the aspid skip to hornet 2

rain cedar
#

But that one isn't even bad

pearl sentinel
#

So if you have an option to remove that then yey

daring snow
#

Mag skips LUL

rain cedar
#

Right now that would be under misc, which is kinda broad

livid estuary
#

can anyone help me out here? i was pretty sure i was doing everything right but it seems like the mod won't load.

rain cedar
#

Do what it says

livid estuary
#

i installed the api and put EnemyRandomizer.dll in hollow_knight_data > Managed > mods

rain cedar
#

Get the file modlog.txt from %APPDATA%\..\LocalLow\Team Cherry\Hollow Knight\ and post it here

livid estuary
rain cedar
#

I know for sure that there is a -40 API, maybe kerr is using something from that

#

Update API

livid estuary
rain cedar
#

No, get it from google drive

livid estuary
#

ok, thanks for helping!

flat forum
#

What version is the bpss ruah mod?

rain cedar
#

Pretty sure it's on 1.2.2.1 still

#

KDT hasn't been too active here

flat forum
#

Mhm

#

And do you know will it work along boss mods if it gets updated?

rain cedar
#

It'll work fine with the boss mods

summer marlin
#

I wonder when someone will make a bingo mod with added hud/menu elements

rain cedar
#

There's already an OBS overlay for item tracking

#

If something like that is what you mean

summer marlin
#

something like that

#

but like

#

maybe on the oppisite button you use for the quick map

#

it shows the bingo

rain cedar
#

I don't even get what you mean by opposite button

#

But I understand the idea

summer marlin
#

i think it would be r1?

rain cedar
#

What's the opposite of F on a keyboard, though?

summer marlin
#

L1 - Quick Map
L2 - Crystal Dash
R1 - Quick Bingo
R2 Dash

#

does keyboard use alt or something?

#

¯_(ツ)_/¯

rain cedar
#

I don't remember the default

#

I use F

summer marlin
#

seems pretty easy to find a button for keyboard

flat forum
#

And can the False Knight in Crossroads be buffed?

If the game's code was a bit more normal it would have been a few line change, but I dunno:

His shockwave to be made bigger
He should be a bit faster

rain cedar
#

Failed champion exists already so it's not gonna be high on anyone's list to buff the weak version

flat forum
#

I'd do it myself, but the snips ans bits of code posted here are alien to me

livid estuary
#

ok, i installed the latest version of the api but enemy randomizer still doesn't seem to work

flat forum
#

(Can you make Failed Champ deal 1 damage?)

summer marlin
#

hopefully someone makes a proper dream mantis lords

flat forum
#

And then put him in Forgotten Crossroads

rain cedar
#

Can you post modlog again @livid estuary ?

livid estuary
#

same thing

rain cedar
#

That error usually means incompatible versions in some manner

#

You've got the most up to date enemy rando as well, right?

livid estuary
#

i'll try it again, maybe i messed something up when installing it

#

and yes

spare sorrel
#

Is modding bound to a certain programming language?

rain cedar
#

Not necessarily, but currently yes

#

To use anything but C# you'd have to write some kind of C# interface to load your script file

spare sorrel
#

K

#

C#is fine

#

I actually thought it would be c#

livid estuary
rain cedar
#

Pretty sure that's latest

exotic venture
#

yes

livid estuary
#

than i don't understand why the mod won't load

exotic venture
#

are you on the beta

livid estuary
#

i don't think so

exotic venture
#

if you are, the newest version is 1.3.1.8

#

if not, uhhh must be an out of date mod or something

livid estuary
#

it's enemy randomizer

rain cedar
#

@pearl sentinel

spare sorrel
#

@rain cedar what does the charm notch mod do?

rain cedar
#

It's just a tiny thing that gives you the salubra notches for free when you qualify to buy them

spare sorrel
#

Ahk

floral furnace
#

how do i check with HitInstanceHook that i only hit valid enemy targets, like anything as long as it isnt a breakable environment object?

#

or at least exclude them from being registered

sturdy jetty
#

For Enemy Randomizer mod, there is Scenes.rar and EnemyRandomizer.zip.

What does Scenes.rar do?

delicate ether
#

So how do you get the mods? Every folder on google drive is empty.

floral furnace
#

you sure? theres a zip file inside each folder

delicate ether
#

every one of them is empty for me

#

if i refresh the page a file appears for a second then vanishes

solemn rivet
#

They shouldn't be empty

#

Weird

sturdy jetty
#

It says that the Enemy Randomizer mod failed to load.

delicate ether
sturdy jetty
#

Check ModLog.txt.

solemn rivet
#

TTacco, when you hit something check if the target has a HealthManager component

delicate ether
#

oh wow i fixed it

#

adblock blocks the files from showing up o.o

#

that is the weirdest interaction ive ever seen with adblock and a website

solemn rivet
#

Oh OK then

delicate ether
#

actually they still disappear if i clock them but its enough for me to right click and hit download

solemn rivet
#

That's so weird

#

I'm on mobile and even then they're fine

floral furnace
#

OnSlashHit(Collider2D otherCollider, GameObject gameObject) should be the one right? otherCollider (wait nvm i think its gameObject pertaining to the thing you hit) pertaining to the thing you hit, then i just use GameManger.GetComponent with it

#

then if check if the health manager is null, which means if it is, the object has no health so its not an enemy type

copper nacelle
#

just do

#
if (gameObject.GetComponent<HealthManager>() == null)
{
    // Stuff
} else {
    // Other stuff
}
floral furnace
#

this is still with the slash hit right?

copper nacelle
#

yes

floral furnace
#

onSlashHit

#

also oh yeah i just literally learned about generics just a few days ago, now i recognize that <> part

#

good job me for not actually applying it in programming

solemn rivet
#

Also, I'll ask kerr later to add the target as one of the parameters for the hitinstance hook

solemn rivet
#

For now, you can use monomod to listen to calls to the Hit method and get the target from there

floral furnace
#
            {
                buildUp += 2;
                canBuildUp = false;
            }
#

this is a weird case, i seem to be building up when i set it to == null

#

so naturally, i set it up to != null, which means it will return a true if the object does contain HealthManager

#

but with that my damage stays constant

pearl sentinel
#

@livid estuary you need to have the ModCommon.dll installed, in addition to EnemyRandomizer.dll

solemn rivet
#

where do you get that gameObject from?

#

Kerr - would what I mentioned before be possible?

#

if you're using SlashHit, I'm pretty sure the gameObject is just the knight's nail

floral furnace
#

Oh goddamn

solemn rivet
#

lemme check, brb

floral furnace
#

ModHooks.Instance.SlashHitHook += buildUpOnHit;

#

buildUpOnHit is then the method that calls that stuff i typed in above

pearl sentinel
#

Sorry I just woke up, would what be possible?

#

And the slash hit hook is just for normal nail slashes yep

solemn rivet
#

eh, the HitInstanceHook

#

it currently gives us the fsm(hitter) and the hitinstance(hit)

#

I was asking if it would be possible to also show us the target

#

yup, the gameObject is the nail

floral furnace
#

dang it i thought SlashHitHook's gameObject is pertaining to the target getting hit, didnt know it was pointing to the nail lmao. Oh well, its the only problem I have right now anyway, trying to get the buildup to happen on enemy hits only

#

The rest of the stuff is working out fine

solemn rivet
#

try otherCollider.gameObject

#

this should give you the gameObject which has the collider you're hitting

floral furnace
#

a just append this to the same call right?

#

the uhh gameObject.GetComponent i mean

solemn rivet
#
if (otherCollider.gameObject.GetComponent<HealthManager>() != null)
{
    //do stuff
}```
floral furnace
#

alright ill try that

solemn rivet
#

also

#

add Log($@"Hitting Game Object {otherCollider.gameObject.name}");

#

so you can debug

#

do you have onscreen debug console active?

floral furnace
#

oh yeah i forgot about that, you mentioned about opening some file in teh save folder right?

solemn rivet
#

right

#

you know where your saves are, I assume?

floral furnace
#

well i did check it, all i found was a json file which i dont even understand

#

yes

#

locallow

#

etc etc

solemn rivet
#

can you do that rn, or is it a bad time?

floral furnace
#

oh yeah i can definitely check it out, dunno what you mean by "is it bad time time" tho

#

aight im here

#

so uhh, what now

solemn rivet
#

if you're busy with other stuff...

#

ok!

#

opening mine

#

do you have a "BoolValues" field?

floral furnace
#

(i have no classes anyway and ive been focused on modding HK for the past 2 hours, in fact im worried about YOUR time if your busy lmao)

solemn rivet
#

nah, it's fine

floral furnace
#

i found it

solemn rivet
#

ok

#

I assume it's empty?

floral furnace
#
        "keys": [],
        "values": []
    },
solemn rivet
#

yup

#

add a key

#

"ShowDebugLogInGame"

#

with value, well, true

#

here's mine:

#
    "BoolValues": {
        "keys": [
            "ShowDebugLogInGame"
        ],
        "values": [
            true
        ]
    },```
#

after that, just save the file

floral furnace
#

then add log("stuff like this will pop out during game");

#

IN the source file i mean

#

not the settings we just saved awhile ago

solemn rivet
#

yup

#
private bool Instance_OnEnableEnemyHook(GameObject enemy, bool isAlreadyDead)
{
    HealthManager hm = enemy.GetComponent<HealthManager>();
    HPBar hpbar = hm.gameObject.GetComponent<HPBar>();
    if (hpbar == null && hm.hp < 5000 && hm != null && !isAlreadyDead)
    {
        HPBar bar = hm.gameObject.AddComponent<HPBar>();
        LogDebug($@"Added hp bar to {enemy.name}");
    }
    return isAlreadyDead;
}```
#

that's something from enemyhpbars

#

in your case, you can just use Log instead of LogDebug for now

floral furnace
#

whats the diffbetween tho

solemn rivet
#

there are logging levels

floral furnace
#

also i cant believe im giggling like an idiot just because of how convenient/easy this actually makes the debugging process now

solemn rivet
#

in that same json you just edited, there's this field

#
"IntValues": {
    "keys": [
        "LoggingLevel"
    ],
    "values": [
        2
    ]
},```
#

which determines the (duh) Logging Level

#

0 is the minimum, it'll log everything

#

mine is at 2, so it won't log "Debug" and downwards logs

floral furnace
#

ahh so you can filter out some of the irelevant stuff

solemn rivet
#

not "irrelevant", but yeah

#

if you want to find out all the log levels, just type anywhere in code LogLevel and see the auto completions

#

it'll also tell you the corresponding number to each one

#

Fine < Debug < Info < Warn < Error < Off

floral furnace
#

ill keep that in mind, also your otherCollider method seems to worked, the increment has only started proccing on enemy hits instead, so at this point i think stuff like polishing, balancing and other features are in order, again huge huge thanks for helping me out on this lol

solemn rivet
#

np! Glad to hear it works!

pearl sentinel
#

Gradow, I don't have access to the modding api. So I would just be making another pull request to add that hook, same as you could too. I can do that later though if you want but it might be faster if you just made it. Do you know how to do it? I can walk you through it, it's super easy

#

@delicate ether if you use one of the pinned installers you should find getting mods much easier

solemn rivet
#

I can make the pull request, Kerr

pearl sentinel
#

I'm going to need to look at doing a pull request on the api tho to see if I can show a descriptive error for mods missing dll dependencies

solemn rivet
#

I thought you had easier access to it tho

#

but thanks anyways!

pearl sentinel
#

Nah, I got same as you. It was just easier during the beta since I had been keeping track of it all

#

Now with puppy I have spent like a total of 3 hours doing stuff in the last 2 weeks. It's like having a baby usedSnooze

solemn rivet
#

kek

flat forum
#

I'm gonna ask again, hopong someone has one

#

I can't get the dumper to work, does anyone have a dump of the game code?

solemn rivet
#

no

#

last time I checked, 56 had a dump of some FSMs and it was a few hundred MBs of data

flat forum
#

Can you ask them when they come

leaden hedge
#

theres literally 1000's of FSMs

#

no

#

just dump them

#

its not hard

flat forum
#

Because class will start in a few minutes

#

And I won't be able to

leaden hedge
#

if you can't dump the fsms

#

good fucking luck using them

flat forum
#

I just wanna see how it looks

#

I'm in no way able to program them tho

leaden hedge
flat forum
#

Thanks

#

I'll look at it a bit later

solemn rivet
#

there's literally no point in us sending you those

#

both because you can get them yourself and because they'd be no use

#

there's no way you're looking through all of them

livid estuary
#

@pearl sentinel where can i find that (ModCommon.dll) file? it doesn't seem to be in the drive

pearl sentinel
#

Should be. Maybe I forgot to upload it? Give me a few minutes

pearl sentinel
#

yeah, it's on the drive

#

and i fixed the infinite health rq on enemy rando

floral furnace
#

as long as i dont lower the attack speed too much, it shouldnt render some of the areas like the bounce sections unbeatable correct? also the regular nail range is literally the lowest and you cannot lower it any further correct?

#

also whats the requirement for uploading a mod?

pearl sentinel
#

Post a .zip here. Include a Readme in the .zip. someone can probably upload it for you

floral furnace
#

no stuff like "quality of the mod must be this" or something like that? or as long as it isnt a shitpost mod (which i will say, shitmodst is a modern masterpiece) (also ill probably upload mine or something once i try it and it doesnt play like crap)

solemn rivet
#

about nail range - I have no idea, would have to check the code

#

about nail damage - as long as it's bigger than 0 it should be fine

floral furnace
#

checked the starting "player new game" method or something, it was set up at 0 by default in the beginning, so i assumed it as such

solemn rivet
#
if (this.mantis && this.longnail)
{
    base.transform.localScale = new Vector3(this.scale.x * 1.4f, this.scale.y * 1.4f, this.scale.z);
    this.anim.Play(this.animName + " M");
}
else if (this.mantis)
{
    base.transform.localScale = new Vector3(this.scale.x * 1.25f, this.scale.y * 1.25f, this.scale.z);
    this.anim.Play(this.animName + " M");
}
else if (this.longnail)
{
    base.transform.localScale = new Vector3(this.scale.x * 1.15f, this.scale.y * 1.15f, this.scale.z);
    this.anim.Play(this.animName);
}
else
{
    base.transform.localScale = this.scale;
    this.anim.Play(this.animName);
}```
#

this is how Longnail and MoP work

floral furnace
#

this is in Assembly correct?

solemn rivet
#

yup

#

the point is

#

inside SlashHitHook you can just scale the gameObject

#
gameObject.transform.localScale = Vector3.Scale(gameObject.transform.localScale, new Vector3(xCoordinateScaling, yCoordinateScaling, zCoordinateScaling);```
#

something like this should work

#

Vector3.Scale multiplies two vectors coordinate-wise

floral furnace
#

alright i wasnt planning on toying with nail ranges but i may try it if i think the mod is a little too op on its own

livid estuary
#

ok, so now enemy randomizer "works" but after pressing the load enemy randomizer button in the top left of the screen the game crashes before it finishes loading

solemn rivet
#

crashes or freezes?

livid estuary
#

both

solemn rivet
#

it should freeze for a moment - it's loading stuff

#

but not crash

livid estuary
#

yep, it crashed just as it got to 20%

#

it happned multiple times

solemn rivet
#

Send modlog and outputlog

livid estuary
#

eye machine broke

torn dawn
#

I'm not exactly modding Hollow Knight, but I am making a HK mod for the game Starbound. I do have some materials and resources I need, but it would be a lot helpful if I had spirtesheets for characters/weapons.

#

If anybody could show me how to find them/send them to me, I would be really grateful! ;w;

livid estuary
#

try to check the pinned messages, maybe there's something about it there

floral furnace
#

doesnt art have sprite sheets?

hollow pier
#

imo pinned art

floral furnace
#

yeah check over the pinned messages on art

torn dawn
#

Oh! Ok. I found them. Thanks!

#

I thought they'd be here lol, but thanks y'all!

solemn rivet
#

is it working GnG?

livid estuary
#

nope

solemn rivet
#

send the modlog.txt and the output_log.txt

#

first is in the saves folder, second is in the hollow_knight_data folder

livid estuary
solemn rivet
#

you need to send the file

livid estuary
hazy sentinel
#

tbh upload . txt

#

ok mobile

#

not punctuation

solemn rivet
#

instead of sending a million prints

flat forum
#

Ummm

#

I think I opened a save file .json

#

and anyone know who BigCat is?

solemn rivet
#

wut

flat forum
#

"bigCatHitTail": true,
"bigCatHitTailConvo": true,
"bigCatKingsBrandConvo": true,
"bigCatMeet": true,
"bigCatShadeConvo": false,
"bigCatTalk1": false,
"bigCatTalk2": false,
"bigCatTalk3": false,

livid estuary
flat forum
#

this is the part

#

bigCat is apparently an NPC

#

perhaps the Kingdom's edge one

hazy sentinel
#

Bardoon u dungo

flat forum
#

Yeah

#

Forgot the name, sorry

solemn rivet
#

yup that's him alright

flat forum
#

hollowb 🅰 🇷 🇩 🅾 🅾 🇳

hazy sentinel
#

s

floral furnace
#

why the fuck is bardoon denoted as cat

solemn rivet
#

he kinda looks like one?

flat forum
#

there's also this:

solemn rivet
#

not

flat forum
#

"MUMCAT_encountered": true,

hazy sentinel
#

cat short for caterpillar smh

flat forum
#

and I have even less idea what that one is because it's only 1 line

floral furnace
#

ohhhhh

#

couldve just used worm imo

young walrus
#

You should tell them that

livid estuary
#

here it is

young walrus
#

"why did you guys use whatever terms you wanted in the code? Should have used better ones, imo"

floral furnace
#

no i honestly thought they meant cat tho

flat forum
#

the charm cost is there. I CAN MAKE ALL CHARMS FREE

floral furnace
#

never occured to me it was a short term for caterpillar, makes sense now tho

flat forum
#

I like it better to think that Bardoon is a cat

young walrus
#

Why does it matter what the code calls it? Lol

#

They could call it "bigbumfucker"

flat forum
#

@young walrus dunno, but it's interesting

young walrus
#

Doesn't matter

flat forum
#

like

solemn rivet
#

GnG: DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 67108864. DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 67108864. DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 67108864. DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 67108864. DynamicHeapAllocator out of memory - Could not get memory for large allocation 67108864! Crash!!!

flat forum
#

there's 3 places called fungus

solemn rivet
#

download more ram

flat forum
#

Greenpath, Fungal Wastes and Queen's gardens

young walrus
#

Close chrome tabs

hazy sentinel
#

oof

flat forum
#

Fungus1, 2 and 3 respectively

young walrus
#

That's kinda how Dev stuff works for anything

livid estuary
#

I see

flat forum
#

Cornifer is called "Corn" in the code

hazy sentinel
#

korn

flat forum
#

I like that name better

#

Corn has been encountered many times

young walrus
#

Start with stuffs, things evolve, but changing syntax later is a waste of time

#

shrugs

flat forum
#

I guess so

#

any idea what this one is

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"cultistTransformed": false,

young walrus
#

The fluff dudes

flat forum
#

The one singing about the Radiance?

young walrus
#

Above the trap floor entrance to deepnest

flat forum
#

in Greenpath

#

Mhm

floral furnace
#

Moss Prophet and his weird dudes

young walrus
#

^

flat forum
#

But what do they mean by transformed, he's ded in the file, I'm sure

young walrus
#

The three dudes become infected

flat forum
#

They are

young walrus
#

"transformed"

flat forum
#

it should be true then

young walrus
#

From being alive

flat forum
#

it's stated as false, as if they're still alive, but they were pretty dead last time I checked

#

"defeatedMegaJelly": true - Uumuu?

solemn rivet
#

Yup

floral furnace
#

theyre not dead by the time you find them tho, so that would state the false part of the transformation

hazy sentinel
#

defeatedVys true

flat forum
#

I can force equip all charms

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or make them all cost 0

solemn rivet
#

Yup

young walrus
flat forum
#

I'll go do that on the 4th file

#

@young walrus was that really needed?

young walrus
#

Nothing is really needed

flat forum
#

tru dat

young walrus
#

Was still fun tho

solemn rivet
#

Mick is the hero we deserve, not the hero we need

#

Or smth

flat forum
#

tru dat as well

young walrus
flat forum
#

"foundGhostCoin":false <- what's this tho?

young walrus
#

Some code or something

flat forum
#

=T

#

I guess so

#

Ooooh

#

"hegemolDefeated": true

solemn rivet
#

you can find all of these in code, you know

flat forum
#

who is Hegemol in the code?

floral furnace
#

False Knight

flat forum
#

"falseKnightDefeated": true,

#

this one's Flase Knight

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it's a bit higher up

floral furnace
#

probably Failed Champ tho

flat forum
#

"falseKnightDreamDefeated": true this one's Failed Champ

floral furnace
#

wat

flat forum
#

maybe it's the Hunter's Journal

floral furnace
#

ye

solemn rivet
#

journal entries are labeled differently iirc

young walrus
#

Or maybe they changed names later

solemn rivet
#

^

#

I think this references one of the dreamers

young walrus
#

Maybe ogrim was originally hegemol

flat forum
#

@young walrus but both were set to true

young walrus
#

I mean, take a look at the nail arts

#

They're all complete nonsense

solemn rivet
#

ugh

#

nailarts

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and other item pickups too

flat forum
#

are they really all that messy?

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I haven't found them yet

young walrus
#

What was it... Like great slash is actually cyclone, and whirlwind is actually dash slash

#

Something like that

floral furnace
#

what the heck

solemn rivet
#

yup, something like that

young walrus
#

They don't reference what you think they would

flat forum
#

only a "AllNailarts" thing that's supposed to trigger Sly

floral furnace
#

just occured to me, how much can you actually change or alter the stuff related to nail arts anyway?

solemn rivet
#

not much

flat forum
#

hmmmm

solemn rivet
#

it's all fsm

floral furnace
#

thought so

flat forum
#

not much probably

solemn rivet
#

not until those are ported into code, that is

#

you still won't be able to change the animations tho

#

got it

#

hegemol is herrah

flat forum
#

there's "Xun" in the code a few times

solemn rivet
#
            if (pd.lurienDefeated)
            {
                Dreamers++;
            }
            if (pd.hegemolDefeated)
            {
                Dreamers++;
            }
            if (pd.monomonDefeated)
            {
                Dreamers++;
            }```
young walrus
#

Lol

flat forum
#

Oh

young walrus
#

Makes sense. Kek

solemn rivet
#

I thought I recognized the name

flat forum
#

"lurienDefeated": true <- this is in the save file

#

a bit further down

solemn rivet
#

yup

#

another dreamer

#

like I said, it's all in code

#

everything you're reading are actual PlayerData variables

#

so you could just read them using dnspy

flat forum
#

I'm looking for the only important thing - a way to save Myla

solemn rivet
#

search for miner

young walrus
#

Don't get Crystal heart

#

Ez

floral furnace
#

oh wow didnt know CH was her trigger for being hostile

flat forum
#

@young walrus in previous versions it was possible to Nail pogo to Brokwen vessel

young walrus
#

It still is

#

Shade skip yo

solemn rivet
#

just don't ever go to Crystal Peaks imo

floral furnace
#

What triggers her "slowly getting infected" phases tho

young walrus
#

Lookit this guy, telling me what's possible for skips. Lul

flat forum
#

I'm relatively new and most things are interesting for me tho

#

I'm probably just annoying for you

young walrus
#

I've been here forever, so telling me something was possible before is kinda funny. Like recounting history to someone who was there

solemn rivet
#

this is in setupnewplayerdata: csharp this.lurienDefeated = false; this.hegemolDefeated = false; this.monomonDefeated = false; this.maskBrokenLurien = false; this.maskBrokenHegemol = false; this.maskBrokenMonomon = false;

flat forum
#

but by before I meant that I haven't been able to redo it again on later versions

solemn rivet
#

so, yeah, hegemol is Herrah

flat forum
#

@solemn rivet Cool

floral furnace
#

this isnt a oversight, this is lore it in its purest form /s

flat forum
#

Kingdom's pass is, and I just now notice, how many lines of code down, called Tutorial...

#

I just noticed at the Grubs Saved thing

#

there's also Flames collected

solemn rivet
#

and this is all I could find on Myla: csharp this.metMiner = false; this.miner = 0; this.minerEarly = 0;

flat forum
#

what happens if you change those? can you make her OK again?

solemn rivet
#

maybe, idk