#archived-modding-development

1 messages · Page 91 of 1

copper nacelle
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¯_(ツ)_/¯

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noclipped through

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probably my qol testing thing

rain cedar
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I found a bug but it's probably just in the game, not the mod

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Staggered grimm right as he disappeared from the uppercut and there were no bats

copper nacelle
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uhh

compact sedge
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no that's probably my mod

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for both of those

copper nacelle
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yeah it is

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i got rid of qol

compact sedge
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uh wait what did you do 56

copper nacelle
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and everything else

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loaded into a game

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quit out

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lemme see if it's just that one save

rain cedar
copper nacelle
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lmao

compact sedge
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lol

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btw the hitbox is still in the center

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so if you jump in the center you will take damage

copper nacelle
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yeah it's literally just loading into a game and quitting out

compact sedge
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ok thanks this is all very helpful I think I know what's causing 3/4s of those bugs

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I'ma write them down and fix them real quick (and by real quick I mean not quick at all)

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Quick question because this will greatly affect how quickly stuff gets fixed

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Is there a way to get the current state of an FSM?

rain cedar
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Something like ActiveStateName

compact sedge
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thanks

copper nacelle
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i think modcommon has a dump scene thing that includes active state

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also Being able to fight without grimmchild equipped

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uhh

compact sedge
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That lets me fix both the stagger invis bats and the balloon one

copper nacelle
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still needs grimmchild for me

rain cedar
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I can do it without

compact sedge
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so that's 4 bugs I'm aware of one of which causes 2 probs for 56 thanks I think that's most of them if you wanna stop testing

copper nacelle
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imo still need to actually fight grimm

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do you fill soul when you start the fight

rain cedar
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It doesn't for me

copper nacelle
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yeah i think i just had full soul

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whoops

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oh yeah salubra exists

rain cedar
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What I'm learning from this is my response to the uppercut stops working at high speeds

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I pogo parry him then hit him again from the side when he goes up

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But I'm just getting uppercut before I can pass over him after a while

copper nacelle
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wtf

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on my version i just killed grimm

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invisible tent still exists tho

rain cedar
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Nice

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Idk why yours is working so much more poorly

copper nacelle
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i'm gonna redownload the api

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just in case

floral furnace
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the charm numbering like _17 on equippedCharm is numbered by the order its displayed on the charm inventory menu?

rain cedar
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No, it's completely arbitrary

floral furnace
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wait so its random?

rain cedar
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Not random

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Arbitrary

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There's a difference

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The numbers are always the same, their ordering just doesn't make sense

floral furnace
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Ahh i see, sorry poor english comprehension here

rain cedar
floral furnace
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Ahh i see now, ty ty

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well trying to set charmNotchCost_15 very early on to what i thought was Quick Slash before is apparently Heavy Blow, now its sitting on 5 notches ~~Not that anyone would use it at 1 notch hollowface ~~

copper nacelle
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oh i figured out why the mod wasn't working

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it's cause i'm dumb

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just checked output log and saw that i was blind

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and forgot modcommon

rain cedar
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That'll do it

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Surprised the mod would even load at all

copper nacelle
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the output log grew to 105 mb

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with modcommon missing error messages

rain cedar
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Impressive

copper nacelle
rain cedar
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No it's not

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It's just annoying

floral furnace
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You can edit convo text?

rain cedar
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Yes, but is that even from the mod? I just assumed that was new in lifeblood

copper nacelle
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it's from the mod

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i thought it was lifeblood too

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then i codesearched mod and it was added

floral furnace
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Wait is it me or did the after battle convo changed, after lifeblood?

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Cause wiki shows that he now says "Leave us to our final act" instead of "Go out there and keep looking for the flames"

copper nacelle
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wtf

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he did his down to side attack into the wall

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and then did pufferfish

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like what happened to sean

rain cedar
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Yeah, the mod just forces pufferfish when you hit the hp thresholds

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It needs to wait for him to idle

copper nacelle
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o

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also i think he keeps his speed buff

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cause he's fast af and I haven't even hit him

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does fluke stagger now?

rain cedar
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Idk but that would be stupid

copper nacelle
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it was staggering him for me

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i had just spammed it on the floor

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and he ran into it

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insta stagger

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yeah he's getting staggered by fluke

rain cedar
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Oh I see

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The mod is manually controlling stagger

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So any damage counts towards it

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That makes fluke OP as shit

copper nacelle
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lmao

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nice

rain cedar
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The weird thing is how you even found that

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Using fluke on lifeblood LUL

copper nacelle
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i had either fluke or soul catcher

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and i'm too used to using fluke

rain cedar
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Grubsong steady body for your last notches

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Easy

copper nacelle
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lmao

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i did 1599 damage before i died

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and i thought the boss had 1600 for a sec

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mod's fun

rain cedar
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Ok I need to do something about shops in the new randomizer

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This is stupid

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I just had claw, ddark, dash, and wings from the 3 crossroads shops

copper nacelle
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wow

rain cedar
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I'm already setting it so there's 1 "progression" item per shop

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The problem is after all locations are available remaining items are assumed not progression

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Which is pretty often not the case

copper nacelle
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1 max per shop?

rain cedar
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Yeah, that's what I meant

copper nacelle
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ok good

rain cedar
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The shops are all treated as individual locations

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Then after all locations are filled the remaining items are placed randomly between the shops

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Basically the current algorithm is:

while some locations not reachable
     find all items that make more places reachable
     select one randomly and place it somewhere reachable

while some locations not filled
     select item randomly, place in random location

while some items not placed
     place random item into random shop
copper nacelle
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maybe force the max for shops and reshuffle some charms if you get to some items not placed and those items include progression items?

solid wagon
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i lucked out with my seed and didn't get stacked shops

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i got crystal heart from iselda and dream nail from salubra and then had to figure out how to get everywhere with crystal heart lmao

rain cedar
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I'm planning to flag items that are potentially progression items and place them after the first loop if they're not placed already

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With some weight towards later locations

copper nacelle
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that seems nice

rain cedar
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It will also make the first loop faster since I can check only the potential progression items

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Instead of all of them

solid wagon
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i like how grubberfly's elegy is a progression item in randomizer

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that was a fun discovery

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i was stuck for a while and then realized

rain cedar
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Anything that can kill baldurs is

solid wagon
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"oh. i can kill the baldur and get into greenpath"

rain cedar
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That means a lot of unintuitive charms

copper nacelle
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weaversong

rain cedar
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Spore shroom and weaversong, too

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Mark of pride

solid wagon
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wow mark of pride really?

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the long nail is enough to hit it

rain cedar
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Yeah

copper nacelle
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longnail too, right?

solid wagon
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that's cool

copper nacelle
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but longnail is like

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actual pain

rain cedar
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Longnail is counted as a progression item if you turn on mag skips

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Otherwise nah

solid wagon
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longnail + steady body thinkgrub

rain cedar
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How does steady body help?

solid wagon
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i figured the trouble with using longnail is that the knockback would make getting exactly the right spot hard? idk. im just making guesses ive never seen longnailed used to kill baldur

leaden hedge
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there isnt a right spot

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you have to be in closing range

rain cedar
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The baldur only closes from idle or after a spit

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So you want to walk away to open it then walk back and hit it

solid wagon
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oh i see

rain cedar
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Because it won't reclose immediately

leaden hedge
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i don't think mop + ln can hit him outside his closing range

rain cedar
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Yeah, it can't

copper nacelle
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does mag skips have that fireball + dash and cdash and stuff to isma's grove thing

leaden hedge
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does it have itemless thorns

rain cedar
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VS thorns yes

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The other one no because it's not really possible to require

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If you're able to do that skip you're able to kill dung

copper nacelle
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o

solid wagon
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man i thought i was being so clever when i did the cancel crystal heart to isma's halfway to get to ancient basin thing, but because i didn't have mantis claw i wasn't able to get anything out of it anyways. you can get allllllllllllmost to Broken Vessel without it but there's one wall you have to climb

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i was sad

copper nacelle
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i did that on my first playthrough by accident

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isn't that how you're supposed to get there?

rain cedar
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I definitely got to city right side before crystal heart

solid wagon
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no lmao you're supposed to go through dung defender

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"supposed"

copper nacelle
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o

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i thought i was gonna hit the spikes

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so i spammed jump

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and happened to land between them

solid wagon
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i totally missed soul sanctum for a long time on my first playthrough

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and couldn't afford lantern so i didn't get to crystal peak for a long time

copper nacelle
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oof

solid wagon
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man that first playthrough was something special

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100% in 33 hours totally blind

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lmao

pearl sentinel
compact sedge
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ok so I've read through every message sent since I left and I'm gonna get around to fixing stuff, including figuring out a better way to do stuns (I still wanna do them manually). But also tracking grimms current state before applying state changes. Also figure out other stuff too. But I'm not gonna be able to fix much until Thursday evening because I have quite a bit of homework to do first. Thank you so much for the help I'm kinda bad at the grimm fight so I think that contributed to me missing quite a few of the issues.

rain cedar
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Look into the AttackTypes enum

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Use that to not count fluke stagger

pearl sentinel
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Just mod infinite hp to test grimm

compact sedge
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yeah that might be good the real problem is y'all can get hits in during animations that I can't because I'm not very good

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but yeah will do thanks for the advice

pearl sentinel
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When I'm testing hornet for my hornet hard mode rewrite I just set my hp to max when it drops below like 4. It's like 2 lines of code

compact sedge
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Yes but I want to die as well so I'm gonna make it so it just gives me like 40 health

pearl sentinel
compact sedge
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so just nail hits and spells trigger stagger right?

rain cedar
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Yeah

compact sedge
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Do multipart spells add multiple to the combo like the scream ability and downward dash?

rain cedar
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They do, yeah

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Which is OP but eh

compact sedge
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ok thanks that's helpful

rain cedar
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I broke something

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The new algorithm thinks dash and double jump is enough to get everything

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Oops

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Oh I know exactly what I broke

pearl sentinel
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Imo set items into tiers, like 1 is required progression, 2 is really good but not required, etc. Then scatter items based on that. Like hard locations get tier 1, shops get 0-1 tier 1, 0-1 tier 2, and 0-X tier 3, etc

rain cedar
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More tiers is probably good yeah

pearl sentinel
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Then people could plan like "it's worth checking X bc it drops a tier 1 always"

rain cedar
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Right now it's just progression/everything else

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How I changed it now is I assigned all locations a depth based on how many progression items were placed before finding them

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Then for the list I choose locations for progression items from I put every location in however many times their depth is

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Then after everything is reachable, I do depth^2 instead for the remaining progression items

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There's no way any of that runs well, but it uses more loops so I was able to spam more yield returns in

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Which means it appears to run better, so that's good

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But yeah I like that idea, I think I'll mark certain locations/items as more valuable

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And if there's no progression items in any of those spots, try to put a valuable item there

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So shops/bosses always have something worth having, even if it's not god tier

pearl sentinel
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Nice. That sounds great. It's also so unlikely that anyone running randomizer would go 100%, so having stuff like wayward compass end up as reward for all grubs (this should be a constant imo) would make the available item pool more interesting

rain cedar
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Yeah, I think right now it's actually possible for dream nail to be at elegy

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I guess I should mark it as a progression item, even though it isn't really one

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It kinda is

pearl sentinel
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Maybe dream nail is the only tier 2 progression item and woke dream nail is the only tier 3

rain cedar
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I haven't actually gotten around to randomizing the seer rewards

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But they kinda have to be the same tier

flat forum
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Wait

rain cedar
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Since it makes no sense to get awoken dream nail first

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So it would be additive

flat forum
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Randomizer mixes items based on tiers?

rain cedar
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No, but we're talking about implementing that

flat forum
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sounds cool

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but will it be an option?

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or just the usual way

rain cedar
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Guess it can't hurt to put an option for it

flat forum
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and, because I haven't tried running it (game would have crashed), what's the difference between Easy and Hard?

rain cedar
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It's pretty obvious what the difference is in the new version

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They're just settings presets now

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With item tiers I can also set more sensible costs

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Right now every shop item is just random between 100-500, rounded to the nearest 10

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I'm liking the nerfed progression item placement a lot more than before

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Cleared crossroads/greenpath and my options are either dream nail via dark room or queen's station fireball skip

pearl sentinel
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Will make for much more interesting games

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What do you think of an option to add a couple platforms here and there to make connections and new-not-normally-possible routes/configurations?

rain cedar
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What did you have in mind?

pearl sentinel
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Well like, getting to fallen kin without crystal dash if there was a platform at the end of the spike path

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Or opening up the door to waterways from CoT (bug lady's door)

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Just a few small thinga

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Things*

rain cedar
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Yeah, could be fun to have a chance for those

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Complicates the logic a bit but that's no big deal

pearl sentinel
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Or a way to open stagnest early

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And change up the routing

rain cedar
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I think I will focus on getting more things randomized before that, but it's not a bad idea

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Do switches run better, worse, or the same as large if/elseif blocks?

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I'm getting noticeable lag when opening my inventory and no doubt that's because of my bool get override

leaden hedge
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they get auto compiled to the best case

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or should

rain cedar
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Actually nah there's no way this is causing lag

private bool BoolGetOverride(string boolName)
{
    //Fake spell bools
    if (boolName == "hasVengefulSpirit") return PlayerData.instance.fireballLevel > 0;
    if (boolName == "hasShadeSoul") return PlayerData.instance.fireballLevel > 1;
    if (boolName == "hasDesolateDive") return PlayerData.instance.quakeLevel > 0;
    if (boolName == "hasDescendingDark") return PlayerData.instance.quakeLevel > 1;
    if (boolName == "hasHowlingWraiths") return PlayerData.instance.screamLevel > 0;
    if (boolName == "hasAbyssShriek") return PlayerData.instance.screamLevel > 1;

    if (boolName.StartsWith("RandomizerMod.")) return Settings.GetBool(false, boolName.Substring(14));

    return PlayerData.instance.GetBoolInternal(boolName);
}```
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That's like nothing

leaden hedge
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oh wait, switch gets auto compiled to ifs if ifs are faster

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ifs don't get auto compiled to switches

rain cedar
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I see

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So in theory switches are always faster or the same

leaden hedge
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yeah if its a few items it'll just do if else, otherwise it should do a hashtable lookup

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really shouldn't matter for 8 items though

rain cedar
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Yeah, not sure what the lag is from

sterile valley
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How do I fight nightmare god grimm?
I installed the NGG mod but it's just normal nkg when I enter the fight.

leaden hedge
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are you on current patch

compact sedge
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you need to be on 1.2

rain cedar
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Tfw KDT doesn't update mods

leaden hedge
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not my problem

rain cedar
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I feel ya

leaden hedge
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tbh no one is legit going to try ngg on current patch

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fluke is heavily nerfed

rain cedar
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  • grimmchild
sterile valley
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I'm on the current patch yes

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@leaden hedge I was going to attempt it.

leaden hedge
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its impossible on old patch

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it'd be noticeably harder on current patch

sterile valley
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Someone did it

leaden hedge
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no

sterile valley
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I can do it too

leaden hedge
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trinomi cheated

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and trinomi is a very good player

sterile valley
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He what

leaden hedge
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it was a segmented run

compact sedge
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that's not cheating

leaden hedge
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did you not notice the obvious splices

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and the SEGMENTED run in the title

compact sedge
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there was one splice right at the end when 2 spawn

sterile valley
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But that means it's possible.

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It's not impossible.

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It's just fucking hard, but it's possible

compact sedge
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sure but segmentation makes something much easier

sterile valley
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Mantis gods whooping my ass rn

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I'm sorry are the mantis gods invincible or something?

compact sedge
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no that's my second mod.

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infinitemantislords

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jk but they do have a lot of health

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if (lordHealth != null)
            {
                lordHealth.FsmVariables.GetFsmInt("HP").Value *= 3;
            } else {
                var lordHM = lord.GetComponent("HealthManager");
                FieldInfo fi = lordHM.GetType().GetField("hp");
                var temp = (int)fi.GetValue(lordHM);
                Log(temp.ToString());
                fi.SetValue(lordHM, temp * 3);
                Log(fi.GetValue(lordHM).ToString());
            }

3 times as much to be specific

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Their normal healths are 210 and 160

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So I guess they have 480 health each

rain cedar
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That's not bad at all

sterile valley
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It's bad for early game.

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I'm going to need to mod my save.

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So I can get the charms and at least coiled nail.

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Here we go.

floral furnace
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Do i need to put the files inside a ZIP file?

compact sedge
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normal mantis lords are hard with level 0 nail and not being good at using spells

sterile valley
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I'm gonna give myself coiled nail and all charms.

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Also possibly all movement abilities too.

compact sedge
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maybe I should try mantis gods with pure nail and fully built character and see if they're easier or harder than the normal lords with 0 nail

rain cedar
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TTaco what is that question even referring to?

floral furnace
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I mean the mod thing i made

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the Class, Readme and the DLL itself?

rain cedar
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Yeah, it's best if you put the mod in a zip

compact sedge
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why does the class go in the zip?

rain cedar
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For distribution

floral furnace
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Dunno, open source thingy

compact sedge
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well if you want the source to be open put it on something like github

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The only time I see source code shipped with binaries and nowhere else is when companies are forced to comply with gpl but absolutely don't want to so they do it that way so nobody pesters them by reporting bugs/ sending pull requests

floral furnace
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honestly tho not like someones gonna want to read my code, its all spaghetti, but hey might as well just show the source too eh

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Tho i should do that too i guess

rain cedar
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Github isn't just useful for other people

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Having version control can be pretty amazing

compact sedge
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version control is a godsend and git is far and away the best type that exists

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plus github has extra features on top of git like issue tracking (for reporting bugs in an easy place)

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and releases

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which is another place to put your dlls

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where they are easy to find

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for example you might change a bunch of code and find it breaks some stuff and want to revert some but not all of those changes

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without version control you'll have to remember everything you changed

rain cedar
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git reset --hard

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Best command tbh

compact sedge
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you can also do rebase -i to go back more than 1 commit

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if you do that and choose to edit one of your older commits it will stop right there and allow you to edit any changes you made in the past

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there's also a git command that you can use to figure out which commit broke something if you're not sure

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basically you pick the last commit you knew it worked at, and it picks commits in the middle (between then and now) so you can test them to see if that something is broken

floral furnace
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Well might as well start learning how to use it i guess

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okay im sold on branches already

compact sedge
rain cedar
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Think that's good

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I think this was just open for the entire fight

compact sedge
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lol

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bye

rain cedar
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It's probably because I already had dive

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I will have to remove whatever is checking against that and opening the gate

pearl sentinel
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Lol

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Gonna put pale ores into the rando rotation?

rain cedar
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I plan to at some point, yeah

pearl sentinel
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Neat. Masks is meh, but the ores are few and huge upgrades

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Could even do something like randomize the amount of ores and add/remove some

compact sedge
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randomize the amount of ore? You monster

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Oh there's only 5 ores so no pure nail for you this run

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better luck next time

rain cedar
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But 5 ores is the normal amount

compact sedge
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(isn't it 6)

pearl sentinel
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Like 3 some runs and 8 some runs

rain cedar
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Oh

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I did 1+2+3 in my head and got 5

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I don't know how that happened

compact sedge
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What's worse? Not getting enough ore for a max nail or getting way too much ore meaning that you've missed out on other collectables

pearl sentinel
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Well, very few running randomizer do 100%

rain cedar
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Just having dead ore is dumb, I would have to change the amount required for upgrades too

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Or make them be geo if you get extra

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Something like that

compact sedge
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what if you get 10 ore and get the ultimate nail

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the nail that one shots everything and pogos you 100 meters in the air

pearl sentinel
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I was thinking extra to increase the probably of nail upgrades sooner

compact sedge
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I'm gonna make a mod where you give up on knighting and go mining with myla

pearl sentinel
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Maybe you could make a dynamic spawn item type, that changes what it is based on what the player has

compact sedge
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it will be called mining with myla

rain cedar
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I already somewhat have that implemented

compact sedge
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every 30 mintues you spend mining you get 1 pale ore

rain cedar
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The problem is shops are still somewhat out of my control

pearl sentinel
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Like a priority queue/item thinf

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Thing

floral furnace
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Make a lootbox mod instead, spend geo and get a random item

rain cedar
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I need to make a shop component to replace the fsm

compact sedge
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so it's like an idle game where you just have to leave the game running over night

pearl sentinel
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Ah

compact sedge
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Ok you're the real monster tacco

floral furnace
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dude, its an innovative™ idea

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you could probably throw some "get extra geo, get +2 damage etc etc" upgrades to the lootbox

pearl sentinel
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Nah, real monster is to make all items old mmo style

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1% drop rates from random mobs

compact sedge
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and every hit deals damage based on your level and the enemies level

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and has a chance to miss

floral furnace
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make Dash into a 1% drop item

pearl sentinel
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Want double jump? Grind primal aspids for 3 hours gl hf

compact sedge
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hollow knight but every time you touch an enemy it uses System.Process or whatever to launch an RPGmaker battle

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that's turn based

leaden hedge
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make it so you have to grind to get single jump

floral furnace
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i would actually be ok with that

pearl sentinel
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Like super mario rpg, but hollow knight

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I'd buy that

compact sedge
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so a completely different game

floral furnace
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Darkest Dungeon but its with HK graphics and stuff instead

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would be ok if TC's next game was like that tbh

compact sedge
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DId TC say they weren't doing a sequal to HK

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I bet they also said they weren't doing a sequal to hungry knight but here we are.

copper nacelle
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they said they didn't want to work on HK for a while iirc

floral furnace
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I mean they didnt, but again if Aris still gonna be the artist then the HK aesthetic will still transfer i guess

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the art style i mean

compact sedge
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I want every game to look like Hollow Knight

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that'd be cool

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Well not every game but I love the art style

rain cedar
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I've got a really strange problem

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If you get dream nail from somewhere before getting whatever is in the dream nail spot the dreamer thing doesn't work if you enter from the left

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It's fine if you enter from the right

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You can even enter from the right, leave on the left, then re-enter and it will not work

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So it's not just some flag getting set when you enter the main resting grounds area

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It might be something to do with the left side having a _boss scene for xero

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That's all I can think of

compact sedge
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interesting

rain cedar
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I think activeSceneChanged is getting called after the FSMs have already begun working

solid wagon
#

hey that's my bug. so it's literally just the entry door eh

#

weird

#

I finished my run and didn't find anything else to report besides what I've already found

rain cedar
#

Alright

#

Well I removed lemm items for now

#

Just have to work out how to fix this

#

This is a pretty big problem

#

It means any room adjacent to a boss scene will potentially break

#

Hm, I'm gonna try hooking SceneLoad.FetchComplete instead

#

Oh it's not static

#

Of course it's not

solid wagon
compact sedge
#

I think activeSceneChanged is getting called after the FSMs have already begun working oh god that explains the hacky stuff I had to do to get my mod working

#

my awful "solution" was to reload the scene after setting everything I needed

rain cedar
#

Oh that's terrible

solid wagon
#

ok i give, what does fsm stand for

compact sedge
#

But it works

#

Finite state machine

rain cedar
#

Funky space mouse

solid wagon
#

Flying spaghetti monster

rain cedar
#

But yeah, sceneLoaded is too early and activeSceneChanged is too late

#

I have no idea what to do

compact sedge
#

flying spaghetticode monstrosity

#

well don't do what I did

#

or do it doesn't really matter

#

loading is fast enough anyway and most of the loading time is spent reading from disk.

rain cedar
#

There's already one situation where I load 3 scenes in one load

#

I don't want to make every situation be 2+ loads

compact sedge
#

whatever solution you come up with will be less hacky than how I got grimmchild into the grimm fight.

rain cedar
#

I think I will try calling Reset on every active fsm after my changes

compact sedge
#

doesn't that take just as long as reloading the scene?

rain cedar
#

No idea

#

I can do it in one line of code, that has to mean it's not that bad

#

Right?

compact sedge
#

if ur programming in python you can solve a giant linear algebra problem in a single line of code

#

and it can take hours to run just that one line

rain cedar
#

You can make some pretty huge monstrosities in one line with linq as well

compact sedge
#

while (true) { }

rain cedar
#

Well, it broke every fsm

#

That was not the intended effect

compact sedge
#

if something doesn't work it could be because the fsm is getting set inactive

rain cedar
#

I think I just need to find a way to change before they activate

#

Instead of progressing with this hack

compact sedge
#

...You're a better coder than I am

rain cedar
#

Kerr mentioned earlier needing to wait a frame after scene.isLoaded became true

#

Ok now I've got this awful looking bit of code

UnityEngine.SceneManagement.SceneManager.sceneLoaded += (scene, mode) => Components.FrameWaiter.Wait(1, () => HandleSceneChanges(scene, mode));```
#

Delegate in a delegate

#

Let's see if it even works

#

So it's a start

#

Shit's broke, though

rain cedar
#

It actually seems like only shops are broken for some reason

leaden hedge
#
public override void OnStay (Fennel_AI ai)
        {
            base.OnStay (ai);

            if (Time.time - ai.lastStateChange > ai.onChangeRandomNumber * 0.15f)
            {
                if (ai.hp < (ai.maxHp / 2) && !ai.buffed) {
                    ai.ChangeState (BuffState.Instance);
                    return;
                }
                if (Mathf.Abs (ai.target.transform.position.x - ai.transform.position.x) > 3) {
                    ai.ChangeState (DashState.Instance);
                    return;
                }
                ai.ChangeState (BackdashState.Instance);
            }

        }

for somereason this changes state to BuffState runs it for a frame and then cancels it by changing to BackdashState 🤔

rain cedar
#

You sure lastStateChange and onChangeRandomNumber are being set properly?

leaden hedge
#

lastStateChange works fine, onChangeRandomNumber is always 0 for now

rain cedar
#

If you say so

#

From this block that looks like the only thing that could be wrong

leaden hedge
#

apparently having it be able to state change on frame 0 breaks it just for this one instance

#

dashing and attacking work without being overwritten

leaden hedge
#

oh unities QUALITY animation system doesn't save

#

unless you actually save the entire project

pearl sentinel
#

I think the only real way to change an fsm/game object in a scene "before" it loads is to get reference to it, set that reference inactive, treat it like a prefab to call instantiate with, and change the new copy before it's activated

#

For many objects you can do a resources.load to skip the first steps

#

After loading a scene check resources.find of type to see if what you want exists

#

Then instantiate from that

rain cedar
#

It works well enough to just set them back to their initial state after the changes

#

PlayMakerFSM.Fsm has a string for it

#

The only problem with that is objects that destroy themselves before activeSceneChanged gets called

#

Which your way wouldn't fix either

pearl sentinel
#

They'd exist in resources tho

#

An object in resources is a prefab not loaded into the scene, so it's only removed if UnloadUnusedAssets is called

rain cedar
#

Sounds like a pain in the ass

pearl sentinel
#

Yeh

rain cedar
#

So would I just call Resources.FindObjectsOfTypeAll and check name/fsmname?

#

There's bound to be a better way

#

I would hope so, at least

pearl sentinel
#

Well, resources.load is the better way, but you need the string name

rain cedar
#

Is there a way to get the path/name programatically?

#

Actually even if there is I can't check because the object is gone already

pearl sentinel
#

No, I wish. It would save so much headache

rain cedar
#

Well there's no way I'm gonna bother with that then

pearl sentinel
#

Basically unless a dev creates a manifest file manually, there's no way to get resource paths at runtime

rain cedar
#

Figures

#

There's no motivation for unity to have good support at runtime

#

Nobody wants it

pearl sentinel
#

There's probably a way to unpack asset bundles like the asset/scene viewers do, but I haven't looked into it

rain cedar
#

Eh

#

As far as I'm aware the only negative impact of not getting changes in instantly is that you have to enter from the right side to get dream nail

#

If it's just that I can't be bothered doing a lot of work to fix it

pearl sentinel
#

Could always runtime hook the player data bool actions and override the checks

rain cedar
#

Yeah that's what the old randomizer does

#

It makes it so you can't use dream nail in that room

#

But that's no big deal

leaden hedge
#

is there an easy way to run a coroutine without having to make MonoBehaviour and stick it on something

rain cedar
#

Not exactly what you asked but it's close-ish

leaden hedge
#

its kinda close but not exactly what I need, trying to fix that dumb sceneLoaded, but its not actually loaded yet and anything you make will be destroyed next frame "quirk"

rain cedar
#

You would hook like this instead with that

UnityEngine.SceneManagement.SceneManager.sceneLoaded += (scene, mode) => Components.FrameWaiter.Wait(1, () => ActualMethod(scene, mode));```
#

Also call Destroy(gameObject) at the end of the coroutine if you use that

#

I just noticed I don't have that

leaden hedge
#

yeah i just saw that this leaks

#

although a few gameobjects here and there isn't too bad

#

its nice not having 6 of them at once

rain cedar
#

Add all the OP spells from no hitting bosses too tbh

#

I don't actually know what fennel does because the speedrun strat is 100% consistent

#

But I'll assume that what she's doing in the gif is accurate

#

So good job

leaden hedge
#

pretty accurate just slight faster

#

but hk is more mobile than kaho so it'd probably be pretty easy otherwise

rain cedar
#

It depends on what gear you expect people to do the fight with

flat forum
#

@leaden hedge this looks amazing

compact sedge
#

Oh man I'm gonna die so much to that one attack where she jumps exactly 1 dash past you.

#

It's a pretty cool enemy though

#

Did you build your own fsm for this or did you program her in c#?

flat forum
#

will you release it for us all when it's done?

stray dagger
#

hey is the boss rush mod ment to spawn you in the floor?

young walrus
#

no. it's not updated for lifeblood

stray dagger
#

ahh k thanks

#

wheres the older versions of the modding api? sorry im not good at this :/

young walrus
#

same place as the one you got

#

google drive

#

so many options

stray dagger
#

oh k thanks

fair rampart
#

Is there a way to create a custom NPC and place them just for one single dialogue box?

stray dagger
#

ok i broke it even more now its just a black screen with the pointer

#

so can some one help with this i is not good -_-

copper nacelle
#

downpatch

scenic slate
#

I really wish trial of the fools functioned well in enemey randomizer, its a really cool and fun idea

stray dagger
#

hey another question this time about the debug mode

#

how do you unhide the menu? XD

void tree
#

f1

stray dagger
#

thx

solemn rivet
#

Yay I passed my exam

flat forum
#

YAY

#

Great Job

#

now, only thing remaining is the Friday meeting thing, right?

solemn rivet
#

Yup!

flat forum
#

Well, I hope this one goes well too

copper nacelle
#

N I C E

wraith ether
#

why isnt the bonfire mod working

copper nacelle
#

did you install the api

#

did you use an installer

#

did you install the one that has [API]

wraith ether
#

yeee

#

i got it to work

#

for a while then it just stopped today

copper nacelle
#

🤔

wraith ether
#

i launched the game and i couldnt do anything and the stuff in the top left was gone

copper nacelle
#

reinstall api

wraith ether
#

ok

#

one sex

wraith ether
#

when i reinstalled the api interact with the main menu

copper nacelle
#

what

rain cedar
#

When he reinstalled the api interact with the main menu

wraith ether
#

i cant

#

i forgot to type that

rain cedar
#

Modlog tbh

wraith ether
#

what is that

rain cedar
#

It's a log file in your save folder

wraith ether
#

where do i find that

copper nacelle
#

📌

#

p l e a s e

wraith ether
#

?

copper nacelle
wraith ether
#

k

compact sedge
#

~/.config/Unity3d/Team Cherry/Hollow Knight

solemn rivet
#

so are you on beta?

wraith ether
#

yes

solemn rivet
#

maybe that's why

#

56 did you upload the beta api?

compact sedge
#

I'm on the git version of the mod api and it works with the beta as of yesterday

copper nacelle
#

had an old beta api

#

idk if it's still up to date

solemn rivet
#

so, BDM, modlog

compact sedge
#

1.3.2.8 works with modapi

wraith ether
#

ok

#

i found the modlog what do i need to do with it

rain cedar
#

Post it

wraith ether
#

it wont let me

copper nacelle
#

compress it

#

then send it

wraith ether
#

its empty

copper nacelle
#

that's empty

#

wtf

wraith ether
#

i know and i dont know why

copper nacelle
#

send output log when

wraith ether
#

how do i find that

copper nacelle
#

in hollow_knight_data

wraith ether
#

ok

#

it wont let me

copper nacelle
#

ffs

wraith ether
#

i cant compress it cuz it says i dont have permission

#

fuck me

copper nacelle
#

did you try

#

actually closing hk

#

finna woke

hollow pier
#

who does that anymore

wraith ether
#

yes

solemn rivet
#

wut

#

try opening outputlog then

#

is it also blank?

compact sedge
#

pfft you have to close games to compress their log files?

wraith ether
#

nope says i dont have permission to open the file

solemn rivet
#

wtf

#

can you delete it?

#

are you sure the game is closed?

copper nacelle
#

^

#

also you could try opening notepad as admin but that sounds dumb

wraith ether
#

yes its closed i checked the task manager to make sure

#

i cant even delete it

compact sedge
#

justwindowsthings

solemn rivet
#

wtf

#

those files shouldn't even be protecc tho

compact sedge
#

anyway this is gonna sound stupid

#

but copy it to a new file?

#

and then compress that?

wraith ether
#

omfg i cant even copy and paste

#

pls kill me

copper nacelle
#

use a file unlocker

solemn rivet
#

shift+right click open cmd/shell screen here

#

then

#

del /f file

copper nacelle
#

file unlocker imo

solemn rivet
#

or that

wraith ether
rain cedar
#

It's been an hour

wraith ether
#

i had to do alot just to do that

solemn rivet
#

modlog too

rain cedar
#

He already sent it

#

It's empty

solemn rivet
#

oh

rain cedar
#

But this output_log has the modlog stuff in it

#

For some reason

solemn rivet
#

maybe it's empty because the game couldn't access it (since it was protecc)

wraith ether
#

and the modlog is empty for some reason

rain cedar
#

There's an NRE for UIManager.instance from the ModVersionDraw object in here

#

Pretty odd

wraith ether
#

i have no idea what that is

solemn rivet
#

yeah, just saw that

#

========== OUTPUTING STACK TRACE ==================

ERROR: SymGetSymFromAddr64, GetLastError: 'The specified module could not be found.' (Address: 72701DD5)
ERROR: SymGetModuleInfo64, GetLastError: 'A dynamic link library (DLL) initialization routine failed.' (Address: 72701DD5)
0x72701DD5 ((<unknown>))

#

huh

#

also, there's this at the start

#
System.InvalidOperationException: Operation is not valid due to the current state of the object```
#

which is weird

rain cedar
#

FSMs breaking is nothing new

#

My bet is the missing module is modcommon

solemn rivet
#

hmm could be

#

which mods are you using again BDM?

wraith ether
#

bonfire thats it

solemn rivet
#

I don't think I use modcommon in bonfire

#

lemme double check

#

yeah, I don't

#

does the game run fine without bonfire?

wraith ether
#

yee

solemn rivet
#

where is the bonfire.dll located?

rain cedar
#

Now the real question is if I even want to fix that

wraith ether
#

hollow_knight_Data

solemn rivet
#

oh

#

put bonfire.dll in a folder named Mods inside Managed

#

also, inb4 PU in hollow knight

rain cedar
#

Those letters mean nothing to me

solemn rivet
#

parallel universes

rain cedar
#

Oh the mario thing

solemn rivet
#

ye

wraith ether
#

i put it in the mods folder

solemn rivet
#

is the Mods folder inside hollow_knight_data/Managed ?

wraith ether
#

yee

solemn rivet
#

ok

#

does it work now?

wraith ether
#

lemme check

#

yeee

#

it works

solemn rivet
#

weird

#

TIL if you put mods into hollow_knight_data, modlog and output_log die

wraith ether
#

i had to do some weird shit with the cmd and restart the computer to be able to do anything with the output_log.

#

kept saying i didnt have permission but thank you @solemn rivet @rain cedar @copper nacelle

#

sorry that took so long

rain cedar
#

I figured out why the recoil gives you such stupid speed

#

It's the same reason superslides work

#
if (this.cState.recoilingLeft)
{
    float num;
    if (this.recoilLarge)
    {
        num = this.RECOIL_HOR_VELOCITY_LONG;
    }
    else
    {
        num = this.RECOIL_HOR_VELOCITY;
    }
    if (this.rb2d.velocity.x > -num)
    {
        this.rb2d.velocity = new Vector2(-num, this.rb2d.velocity.y);
    }
    else
    {
        this.rb2d.velocity = new Vector2(this.rb2d.velocity.x - num, this.rb2d.velocity.y);
    }
}```
#

Additive speed in 2018 LUL

solemn rivet
#

oh

rain cedar
#

Like wtf they just add the recoil speed on every fixed update

#

So if anything stops the game from forcing you back to walk speed everything just breaks

flat forum
#

I want a mod that keeps all the bugs that make you stupidly OP

#

Just

#

Keep them in

#

Super bouncing

#

Mega Nail (from a mod that had to bufg Heavy Blow)

#

Whatever super sliding is?

rain cedar
#

It's a glitch used in speedruns that abuses two quirks of the game

#

1: That additive speed thing
2: You can pause but keep the game running

#

The second one stops the game from fixing your speed because it's meant to be paused

flat forum
#

Oh, by the way, what causes floating?

#

From the speedrunning channel I foubd out it's animation storage

rain cedar
#

You have different physics during the fireball animation

flat forum
#

But why does it cause such a thing?

rain cedar
#

You're just storing those physics properties

flat forum
#

Mhm

#

Oh, and another glitch I've had but fon't know how to replicate - when I leave a room, but somehow I end up swimming when I enter the other

#

Seems to require water in the room I exit from

rain cedar
#

Yeah, your character can fall into water before the scene unloads

#

Not really useful

flat forum
#

There's no Gravity

rain cedar
#

But you also can't move upward at all without losing the no gravity property

#

So you basically have gravity

flat forum
#

And you're very slow

rain cedar
#

Yep

compact sedge
#

Can you save custom playerdata in save files?

#

I mean is that part of the mod api or do I have to do my own serializing?

leaden hedge
#

prior

compact sedge
#

cool

#

so uh what's the function/thingy to do it?

leaden hedge
#

i think one of the examples do

#

I think you extend a class

compact sedge
#

ok

#

I'll look at that.

solemn rivet
#

bonfire does too

#

it saves the stats

compact sedge
#

It's not hugely important but I'll want to implement it somewhere down the line.

rain cedar
#

I fixed the super bounce off walls

leaden hedge
rain cedar
#

That's pretty obvious

#

Making something from scratch in playmaker sounds way harder

#

And it runs worse

#

There's no benefit

leaden hedge
#

what about the memes

rain cedar
#

Turning HK into Celeste is a big enough meme

#

Eight way dash and momentum PogChamp

#

Oh yeah also I made it so you can jump out of dash

solemn rivet
#

what's next? B-Sides?

leaden hedge
#

did you put ultradashes in

rain cedar
#

Is that the stupid frame perfect thing?

leaden hedge
#

yeah

rain cedar
#

Yeah sure go for it

#

If you can't get it you're probably just bad

#

Also should I merge 56's runtime detour hook thing?

#

I was hoping someone else would decide if that was a good idea but it's been two weeks

leaden hedge
#

isnt that just a new feature of monomod

rain cedar
#

Yeah

leaden hedge
#

dunno only negative is if multiple people hook the same thing it breaks

#

but I mainly suggested it so the api could add hooks to other dlls, instead of users adding hooks to assembly-csharp.dll

fair rampart
#

if multiple people hook the same thing it breaks

#

Somtimes*

solemn rivet
#

well, it doesn't break

fair rampart
#

Depends what the hooks do

solemn rivet
#

only if you don't call orig

fair rampart
#

^

solemn rivet
#

if you're using detours not as overrides, but as "flags" of sort, there's no issue

fair rampart
#

Also of course mods that modify the same stuff like "oh two mods that change the player's color" shouldn't be expected to work together

Just depends on the mods though

#

Exactly

rain cedar
#

Is there any way to limit namespaces the HookGen looks in?

fair rampart
#

I don't think so.

#

Why would you need to do that though?

rain cedar
#

Yeah, you're right it's not necessary

#

I was thinking so there's no hooks added into the Modding namespace but we can just run the hookgen on the vanilla assembly and there will be no issues

fair rampart
#

Yep

solemn rivet
#

that's what 56 did iirc

fair rampart
#

Also if the mods reference the vanilla assembly (idk how you guys are doing things with the modding stuff) then it shouldn't be an issue

#

Just tell mod devs to never hook into that

#

Unless they wanna break literally everything

#

Also 56 stopped by the RainWorld server a bit ago

#

Is he a high-up-there modder for HK?

rain cedar
#

He's one of the more active people here yeah

solemn rivet
#

he is a high-up-there memer for HK, that's for sure

fair rampart
#

Neato

#

He was asking about Partiality and stuff

#

😅 I almost thought he was going to try doing that I suggested at one point (starting modding with partiality)

#

Turns out he was just curious

#

thankfully

solemn rivet
#

kek

#

well, gotta go now

fair rampart
#

Seeya

solemn rivet
#

up early tomorrow to finish my presentation before friday

#

irk

fair rampart
#

Good luck!

solemn rivet
fair rampart
#

Wish I had nitro

compact sedge
#

So I think I fixed all the bugs already.

#

https://github.com/natis1/infinitegrimm/releases/tag/0.2.3

Infinitegrimm 0.2.3 fixes all the problems that 56 and seanpr found. As well as a problem I found while testing. I can't play as well as them so I definitely missed some bug somewhere so anyone who would like to test it I would be super happy.

I consider this version relatively stable but then again I said that about the last two and they both had very large problems. Stable enough for the drive? Hopefully...

rain cedar
#

I just fought him long enough to get 697 geo and there were no issues

compact sedge
#

nice

#

It's 1 geo per 10 damage so that's really good

#

did he do the fireball/balloon attack more than 3 times?

rain cedar
#

The balloon?

#

Yeah

compact sedge
#

sweet. I'm really happy to hear this.

#

thank you for doing this.

#

How's the difficulty at 6000 damage+?

#

5 of his most common animations should be playing about twice as quickly

rain cedar
#

It's still not too bad

#

I can deal with all of the attacks reasonably at that speed still

#

Maybe take away staggers at some point so you can't heal anymore

compact sedge
#

ok that should also be about 28 attacks between stagger

#

the hits to stagger are supposed to increase every 300 damage by 1

rain cedar
#

It definitely was taking longer to stagger, so that is working

compact sedge
#

I want to make the animations at the high damage levels fast enough that you NEED to heal during stagger or not at all

#

that way the difficulty goes up forever and you can't just heal by crawling

rain cedar
#

Oh right shape of unn

#

I was about to say you can't really heal anyway except for spikes

leaden hedge
#

just remove pillars and spikes hollowface

compact sedge
#

I'm thinking I'm gonna make pillars start increasing in speed after about 3k damage maybe. And at some damage threshold I might do something with spikes I haven't thought about it

#

I don't want the fight to be NGG or anything

#

Even though all the animations I'm currently changing basically make him into NGG phase 1 minus the constant spikes at about 11k damage.

#

but I also wanna make it accessable for people who aren't pros like y'all so I don't want the really hard stuff to happen until after high damage thresholds

#

I'm gonna save this stuff for a future update but if nobody finds any bugs then I'm happy with it as it stands.

#

I guess in the future I'll add some harder stuff and put a mod option in to enable it (and maybe double the geo rewards)

rain cedar
#

Sounds fun

flat forum
#

InfiniteGrimm+NGG

#

s o u n d s f u n

compact sedge
#

I wish they were compatible, or that NGG worked on 1.3

flat forum
#

well

#

the Grimm fight works

#

and spawns 2 Grimms

#

and I hope the InfiniteGrimm buffs Grimm as well, not just NKG

compact sedge
#

if you put them together grimm would get locked at 3k hp and in the first phase on NGG, whereon my mod would override one of the hardest parts about that phase, his despawn animations being 3 times faster. You'd still get the spikes though, and when the first balloon happens (at only 400 damage and not several thousand like in NGG) it would go to the second phase where grimm has somewhat slower animations but deals 4 damage.

Then if you got the second balloon a second grimm would spawn with 3600 health, and the spikes would stop. kill this one and you're back to my fight.

flat forum
#

mhm

#

and does InfiniteGrimm affect the Grimm fight in any way?

compact sedge
#

that's what would happen if you ported NKG and loaded them both I think

#

yeah the animations between attacks (not coincidentally the same animations that the NKG fight modifies) go up in speed over time based on the damage you do. starting at 0.8 speed and going up to 3x speed at a rate of 0.1 per 500 damage. The attacks needed to stun also go up to infinity at a rate of 1 per 300 damage and starting at 8. Also I reimplement the balloon attack to happen infinitely at increasingly far apart intervals.

#

at about 1200-1500 damage dealt infinite NKG is about as strong as regular NKG but it keeps going from there.

#

Also when you die you get 1 geo for every 10 damage you do so you can know on a glance how long you lasted

#

that's all I changed for now but as I said I would like to do more in an optional hard mode for really good players

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Oh and you don't need grimmchild to do the fight, but if you bring grimmchild it will help you :)

flat forum
#

Ooooh

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sounds interesting

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I'll try Double Infinite Grimm

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because

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masochism

compact sedge
#

oh no promises it works on pre-lifeblood btw.

#

I tested it only on lifeblood and lifeblood beta

rain cedar
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It won't work

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HealthManager is new in lifeblood

compact sedge
#

yeah and they moved the boss to a sub-object of Grimm Control

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so you'd also have to change it to just use Grimm Control instead of Grimm Control/Nightmare King Grimm

rain cedar
#

That's a really simple change at least

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Working around the lack of HealthManager and the related damage hook is much harder

flat forum
#

wait

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for what version is Infinite Grimm

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he didn't seem all that faster

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and I killed him thrice

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and I mean Grimm, not NKG

rain cedar
#

I don't think he's buffed grimm at all

compact sedge
#

I didn't touch grimm

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the mod only comes into effect once you've done the ritual

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so it won't block you from getting level 4 grimmchild

flat forum
#

Ok

compact sedge
#

I have a save if you want one

flat forum
#

I'm gonna go fight NKG now

#

I have debug, I can respawn bosses all day long

compact sedge
#

you have to have done the ritual btw so tell it you already killed NKG

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and that you also defeated nkg

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which for some reason are two different variables I'm still trying to figure that one out

rain cedar
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The game isn't well made

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That's likely the only reason

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Almost every ability has two bools as well

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hasX - Shows up in inventory
canX - Actually works

leaden hedge
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theres 40 variables for having charms and 40 for having them equipped 🤔

#

what is array 🤔

rain cedar
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Hey, give them some credit

#

There is an equipped charms array as well

leaden hedge
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thats just for the thing in the charm menu

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at the top

rain cedar
#

Yeah, but it's there

flat forum
#

is there a mod that hooks the nail

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so that attacks are changed?

compact sedge
#

honestly I don't get how this game isn't completely buggy. I mean I guess it sorta is with storage and stuff but it's a lot less broken than you would expect.

rain cedar
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Lightbringer

leaden hedge
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because its a modern game

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its very hard to actually make a modern game buggy

compact sedge
#

ok but there's plenty of modern games that are super broken

rain cedar
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"super broken" for a modern game is not even close to SNES game broken

leaden hedge
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usually modern games are broken because of an oversight of a mechanic

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not oops just went outside an array

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and wrote data where it shouldn't be

compact sedge
#

well tbf SNES broken is because they did everything in assembly

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and now we have modern languages

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C# is really easy

rain cedar
#

Exactly

leaden hedge
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not to do with assembly, more they didn't have the power to check everything

compact sedge
#

I hadn't touched it 2 weeks ago but I picked it up fairly quickly because it's a lot like java

leaden hedge
#

so you just gotta assume stuff is correct

flat forum
#

Ok, just beat NKg

compact sedge
#

I still prefer c++ because it feels less sketchy but it's definitely not a bad language

flat forum
#

gonna try the refight now

compact sedge
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btw you don't need grimmchild for the refight

flat forum
#

yeah

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just saw it

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I like it

#

spells get you pretty far pretty quickly

compact sedge
#

same as normal I guess

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that's good. since it gets harder later on I want pros to be able to get to the hard stuff quicker.

flat forum
#

so

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I'm on like the 5th or 6th time he turned into a bat

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haven't been hit yet

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loving it for now

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but

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he starts of quick for me

compact sedge
#

ok small question, if you quit the game (like quit quit it) and relaunch does his speed go back to normal?

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if so then tk2dSpriteAnimator objects don't work quite the way I think they do and if that's the case then I could do a bunch of tests to confirm it or write in one if statement and call it a night.

flat forum
#

I still haven't died (still on pause)

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will tell you when I die tho

compact sedge
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ok. just retry the fight when you die and compare the starting speed when you respawn to the starting speed after relaunching the game

flat forum
#

ok

compact sedge
#

oh and one more thing just to be clear what's causing this

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if you haven't reset the game yet

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can you hit him once and see if the speed goes back to normal?

flat forum
#

Ok

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I died

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that

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was a world record probably

compact sedge
#

dang that's a while how much geo did you get

flat forum
#

I'm proud of my self

#

Uhhhhh

#

I dunno

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around 1.5k

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I think

compact sedge
#

well geo is just 1/10th the damage you did

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so wow

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holy crap

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ur good

flat forum
#

I like the fight

#

thanks a lot

#

15k damage to NKG

#

wow

compact sedge
#

yeah so tell me if the speed is super high when you reenter and hit him once and see if it stays high

flat forum
#

G&G better give me some good challenge

compact sedge
#

and then restart the game and see if it goes down

#

lol nothing is challenging you

#

at 15k damage it's about 58 hits per stagger btw

flat forum
#

it starts off a bit faster than usual NKG

#

whoah

compact sedge
#

not that you need the heals

flat forum
#

Ok

#

so

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started it again

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it was slower than when I died, but I can't really say how much

#

because

#

just fighting x3 speed NKGrimm

compact sedge
#

(only some animations are 3x btw, most are the same speed.)

flat forum
#

but I still think it wasn't slower than usual NKG

compact sedge
#

so it shouldn't be like actually 3 times faster

flat forum
#

well, he was fater than usual

compact sedge
#

it is, but again it's such a small limited number of animations and only like 15% slower

flat forum
#

mhm

#

well

#

I can't really determine right now

compact sedge
#

ok well I'ma fix that bug real quick and put out a hotpatch in the next 10 minutes

flat forum
#

Ok

compact sedge
#

I feel weird as the dev being the worst player

#

My record is ~2.5-3k damage

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literally every tester has topped it

flat forum
#

so, fight started at around :28/:29, I paused a few minutes in at :32, started again at :37 and died at :42, so around 8-9 minutes fight with Grimm

#

but then

#

there's this guy

compact sedge
#

that video is why the number of hits to stagger goes up over time.

flat forum
#

yeah, I noticed they do

#

did you put it there or is just something randomly caused by the Grimm fight?

leaden hedge
#

nkg is 11 consistently vanilla iirc

flat forum
#

wasn't it 13?

leaden hedge
#

tbh though nail -1 is no harder than vanilla

#

just slow

flat forum
#

a 9 minute fight with Grimm that has an Infinity Gauntlet is hard too

#

Ok

#

I give up

#

I'll be learning coding later, but I can't do it now

compact sedge
#

I patched it

#

I'll push to github in 2 seconds

flat forum
#

thanks