#archived-modding-development
1 messages · Page 93 of 1
@copper nacelle make grimmchild shoot so fast he lags the game
make it shoot geo too
re
Hmmm, so I'm following the tutorial so can install randomizer v2, yet i see no randomizer folder, did i do something wrong?
i dont know if i should have posted this in #hk-help as it was mod related aa
images might be embedded now
try without a folder and just see if it works
I think they're embedded
but idk
alright
Yeah everything is embedded
Randomizer requirements are just a hardcoded array of structs now as well
Parsing XML is a pain in the ass
obviously did something wrong, it said modding api randomizer mod in the top left, no randomizer graphic in the bottom right, no randomizer options when starting a save and i went to get fury of the fallen, and got fury of the fallen
you're on lifeblood, right?
yup
did you install modcommon
mm that could be why
'could be'
also love how hollow knight crashes every time i exit to the main menu
been happening since i got lifeblood
Ah right I should add a thing that says to get it
It tells you to update API if the version is below 41
No modcommon warning other than the readme, though
you can make it not fail to load?
doesn't it just entirely fail with assembly not found
make a new save
i have, 3 times
Make another three, that's the trick
mm no


Good code here
bool noModCommon = !(from assembly in AppDomain.CurrentDomain.GetAssemblies() from type in assembly.GetTypes() where type.Namespace == "ModCommon" select type).Any();```
Could be that i incorrectly installed modcommon as it wasnt explained in the video, and i cant find it explained anywhere, and this is also the first game that ive had to actually go down into the files and edit them to add mods so aa
pins exist
Although I haven't updated the xml in the drive for rando so it's probably not gonna show in the installers
ah'
So I can't compile this against the assembly with the HookGen stuff in it since it apparently ups the .net version to 4.0
That can't be good, since I imagine that 4.0 features will still not work
I'll try and fix that
0x0ade said it shouldn't require 4.0 stuff
I'll do it when I get home
Cool
Hmm, well then, what folder do i put the modcommon dll in?
Mods
yup thats where it is currently

modcommon did,
[INFO]:[RandomizerMod] - Unknown resource RandomizerMod.Resources.randomizer.xml
Yeah that's no problem, that file is unused
I just forgot to remove it
You've beaten the game, right?
hmm, it isnt randomizing any items, unless i just have incredible luck and keep getting fury of the fallen where its supposed to be, and i dont get any options to turn the randomizer on or off when starting the save, or changing the difficulty
Alright since you ignored the question I'm gonna assume no
Beat the game
Randomizer uses the classic/steel selection screen as the options menu
So you need that to show up
ah, welp time to go to the hollow knight at only 61% but whatever
""""only"""" 61%
IG to get its most requested feature (still WIP but wanted to show it off)
Nice
There's messages for a bunch of different damage tiers, including a special one for if you do more than 15k on hardcore mode.
and now it doesn't overlap with the other bars
public override string GetVersion()
{
string ver = "2a.6";
int minAPI = 41;
bool apiTooLow = Convert.ToInt32(ModHooks.Instance.ModVersion.Split('-')[1]) < minAPI;
bool noModCommon = !(from assembly in AppDomain.CurrentDomain.GetAssemblies() from type in assembly.GetTypes() where type.Namespace == "ModCommon" select type).Any();
if (apiTooLow && noModCommon) ver += " (Update API and install ModCommon)";
else if (apiTooLow) ver += " (Update API)";
else if (noModCommon) ver += " (Install ModCommon)";
return ver;
}```
If you want to steal anything from my version check go for it
awesome, thanks!
.
.
.
doot
Ok wow I think I need to chill with the yield return spam
[INFO]:[RandomizerMod] - Randomization done in 11.99255 seconds
Too much of a good thing
you should add: [INFO]:[RandomizerMod] - Running Update function in class: Classname.cs
for every class
But my classes don't even have update functions
darn
Everything runs off of scene load
missed opportunity
for (int j = 0; j < currentDepth; j++)
{
yield return new WaitForEndOfFrame();
reachableLocations.Add(unobtainedLocations[i]);
}```
This is the most unnecessary yield return I have ever seen
That's in a triply nested loop
So it waits 1 frame a lot of times
yield return new WaitForEndOfFrame(); is the same as yield return null;
Just clearer intentions
It flags a stopping point for the coroutine when calling MoveNext on it
I had two loops like that, just gonna remove the yields and see how much faster it runs
[INFO]:[RandomizerMod] - Randomization done in 1.67289 seconds
Lol
No performance difference
but it only runs at the start?
So it just makes the loading screen take 1.7 seconds longer?
maybe you could just add a fake loading screen for 1.7 seconds to hide any lag if it really matters
Or just run it in tiny bits over a period of 1.7 seconds to hide lag
AKA what I'm doing
well if it runs in tiny periods over 1.7 seconds how long would it take if it ran all at once?
Probably like half that
Which is fine
But you have to take into account worse computers here
spawn a separate thread?
so the main game thread still runs in the background
idk how to do that in c#
Coroutines are essentially Unity's way of faking threads
Unity doesn't have real threads?
Not on this version that I'm aware of
You could probably start normal C# threading
But there's no helpers for it
Well the C# standard library is pretty comprehensive
Anyway I'm interested in getting my mod into the google drive so more people can find it. If I make a zip that looks like all the other zips in there would you accept it?
Sure
I hope this works.
Alright I put it on the drive
thanks :)
wow i love it when ilrepack doesn't let you target .net 3.5
To be fair .net 3.5 is 16 years old
Oh
Oh wait 3.5 is 7 years old
Google gave me the initial .net release date when I looked it up for 3.5
Thanks google
I remember a lot of people using it in windows 7
Guess we can't use those
wtf
it can do runtime .net 3.5
you just can't make it do it
cause when i merge it into assembly-csharp it keeps it at 3.5
ree
so it does 3.5 by default and you use the target to set other versions?
I'd assume it does whatever assembly is the primary assembly's runtime
gonna see if any of the mono dlls are 3.5
cause I'm pretty sure merge order doesn't really matter in this case
tf
the hooks file is 3.5
the main one
uhh
this is 3.5
idk why the other one was 4
wait
wtf
other hooks was 3.5 too
ah
wait what
idk why it wasn't working
cause it just worked for me on .net 3.5
and this has a ref to the old hooks
this was working but it's just the old file i think
¯_(ツ)_/¯
Sean, any suggestions on what modcommon could provide for you to make your modding life easier?
Going to bed, but will check responses in the am
main(){
HeroController hc;
}
HeroController{
private NailSlash slashComponent;
}
NailSlash{
private bool fury;
}
So i wanna change slashComponents attributes, so I tried using Reflection
but i cant just go:
NailSlash ns = HeroController.slashComponent;
because slashComponent is private,
so how do i place all of slashComponents property inside ns? (I tried using field info, well i am getting the info its just that i still cant access the values)
Do i use PropertyInfo class instead?
What do ypu want to do with the nail?
just activate fury boolean, which should give me the fury of the fallen's red nail slash effect
Mhm
FieldInfo field;
Type typeInfo = typeof(HeroController);
field = typeInfo.GetField("slashComponent",BindingFlags.NonPublic | BindingFlags.Instance);
I tried doing this and it seems to be correct
field.GetType(); returns a "NailSlash" which is correct
Are you sure it's there?
but i want to get the values of slashComponent, and place them inside a new instance, named NailSlash ns, so i can change whatever i want with the ns.putmethodhereetcetc()
yeah im sure its there
Well I dunno, I can't help you here
I'm not a modder
Just
Interested in this
Sorry
well same tbh, i got most of the stuff in my mod working but saying "i still have a lot to learn" is a massive understatement
someone explain this to me.
How can god be real if bugs like this exist. Checkmate christains
how can satan not be real if bugs like this exist. Checkmate atheists
@floral furnace there are a few bools you have to say to get the fury effect
Iirc, you can check the bossrush source to see exactly what they are
ok ok thanks, ill go ahead and check boss rush's code
Actually you can just manually set it, but I'm on mobile rn so can't send you the code
couldnt i just modify it straight? if it werent for the fact its private?
or is there a hook with a nail.... slash object
wait there is isnt there?
no no wait im mistaken, sorry
Well, it's actually controlled by an fsm
I don't think the slashcomponent controls the fury effect
slashComponent is of type NailSlash, which has the boolean "fury", which i assume would be that one?
Oh sure, what you have to do then is go into HeroController and find all fields of type Slashcomponent
And then set their fury properties to true
oh wait so i have to do it for ALL the ones with NailSlash?
Well, yeah
considering its slashComponent, slashUp, slashDown etc etc
hmmm, i assumed slashComponent would be the one who handles everything
You can just grab the fury fsm and send the "HERO DAMAGED" event
well i dont know anything about fsm so...., i heard you guys use a tool for that?
to view fsms i mean
You don't really need that for this, imo
Oh is that so, alright
Any good mods for reference which should start me with this? all know right now is mostly using hooks
Hmm
Well, berserk has a lot of this
But I still haven't pushed it
You could always dnspy it tho
I was thinking lightbringer, but thats kinda outdated tho
Lightbringer is different
alright ill try starting reading up on FSMs and how HK uses it, thanks again
np man, again huge thanks again for being responsive regardless
Gradow is very nice and helpful
@floral furnace Gradow is wrong, you only need to worry about slashComponent. There are several NailSlash objects in HeroController, but slashComponent is a general purpose reference to the one that is currently being used
@pearl sentinel A way to run/stop coroutines easily without having to handle a MonoBehaviour in the mod would be pretty nice
Oh, that's there
Shows what I know, then
Though it's probably a bit feature incomplete since I haven't had enough use cases
But it's the Contractor class
It's actually something I'll be refactoring into what I'm gonna call SmartRoutines within the next month, probably as part of a project at work
Cool
what's the advantage of getting dreamnail that early on
its the mantis claw really,
oh nice, question though what happens if you dreamnail enemies taht aren't supposed to be like hornet 1
but then again, collecting essence early on helps, and ill send you what i find!
but im most definitely getting that mantis claw
Is that the most up to date version?
Shouldn't be possible to see claw and dream nail in one shop
Maybe add randomizer version showing up during shop windows and when getting items?
Can't the user press escape and get the version?
replace all textures with the version number text
all the text too
replace all integers in the binary, assembly-csharp and memory instantly after loading with the version number
But the version syntax I'm using has letters in it
just do Int.Parse
Great idea
i've got a better idea
int versionNumber = 0
foreach( char c in versionString ){
versionNumber *= 256;
versionNumber += (int) c;
}
I'm actually doing basically exactly that for something in the old randomizer
Amazing code
that is some quality code
i think sceneName_12 would be the same as sceneName_21
For enemy randomizer room mode I just did player seed + scene name string to hash for each scene
heyo
there's only 1 balloon attack but there's 3 set balloon attacks
i meant like he does balloon thrice
they set a varaible to say that the balloon attack has been done
also balloon 2 sets another one to change the scene
to make it more firey and cool.
can i ask someone a question? if i install a mod, what will happen to my non-modded save file?
nothing unless the mod changes some vars
it'll still be there
The mod could mess with the save but generally it shouldn't be a problem I don't think
depends on the mod though
blackmoth 1 damage nail
the mod lightbringer, for instance?
lifeblood?
lifeblood is hollow knight version 1.3 and up
so if i have that version, lightbringer is a bad idea
lifebringer doesn't work 1.3 and up
lightbringer is dead on lifeblood
I don't think mantis gods does either and that's pretty fun
but if you've already fought them I don't think you can.
also adding rechallenge rn
ok
but yeah it doesn't change anything
you need to kill regular nkg to do the mod
otherwise you wouldn't be able to get the 4th level grimmchild
@compact sedge i already did
(or be like me and don't)
xd
hard mode is fun reee
I can only get to like 3.5kish on hardmode
oh wait
my record for normal mode is 8.9k but that's with a bad loadout so I wanna try it again
infinitegrimm is literally infinite
big fun
yes
does he get increasingly hard?
sorta
there's a speed cap but it's after like 12k on normal 8k on hardmode, but not a cap on the hits needed to stagger
that goes up forever
uh
i know i sound like a noob, but, what does stagger mean?
i still dont understand it
it's when it goes into the bats form
stagger is when he turns into a bat and flies around
and gives you time to heal
on hardmode I think you can only heal during stagger
even with unn
(at least at the max speed)
yeah at max speed i don't think you could
that video is max speed btw
are you sure this wont ruin my save file?
I promise
it won't
if it does please report a bug
how do i backup a hollow knight file?
and crossroads literally has a button to do it
just copy it
^
or if you're using crossroads click the backup saves button
is infinitegrimm in modlinks?
yes but not the absolute latest version and also it's not in the discord text post about it
well it's in the drive at least
maybe i'm blind but i can't see it
oh you mean the xml
yeah
no its not there
that's what makes stuff show up in the installers
rip
i could add it rn if you want
while you're in the drive you could also update the mod zip?
this is the newest one
(discord gets rid of brackets in file names sorry)
ok updated
thanks :)
is blackmoth good?
blackmoth is fun
i saw blackmoth changes title screen, so will that affect already existing saves?
no changing the title screen doesn't mean anything really
will it affect existing saves
I wouldn't risk it
yes
it does
iirc
only if you load them tho
so just make a new save and don't load old ones ez
ez except i tend to forget shit like that
just backup your saves big think
"backup game files" inside the properties of hollow knight inside steam, is that useful?
yeah, thing is, i cant fucking find my game cause i saved it somewhere else
and backing up game files does not back up any of your saves either
like using the steam backup I mean
literally just zip the folder %APPDATA%\..\LocalLow\Team Cherry\Hollow Knight\
amazing
inside there i have
user1.dat, user2.dat, user3.dat, user4.dat
user1.dat, user1.dat.bak
literally just copy paste the entire folder
like go out of the folder into the team cherry folder
copy user1.dat or just copy paste the entire folder
and what is that .bak thing?
save backup
it's a backup file made by the game itself
but it's not a real backup
don't rely on it for modding
it's for if your save gets corrupted if your game crashes while saving or something
or if you're a save scumming cheater in steel soul
i made a copy of the folder, if my real save file gets fucked, i rename the copy then?
yes you can just delete the Hollow Knight folder and rename that copy to Hollow Knight
^
@compact sedge added to modlinks
awesome!
so uh kurokey your best bet is to use crossroads
which is a program that is in the pinned messages
and install any mods you want from that
dunno how unbalanced its gonna but i dont it should to too bad
should still do the fury of the fallen nail effect tho
what's 3
finna 3
You know, the 3
lol what
can you give me the cause or somethin?
or are you just doing it with mantis gods
hmmm
i can double check if you want
yeah that would be great
weird, did a run from start to hornet, didnt seem to crash, but i should recheck it
does modcommon add any music?
yeah noticed that
your attack speed should be very fast during it
tho not sure if its excessive for now
title screen is very rage inducing
ragemode + joni's blessing
should fix that
trynottolose challenge
can you sustain rage by attacking during it?
you get 5% increase yes
gonna try doing infinitegrimm with this
was suggested to me by gradow
im assuming mantis gods makes the mantis lords harder?
"harder" is an understatement
still buffing it more tbh
dash was way too slow
now it's pretty nice
@compact sedge grimm gave me grimmchild after he told my how much damage i did
and did the dialogue he does the first time i think
also followup question is this after using the debug mod to refight grimm?
welp I need to fix that thanks for telling me
it shouldn't be tracking damage at all
if you haven't killed nkg regularly to get the child then it shouldn't be tracking damage at all
ok thanks that'd be helpful
I mean after you get respawned back it's supposed to give you the grimmchild but then the grimmchild is supposed to turn invisible and have all sound removed if you aren't supposed to have it so if that's not happening then it's a bug
ok made video
uploading rn
also grimm's first dialogue makes you stop moving kinda
lets you do superdash storage i think
Yeah I think so https://github.com/natis1/infinitegrimm/issues/20
and you can like walk with it
lol
like rocket jump
nice
I'll fix it
like this https://clips.twitch.tv/AttractiveFunEagleNerfBlueBlaster but i don't know how to do the jump part
You can't do rocket jump on current patch
but yeah send that video when it's done so I can add it to the issues list
2 min left on processing
thanks u tub
weird dialogue at the beginning and superdash storage at the end really fun mod, you can find it on the hk discord discord.gg/hollowknight
no but I mean after you died
ok so nothing special then
tbh I don't quite know how storage works but I can try to patch it
if it requires doing it to get the bug it's less big of an issue
Here I thought you found some giant oversight that I missed
but it's more like a small oversight that team cherry missed that affects my mod
the dialogue after you die?
the extra dialogue that only happens after doing storage
it's a much smaller oversight than this for example:
I'll leave you to guess how to trigger this bug
for extra hard mode
(I just fixed it in 2 lines but it's still in the drive version)
no it's dumber and easier to trigger than that
I just pushed the fix to github though
and I'm gonna spend the next 30 minutes trying to fix storage
and then I'll make a binary for you to try
probably but not promises
ok literally just walked over
waiting for myself to die
and dead
lmao
same thing happens tho
ok I'll add an issue
if i wanna check if the player quits to the main menu, am i gonna have to use MonoBehavior?
lol it only happens in hardmode
this is why you do hardmode
ok think I fixed it but I'm gonna test it first
also 56 can you check if storage works on this particular binary
because I'm not sure how to test that
cdash while in hard mode and hold right
ok
does herocontroller.instance get destroyed on exit to menu?
56 out of curiosity, what charms were you using?
i finally got the 3 hit down slash thing down during that fight
hadn't done it before that fight
and now i can do it like half the time
I fixed storage but now the knight looks stupid while dashing
lmao
It's a needed fix though because without it your character gets paused
which isn't good
hold right and continue walking for big meme
i can update the file on the gdrive if you have a dll
or a zip
let me compile a release and not debug build
also idk should I fix the knight looking up?
Wait does it even matter on C#? Like does it optimize it differently?
i don't think so
my binary is 3kb smaller if I build release
but weirdly it has debugging symbols on both builds
like it builds a separate symbols file
Well, it depends on what language you are using, but in general they are 2 separate configurations, each with its own settings. By default, Debug includes debug information in the compiled files (allowing easy debugging) while Release usually has optimizations enabled.
As far as conditional compilation goes, they each define different symbols that can be checked in your program, but they are language-specific macros.
from stackoverflow
uh but the debug information is in a separate file
¯_(ツ)_/¯
I think vs 2017 might have changed something
wtf
?
spell build vs nkg
is nice
Nail or Nothing imo /s
i could barely get a blast on him
after dashing towards him with bats
even dive's i-frames still fucked me over
after pillars
you can dive if you want when he does down slash thingy
but i prefer to just get soul
and if you dash away from the upslash you can hit him
fluke him (rip fluke)
he's pretty much dead now, but i found mark of pride + strength + womb to work for me
i think you can shade soul too
updated
thanks, it also fixes a super important issue where grimm's stats will stack if you exit to main menu and reopen it
that was the super giant oversight
I had a check for a boolean I was supposed to set after loading the mod
but I never actually set the boolean
🤦
amazing
wait a second
shit I need to stop being so premature
ok this is the final version I upload this week
completely bug free
or your money back
0 bugs
(keep telling yourself that, angle)
sorry I'm gonna stop I'm making you do so much work for my own stupidity
there's a boss rush mod?
doesn't work on lifeblood
yeah
won't be updated till gng
1.2 only
early 2018
isn't that switch
hope that helps
idk I don't ahve a switch
Gods and Glory can be accessed at any point in your Hollow Knight journey. Prepare to ascend, Early 2018, free for all players!
from the January 30th announcement
maybe they're delaying it to remove all FSMs from the game
o
iirc they said they were gonna use FSMs for enemy ai
but that might've been lifeblood changes
*keep using
well I guess that makes sense for them, and I've found modding enemy AI FSMs not the hardest thing in the world
so is gng gonna be a big expansion or something like grimm troupe
grimm troupe was a pretty big expansion
it's not gonna be a small one like lifeblood
hornet dlc > gng > tgt > hidden dreams > lifeblood
it was, but i mean big as in much more than a couple bosses and a few quests
tgt is like 6 hours of content if you're as bad at platforming as I am
it was around 4 for me
but only cause i abused kingsoul to collect flames (i used blast to kill grimmkin)
they both took me about 2 hours plus an extra hour spent getting the flames
so I'd say 5 hours for me
oof
also I died on grimm 1 and that's really lame because grimm 1 is really easy
I felt really bad about it
troupe master grimm?
i died too lol
i died a bunch to grimm1
he's not that easy
on the bright side i suck way less now
I'm really good at the NKG fight compared to every other fight
but only because I've spent about 8 hours this week playing it
i'm pretty good at grimm i think
after no hit hell mod and stuff
kdt actual god at grimm
I'm still bad at NKG compared to you or everyone else on this channel but compared to every other fight I am really good at grimm
kdt actual god more like
darkroom nkg
probably could speedrun game on just audio cues
might as well rewrite this entire mod from scratch
rip
note to self: use components next time
I'm sure you can salvage parts of it at least... right??!
well it shouldnt take long at least
since ill know what im doing from that point
the ui stuff is the harder part tho
plus the entire source is spaghetti anyway
also you know how to check if the player goes to the menu?
or does awake and/or initialize take care of that
you add a function that does whatever you need to do when the player opens the menu and add that function to the modhooks.
and check if it exists
actually could you just check if the gamemanager exists
or move the ui display to a component and have it stop showing itself on destroy
and leave the rest
yeah ill just try to recode it but with the ui stuff on the component
isn't that literally just copy pasting the ui stuff
and leaving the rest
or just copy pasting the entire thing into a componeent and having it unhook and stop displaying
should be like this right
class1 : monobehavior{
}
class2 : mod{
initialize(){
GameManager.instance.GameObject.AddComponent<class1>;
}
}
but the way i did the ui is trash
like, no joke, its trash
yeah like that i think
but you add to the gamemanager aftersavegameload and newgame i think
or at least that's how I'm doing it
if you wanna see
basically i did it like this
if (!rageModActive && TransitionContainsWaiting())
{
text.color = new Color(0.753f, 0.753f, 0.75f, 1f);
text.text = "RAGE : " + (int)rageBuildUpPercent + "%";
}
753
its the silver color iirc, and wow i just noticed that
oh ok if im understanding this correctly, GameManager is created and destroyed up loading the save file/exiting to main menu
cuz earlier i tried doing the same for HeroController.instance, where i checked if it existed or not
well whatever im just gonna attempt redoing all of these when my finals arent trying to kill me
my normal mode record. Gonna switch to hardmode and see if I can outdo 56 now.
what is this mod
ax2u could get double that with nail-1 only
lmao
nice
I'd believe it
actually wait if normal NKG has 1600 hp and took 40 minutes to beat with nail -1
this would take what, like 5 hours to reach?
less because of the stagger stuff
Tbh hit Grimm until he gets bored and leaves
by the time you get to 12000 damage it takes like 48 hits to stagger
wtf
why is there a damage hero fsm
a damage thing on the healthmanager
a setherodamage thing
and a damageshero thing
what the fuck
outdated stuff that werent removed or...
tfw you get rid of an fsm to replace it with an object... containing 2 fsms
health manager is new tho
and the add damage thing didn't work
oh the apply extra damage thing
literally just does damage to it
i smell shitmodst 2
use damageoverride to make every other attack heal you for whatever it was supposed to do in damage
Wait what is SendEvent
and how does it differ from SetState
setstate sets the state i'd assume
ok but what is an event
and event sends an event
idk about that
and FINISHED is the name of the event
or on LANDING goto StartBossfight
for when bosses make your character stop
Yeah that's what those are
thanks
so does SendEvent do anything if your current state doesn't have a way to handle that event?
but like other similar states do, just none you are currently in
Nah it won't do anything if it's invalid
should i make the mantis lord shots faster
Go for it
cool
wtf is this polishing a mod instead of making 2 more shitty mods smh my head
wait am I supposed to be making 2 more shitty mods
no i am
Shitmodst 3
ok good because I already ran out of ideas for mods
I had one thing I wanted to do and I made it happen
oh this is shitmodst
what
do *= 100
100 times faster
It would be interesting to see if the shots even followed the proper trajectory at that speed
Especially at low fps
Mantis lords dash is a component?
I see
Do GetComponentsInChildren<Transform>(true)
See if any more attacks pop up
Actually just look for DamageHero directly
Makes more sense
ok
[INFO]:[Mantis Gods]: Damage Hero: Hollow Shade(Clone)
[INFO]:[Mantis Gods]: Damage Hero: Mantis Flyer Child (1)
[INFO]:[Mantis Gods]: Damage Hero: Mantis Flyer Child
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (7)
[INFO]:[Mantis Gods]: Damage Hero: Deep Spikes (1)
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (2)
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (12)
[INFO]:[Mantis Gods]: Damage Hero: Mantis (2)
[INFO]:[Mantis Gods]: Damage Hero: Head Box
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (4)
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (10)
[INFO]:[Mantis Gods]: Damage Hero: Head Box
[INFO]:[Mantis Gods]: Damage Hero: Mantis Flyer Child (2)
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (5)
[INFO]:[Mantis Gods]: Damage Hero: Deep Spikes (2)
[INFO]:[Mantis Gods]: Damage Hero: Deep Spikes (2)
[INFO]:[Mantis Gods]: Damage Hero: Deep Spikes (3)
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (3)
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (6)
[INFO]:[Mantis Gods]: Damage Hero: Deep Spikes
[INFO]:[Mantis Gods]: Damage Hero: Deep Spikes
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (8)
[INFO]:[Mantis Gods]: Damage Hero: Mantis Flyer Child (3)
[INFO]:[Mantis Gods]: Damage Hero: Mantis
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (1)
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (9)
[INFO]:[Mantis Gods]: Damage Hero: Mantis (1)
[INFO]:[Mantis Gods]: Damage Hero: Cave Spikes (11)
[INFO]:[Mantis Gods]: Damage Hero: Head Box
Oh you're looking in the entire scene?
Or is that all on the mantis lords?
Some of that makes no sense to be on them
scene
oh
wait
i misread that
i did lord.GetComponentsInChildren<DamageHero>
and all i got was 2 of "Mantis Lord"
Sounds useful
yea
i was using that one already
kerr scene dump op
what's strange is that I haven't seen any component or object for the lance attack
in the dump
but it has an fsm
idk what i did but something's broke
they disappear into the abyss for a sec before attacking on second phase
wow i was right
ok idk when i made the dash 2 damage
but it's 2 damage
works for me i guess
wtf i had a weird thing where phase 2 lords would stay off screen for a year after doing an attack
and it was caused by the nres
.
.
take that 56 I did hard mode.
and I have the whole thing on video too
also log damage on hit when
every hit
what's the text for 15k+ hard mode?
good luck
or just check github
I can't
I guess you could look at the code
why
iob
git gud
Ok .-.)
ok gonna try and get a decent score now
( ._.)b
gotta at least beat avenging
you need 5k on hard mode
works for me
i did like 3k when i was trying to abuse rage mode and instead took like 8 damage
wdym
I asked last time and AA said something like "go to XXX.json and edit HardMode=On"
yeah
(not exactly that, but close enough)
you'll know it's enabled because grimm won't talk to you
huh
oh infinitegrimm didn't install properly
closed the window right before it copied it
rip
yes
thanks very helpful
was gonna listen to https://youtu.be/Ey3Bqog52rQ
ok I'll listen to https://www.youtube.com/watch?v=J91Lo1wTR1A
i had such a bad start that i killed myself
that sucks
what did I have to edit where?
if you're starting out you get more staggers so you can make a bigger comeback. Taking damage is a lot worse towards the end
InfiniteGrimmMod.GlobalSettings.json
located with your save files
there's a boolvalues section
save files, not in the Steam Folder
yeah save files
in the boolvalues section
just change the false to true
if it's already true you're good
K
wow big depresso
4306
bug maybe?
it shows that I have grimmchild after quitting out, changing charms, then going back into the tent
like he flies next to me
but I don't have the charm on
doesn't show inside the dream tho
and after dying it didn't show my damage
nor did it log it
the mod is supposed to trick the game but it actually tricked itself
huh I'm seeing this
lmao
the lack of damage is because the mod crashed btw
because you didn't actually have grimmchild
well not crash
but you know
it segfaulted but segfaulting doesn't actually happen in unity for some reason
o
yeah
as soon as it's supposed to, it just stops executing whatever function you are in
To quote seanpr and KDT:
and this is why because game engines have lots of failsafes
makes sense
anyway I'm looking into fixing it and also testing the scope/extent of the bug
cool
Ok I know the problem and fix. it's technically a regression caused by me fixing the mod loading multiple times every time you enter a game, but the fix is straightforward enough. Before I do anything I'm expecting weird behavior from exiting to main menu while in the grimm fight so I'm gonna test that first and probably have a patch out in the next hour or so.

nope no problems with the fight itself because I don't set any variables that matter there. just the tent
what about changing the speed tho


