#archived-modding-development
1 messages · Page 103 of 1
Maybe there's just no lore
_lore
if you pay attention to the lore you'd learn the king was the bad guy and well if the knight learned that it'd have no purpose in life and would kill itself.
;lore
``lore`
tfw you about to bugtest and are 99% sure something will break but you still have hope in your heart that everything will just go perfectly
what broke?
uh idk yet but im now testing to see if it was my code or some code I copied off the internet but misunderstood
it didn't even load :(
public void OnAttack(AttackDirection dir)
{
LogDebug("Attacking");
if ( PlayerData.instance.equippedCharm_6)
{
LogDebug("Special Attack");
_tempNailDamage = PlayerData.instance.nailDamage; //Store the current nail damage.
LogDebug("Set _tempNailDamage to " + _tempNailDamage);
PlayerData.instance.nailDamage += 3*(PlayerData.instance.maxHealth - PlayerData.instance.health);
return;
}
}
private void OnAfterAttack(AttackDirection dir)
{
LogDebug("Attacked!");
PlayerData.instance.nailDamage = _tempNailDamage;
}
(oops, wanted to save it separately)
How do I solve this error in my new mod:
Could not load file or assembly 'System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a' or one of its dependencies.
It's a system assembly so I'm utterly confused.
I need it to dump a sprite to see if it looks proper
or if I messed up my code
disgusting
works tho
isn't c# supposed to be like java and just effing work on every platform why are system libraries missing from unity
i don't have System.Drawing in there tho
I reference it in debug and it works fine
@solemn rivet pretty sure right now bonfire actually makes the game harder
it does earlygame
it does at every point in the game
no
you get OP faster than enemies do
stat upgrades have diminishing returns
bro
they do
level 8 spell damage gives 1.95x multiplier
0 dreamers enemy hp is 1.87x
level 22 is like
2.62x
I could patch it so they're linear or better scale faster than other stuff
Yeah I told you I use it
where do I put this
yeah I do
because I added it in gui
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="System.Data" />
<Reference Include="System.Xml" />
<Reference Include="UnityEngine">
<HintPath>..\..\mods\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI">
<HintPath>..\..\mods\UnityEngine.UI.dll</HintPath>
</Reference>
</ItemGroup>
anyone know how to dump a bitmap from a texture without using System.Drawing at all
or any image file
idc
assume I can get the raw color data of the texture.
AKA a bunch of r, g, b, a bytes in order
and I also know the metadata aka image size
at this rate I'm thinking make a whole new project, copy the image making code there, and test it without unity
Just embed the image
they're trying to make random textures
it wouldn't be procedurally generated if it was embedded now would it
anyway I'm dumb and I tried to just make an exe which ofc won't work
make every possible image and embed them
because it needs internal unity engine stuff for texture
what if minecraft had every possible world just embedded in it
high performance
just gonna stop using unity alltogether and use the System.Drawing bmp
which is literally the same as a Unity.texture
as far as I'm concerned anyway
System.Random rand = new System.Random();
int width = rand.Next(500);
int height = rand.Next(500);
int byteCount = width * height * 4;
byte[] bytes = new byte[byteCount];
rand.NextBytes(bytes);
Texture2D tex = new Texture2D(width, height);
tex.LoadRawTextureData(bytes);
tex.Apply();
Random texture
100% untested
ok so here's my problem now. the C# colors are bytes but the unity ones are floats from 0 to 1
and if I rewrite my code it means redoing my math
other way around and it means adding about 12 conversions
which ima end up doing for 24 extra lines
but my hope is the math is correct
maybe I should just apply my texture to the mantis gods floor and use that as my rest
Whatever floats your boat
the problem is it's kinda stretched out
w/e ima just steal ur code
and make my own giant rectangle
lol
why do I need a mesh for a sprite
why did 56 add one?
tk2d sprites use meshrenderers
okthen
Because 2d toolkit was written back before unity 2d overhaul
56 pls
if (PlayerData.instance.defeatedMantisLords)
PlayerData.instance.defeatedMantisLords = false;
you can't just do a hook on GetBool?
you have to edit my save file
sorry unrelated
but sorry
re i forgot to change that
I have to point it out
are higher numbers for layers further in front or behind
like if layer 8 is floor layer is 9 in front or behind
I don't think it's as simple as that
I think the behaviour of layers is not standard across unity games
i think it's just groupings
yeah you still need a z i think
layers are for defining some common functionality across unrelated game objects
do you ever set the floor's x,y, z coordinates because I can't see you doing that anywhere in your code
CreateMesh
nah ur just making a mesh with its given width and height
oh I see
you just made the height such that at the origin, 0, 0, 0, it would be just tall enough to be the correct height
yes
that's hacky af but props
im imagining you in debugmod just slowly lifting your knight until it's at the height you wanted the floor to be at and reading the x,y off
basically that but i just read the height when i was on top of the changing floor
then adjusted it a bit
and i made the length just super long
lol my generated object is in the distant background even though I set its z position to 100
wait is lower z closer
this is what fireballs look like right?
yes
PERFECT
it's supposed to decrease down to about 40-60% opacity because I want to chain a bunch of these together
it's clear I didn't think my code through very well
but it's ok I'm happy it works just need to go over my math
uhhh
wait hold up you said you updated mantis gods today and you didn't even fix that
forgot about that
i forgot to put it in my to-do list
so i just went down the list
saw everything was done
and released
ok setting z = -100 puts the fireball in front of the camera
so you can't see it at all
nice
also imo set HeroWalkable and layer 8
then you can jump on your fireballs for cool skips
lol
I had that before but making it a floor inside another floor just lead to really glitchy clipping
and dying on my main save because im dumb and forgot to use save2
and restoring from a backup on that save cuz too lazy to kill shade
nice
now to position it to jumpscare you when you spawn in at dirtmouth
what the fuck
I made it kinda big
amazing-1.png when
also any way to look at an image without the filters of the area applied to it
eat the filters
cuz I think part of why its blue is because dirtmouth
I mean this is cool af but I need to see what a #nofilter pic would be
destroy the filters
Render it in screen space with canvas
thanks for the real answer
except idk which one that is
or how to do that I mean
ty
Gradow's hp bars are probably good to look at too
if I add the plane object as a child of the canvas will it work?
or is that the wrong approach
I have a gameobject of type plane right now because I was copying 56's code and that's what i'm using to draw my fireball
I'm not familiar with that
if this works I'm half expecting just a giant fireball to appear in front of everything
the problem is you're using sprites which are PNG files and I'm using a texture which is basically unity's version of the bitmap
reading unity docs this makes sense thanks
Thanks now I can look at it without a filter, you solved my problem @rain cedar (although I wish I could have just dumped an image but oh well)
Nice
there was a mod that added an enemy being made?
The chair near the Unn lake isn't removed when you don't get ability to leave there. It makes me fun after watching other people streaming.He saved there and couldn't leave there.

here
😂
so i installed randomizer mod from the mod manager
and now i can't uninstall it
also blackmoth won't load for me
like it just says "FAILED TO LOAD! Check ModLog.txt" but i don't know where that is
is there any way i could fix that?
don't think it does
ok
still fails to load
hmm
let me try running only that mod
nope
is it compatible with lifeblood update?
where do i find the mod log?
hmm if the installer doesn't work, try installing it manually?
maybe out of date API causes it
so i just download the mod and put it in my mods folder?
ok
Pins
someone unpinned the 1.3.1.5 API 
i dont see it anywhere
thank you
Its in the drive 🤔
now that just goes in the already created API folder i have, right?
nah, you install it directly
im in my hollow knight folder
so you unzip and copy it in C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight
do i keep the API folder?
it shouldn't do anything after installing this API
it's just used for the installer
now how do i download the mod(s)
basically, these two files have to be replaced (ignore the NoMod folder- it's for storing inactive mods)
so it should look something like that with the Mods folder there with Randomizer in it
then try booting it up and see if it works!
but where do i put the mod
in the Mods folder
ok
then dump it in there
do i just put the .zip file in mods?
no, you need the .dll
ok
so i downloaded it
now to try it
still failed to load
it keeps mentioning "ModLog.txt"
where could i find that
what if i verify integrity and then manually install
no, when i verified the integrity, i continued to use the mod manager
this time i wont use the mod manage
Modding isn't so hard? Are you kidding me? When was the last time you saw such a complicated and complex manipulation of files? Modding puts the game on another difficulty level outside of the game, and we will be cursed if we ever see an experience so challenging again. Save editing ends runs. Cheat Engine ends runs. Modding ends your gaming career. You can keep your hardcore coding. I prefer manipulating the game in ways that are easy to understand.
aaaand its still not loading
even after verifying integrity?
yep
no
Base game itself isn't even loading?
yes i am
the game works but the mod fails to load
Then you're doing it wrong. 
ok, last thing to do
in the pins there is a step-by-step guide on how to mod HK from a clean install
try doing that, and if that doesn't work
try calling IT
Download zip, open zip, copy paste folder to other folder location, replace files, done
im confused by step 3
All the mods are set up as a folder structure for where they need to go. Just copy paste the entire "hollow_knight" folder and paste it where the actual "hollow knight" folder is
The folder structure you downloaded will put all the files in the proper place for you
There's a video in pins that shows you this
so just merge the 2 "hollow_knight_data" folders?
yes
ok
i did everything in the steps
step by step
aaaand
surprise surprise, it failed to load
all the other mods work just fine
or at least the ones i tried
What mod are you even trying to install?
blackmoth
Blackmoth should work
all it says is "FAILED TO LOAD! Check ModLog.txt for details"
or something along those lines
If its really recent it may require modcommon
As angle was fixing some bugs with it
Modlog is in your save folder location
and where's that
Pins say
ok
this is the mod log
no clue what any of it means
if i had to guess it has something to do with hooks maybe?
Install hooks.DLL probably
i did
and it still fails
i'm outta ideas
i just wanna play blackmoth
why must it be so difficult
gradow was having the same issue yesterday
idk if he put the fixed dll in the drive
Make this into a mod
No u
Exactly
No
Where’s white defender
You need to put him in as well
And also galien’s scythes
And also the beast of god tamer
don't forget all 6 of the watcher knights at once
there are 2 of them already
balls 😰
would anyone happen to know how to create a program that could look through a large text document for the biggest numbers?
sort -n
var=$(cat textdocument) echo $var | tr " " "\n" | sort -n
this will split up the document at every space and new line and tab and then sort these by number
you on windows?
yeah
go download something like this: https://docs.microsoft.com/en-us/windows/wsl/install-win10 or https://www.cygwin.com/ if you're not on windows 10
and put it into a terminal
ok thanks
sorry there's no native good windows tools to do it
my other option is go through 45 text documents each of which has 2047 lines of numbers so i'll take it
for multiple documents do
cd folder/with/documents first
and then var=$(cat *)
to read all of them
oh great, thanks
so sort -n just gives you the largest numbers at the bottom but if you want to know where they actually are in the document
you can then do
grep -C2 -r [paste number here]
and it will print the document name, and line with the number along with the 2 lines above and below it.
nah, just knowing the numbers is all I need
chat active at night
and there's like infinite messages to read through
you read through the messages
press esc on every channel
I read through #archived-modding-development and the speedrunning channels
be back in like 5 hours

this but just modding
k, back
15 minutes precisely
nice
so
@hazy sentinel only eggs and idols give free levels now
@compact sedge in enemyhpbar I dumped some images to byte[] and back into sprites, if you wanna take a look
@burnt laurel I have a fix, I'll post it shortly
I could dump them to byte[] the problem was I couldn't dump them as image files because the image libraries are broken
my solution was to render them as sprites
nice! Nice!
That looks a lot better than the screenshots from yesterday
it does
I'm actually impressed
@burnt laurel try re-installing blackmoth
I added modcommon and hooks as dependencies to the xml and made it load after hooks
guys is there anyway to unbind stuff in debug mod? i somehow managed to bind spawn reset to A on my controller, and when trying to bind it to something i don't use i ended up screwing more shit up.
I think there should be a settings file in your saves folder
yeah, deleting the settings resets it to default
okay, thanks, i was trying to find something like that but in a different folder
btw what is the latest version? because i downloaded the one from the google folder and it keeps telling me that there's a newer one
is it bugged or?
ah so there are some bugs, fair enough
shame, last time i was playing it it could reset that guy no problem
¯_(ツ)_/¯
it's almost like major updates to the game without major updates to the mod may or may not affect the mod's functionality
no offense meant dude, i have no idea about how the mods work and how updates affect them
@fair rampart you're sure the mawlek spawn didn't work for you?
you have to press respawn then leave the area then come back
cause it just worked for me
yeah
then what the heck
i have 1.3.3 version of the debug mode and the latest non-beta version of hollow knight and it doesnt work for me
fuckin rng dude
oh wow nice
if you reset without picking the shard piece and come back the shard disappears but the boss doesn't reset
N I C E
I love it when there are two activated variables and both are false but the boss still doesn't spawn
boss respawning is hard
I tried to mess with the old kein boss rush to make it a boss-practice mod
but, man, was it hard to get some bosses to respawn
thank god
I still hope that we get close to no fsms in the GNG patch
I mean, sure, leave them for bosses
blackmoth
depends on wilbo's mood really
you all are at his mercy and he could meme it up if he wants to
wilbo = meme master
meh I could always downpatch
downpatch form GnG?
but then nobody'd play my mods because nobody else wants to give up GnG
yeah sure good luck
can we try and bribe graig?
graig can't do anything
ideas of more FSMs

yeah, I guess
delet this
it's graig we're talking about
you can only pray to whatever deity you believe in there will be less FSMs and wilbo will not make spaghetti code or FSMs
inb4 there's an actual class named Spaghetti
i wouldn't be surprised if there was
but yeah, hope for the best
he is the most fearsome man on the entire discord with clear reason

hmmm
so i'm fighting one of those giant things with the huge club in the forgotten crossroads
and it hit me and i went flying
now i'm stuck in a wall
also, the bug where you can't dash through them was unfixed, for some reason
like, first lifeblood beta ver introduced that bug, for some reason
then next versions removed it
now it's back
Y
and, Dunker, sorry, I have no idea what causes that
yeah
i've been stuck up here for a bit
enjoying the view?
yeah
nice view of the guy i cant murder
its like i went noclip and just slowly flew into the sky
i was just dashing into the guy and that happened
the thing is, there's nothing I'm doing with blackmoth (at least not this early in the game) that would cause that
so I can only assume it's a vanilla bug
game has bugs
well it used to be that if you tinked a shield your dash became useless
and this is in vanilla too
^
also, AA, did you find anything that might cause this while looking through the FSM for sharp shadow?
it's been a known bug in blackmoth - something hits you right as you finish dashing and BAM
yes I know exactly why it happens. basically there's a state that it enters that it's supposed to transition from after applying a hit to an enemy
stuck on the ceiling
oh not that bug idk
oh, yeah
the tink one
yeah, I figured it was something like that
my first guess was that the game was somehow setting the attack type of the dash to a non-valid type
so I manually set it to 0, and it didn't fix it
then I figured that the game was setting it to type 0 (nail) but with 0 damageDealth
but that also didn't fix it
Basically the "apply hit to enemy" function fails if you apply it to tink enemy and so the transition state name never gets set to the right name needed to progress to the next fsm state. so it runs out of actions to do in the state it's in so it becomes a dead, useless state.
That's... Stupid
idk how to explain it because I don't understand fsms fully
but like if you did every action in the FSM state and your transition string isn't set to a string needed to progress then the FSM gets stuck in that state
which makes sense but they just forgot to add on TINK transition to INIT
I could have added it but that wouldn't have been a 1 line fix
so instead I did the hackier but it doesn't matter anyway fix of just setting it to the correct state
if you want to implement a less hacky solution here's what the fsm looks like in its broken state but if the current solution doesn't break anything then I don't see why you should bother.
the "stuck in the ceiling" bug tends to happen when you get hit right after dashing
like i dashed through false knight, but i didn't get all the way past him
so i dashed and went straight from dashing to getting hit
and then i got flung into the ceiling
any charm recommendations?
Wayward compass
inb4 wayward compass makes your shadow dash 1-hit anything
kills everything in the room when combined with gathering swarm
is there a list somewhere that tells me what charms are changed?
great, that's outdated
no spoilers

tbh just play the game and get the charms to see what they do
they have in-game descriptions, so
The secret with readmes is to put basically no effort into them because nobody reads them anyway
^
so do the descriptions of the charms change too?
nice
and their names
wut
¯_(ツ)_/¯
To be fair regardless of if the in game descriptions changed they still would have descriptions
Just not necessarily accurate ones
Still can't be as good as the rando changes
"reddit is never wrong"
Hahahaha. Loved that one
I think it's on steady body
wait why are "things this mod changes" considered spoilers
Stalwart shell I think?
One of the bad melee build charms
Steady body had a comment about holding a direction
because I like seeing how surprised people react when they get certain items
Oh right steady body is the one about walking into enemies
Yup
spoilers
s h h
actually idc
honestly I was surprised by the default 0 charm 0 upgrade blackmoth dash
if its spoiling stuff like charms, i'd like to know what charms i should go for getting
m8 you're using a turbo button
All of em
shh
most people can't dash that fast
neither can I
yes iirc
idk what to say though because even without turbo the steam controller makes it REALLY easy to mash buttons quickly
like so easy that I can almost get invincibility without it

y'all give me shit for using the steam controller but it's such a good controller.
Also post ur log
post a screenshot or post the actual file for it
H O R I 
or does it not matter
shit for the turbo button imo
I was considering getting the steam controller but I got the xbone instead
sorry for your loss
post the actual file
also, do you have modcommon?
is there a program like this for xbox controllers on windows @copper nacelle
well then ur missing out because this program is awesome
I think there is
I'll flash firmware onto it
can xbox360ce do that?
no firmware needed
like I did to my keyboard
probably. I'm a big fan of SC controller but idk if it works on xbox
I know it works for steam controllers and PS4 ones
that's not the file
also yeah
can anyone set the priority of hooks to 0 or smth?
where hooks at and where modcommon at
idk if modcommon needed
but where hooks at
hooks works, because blackmoth needs it and it's running
the issue is, once again, load order
hpbars is loading before hooks
yeah i just have hooks, blackmoth, and enemy hp bar
SEE this is why YALL need 56's hooks in modding api patch
why is this not accepted yet
hmm
do you have a link to the pr/binary?
uh I have a binary but only built for lifeblood beta
oh
56 can link the repo
ok ill do it
it basically globs everything important into the assembly c# file including hooks so it becomes like a 9MB file
but it includes the unity engine stuff too
oh
lemme compile that rq
no ur right assembly playmaker, and a bunch of monomod stuff
I want Seanpr to accept it though because right now I'm the only one using the ideal modding API. aka your changes plus the newest commit which fixes exception after OnDashPressed
not that the exception is a big deal or anything but it means only one mod can do a hook for OnDashPressed
because it will cause an exception after the first mod and not run the second mod's code
compile monomod hooks for the other mod
And hook the other mod's ondashpressed handler
lul
but that means the person needs to install the other mod to use my mod
and that's stupid
56 can you compile a version of hooks that has priority 0 or something
how what?
if you have a class that extends type Mod then do https://github.com/natis1/grimmchildupgrades/blob/master/grimmchildupgrades/Grimmchild Upgrades.cs#L142
and if not then idk that you can

then what even loads it
magic does
like ur telling me just dropping a DLL called modhooks in there without any API to load it and it somehow works
api loads it
so you drop it in the mods folder
oh I thought y'all were sticking hooks one directory higher
wait, how would hpbar be having problems if it was just working earlier today
me?
you
ok
uhh
i try to download it
and it wont download
like it just leads to an untitled page that does nothing
I downloaded them rn

it's just a virus mod
So I just found out something fun
Monomod hooks throw an error if you try to remove something from them that isn't in it
Fucking annoying "feature"
Now I need like 10 try/catches
wdym
On.GeoRock.OnEnable -= RegisterGeoRock;
Throws an error if RegisterGeoRock isn't registered on the hook
can't you use reflection to pool all methods that are subscribed to that hook?
Why would I ever want to do that?
Seems like way more work than just using try/catch
yeah, I guess
Or monomod could just silently fail like every other hook system I've used
all this struggle just so i can see when an enemy dies
the method that it's not being able to load is from the API, not hooks
huh
weird
what api version do you have?
the one you gave me earlier
I didn't give you api
wait no
not you
someone else
i think it's 1.3.5.1 or something
lemme double check
in-game?
working fine
"ModdingAPI_1.3.1.5_beta.zip"
thats the name of the one i have
someone gave it to me to try and fix blackmoth i think
working fine
oh, i can use the mod manager?
sure
but only for the api for now
nah
the thing is, the mods aren't broken
but the api should load hooks before loading the mods
and it's not doing that, for some reason
so the dlls I sent you delay the loading of the mods, so hooks can load safely
but as soon as hooks is part of the api, that won't be needed
so I won't add those versions to the gdrive
they're sort of a "temporary fix"
public override int LoadPriority() => 69;
because I have the mind of a 13 year old
nice
should i fight the brooding mawlek?
yeah it worked
also it's fairly difficult to get to the arena, that's why
and i'm not the most skilled
got it down to a bit below half
not bad
Niko was working on new designs for the bosses' hp bars
"fairly difficult to get to the arena" i say, as i do the nail pogo in 1 try
best part of the mod:
i can bypass a few things early game
@rain cedar just got out of a thing for my wife's family, but will get the pr asap. If I can refactor out the additional dependency is that ok?
You'd probably have to remake the GeoControl component to do that
But if you want to go for it
Also not sure how you would detect geo drops
I'd add harmony source to mod common since it's runtime and MIT.
Then replace the hooks with that
Tested it with a demo at work so I know harmony will integrate
what is harmony
cool
ask imo
hey maybe they just wanted to tell us they had a question and didn't actually want to ask it
yeah you're right
huh
never thought about it that way
this changes everything
also blackmoth is like
my favorite mod so far
same but I'm playing it the absolutely unintended way so my opinion doesn't count
if only i could dash upwards and downwards
at the same time?
no
but like
i wanna attack up and down instead of just left and right
i know dashmaster has a downward dash ability
mothwing cloak imo
or at least it did
go fight hornet
smh should have made beating hornet do nothing since the player can already dash
Heh
I didn't want to make the item go to waste tho
And lore
There's also lore reasons
did i mention the lore?
also question. I managed to activate the crystal lift from the wrong side. Do you think it's possible to get through that section between dirtmouth and the peak without super dash?
no quickslash, haven't even been to kingdom edge yet
no but I do have up to quadrupley chained ~3.2x length dashes.
Hmm
Float imo
something that's a bit weird to me still is it seems like you can control the direction of the dash but only the second half of it
Well, there's that
the first half seems to be whatever direction when you pressed the button
well thats just great
i died in the place where you get the baldur shell
i'm not a fan of those things
What do you mean? First half?
like you can curve your dashes
but at first it just goes in the direction that you pressed when you pressed the direction button
^
like you can do this ----⤴ if you dash right and hold up
and it gives you free height while not counting as an air dash
letting you dash a second time with a tiny bit of extra height
not as much as a full jump but the extra distance makes it worth it
but it seems like you have to wait for a certain amount of the dash to complete before you can curve it, like you can't do
^
|
|
-⅃```
and have it count as a ground dash
I'll look into it tomorrow then
should i abandon zote for the achievement
is changing your dash midair supposed to be impossible then I guess
Yeah it is
I have a theory
not unless you haven't saved him before (in another playthrough) imo, you'd be missing out on something
if I'm, hypothetically turboing the dash button, idk why anyone would do it, but maybe pressing that button while holding a direction lets you change the direction of your dash
the thing I'm gonna test is how a certain charm in kingdom's edge to avoid spoilers affects that behavior
ok here's a video to show what's going on
and with that charm (not naming names) I can just sorta fly by turbo pressing c and moving left stick
Hmmmm
in Blackmoth
because you dash to attack
do you still have the nail?
what happens to nail affecting charms?
replaced
What happens to Dashmaster
beat hornet 1st try
replaced 2
What happens to SHARP SHADOW
replaced 3
OH MY
i just found the mothwing cloak
wont spoil it for anyone but
i'll enjoy it
What happened to not only the men., but the women and children too?
replaced
What happened to my actually good answers I hoped for?
Should I get it?
blackmoth?
yeah
@solemn rivet btw I suspect the problem is the cooldown for when you can start another dash ends before the first dash is over. WHen this cooldown is over, but while you're still in a dash pressing the dash button while holding a direction doesn't start a new dash in that direction but redirects your current one. Ideally this cooldown should be just slightly longer than the dash length itself which would fix both this and immortality through spamming the dash button.
is it at all possible to have the large "boss" health bar for the giant moss charger?
and other large minibosses like that
hmm i just tried infinite grimm on lifeblood
but he died
so i guess it doesnt work?
did you install modcommon
yw
ok
honestly at normal speed he is a joke
you should def do 1.5times
try it 56!!
oph it litterally says requires mod common in the top left of the screen
im an idiot
lol
cool
in the save folder there will be a json file, you can edit it to the speed you want
1.5 baby!
how do i turn hard mode on?
thanks
yw
what does hard mode do?
1.5x pufferfish is hard, but probably harder when the knight also moves at 1.5x speed
(Also, I think I'm done with mt first mod)
what's harder? dealing with super fast grimm or dealing with the super fast knight?
dunno
the knight is a nightmare to control at 1.5x speed last I tried
Yeah
but maybe I'm just not used to it
beat it
Prove it
@warped sinew https://www.twitch.tv/videos/266456535
alright now do 1.55x
keep going up until y'all reach the limits of human capability
but uh I have a problem
I don't find playing the game as fun as modding it.
what do?
re
Mod in co-op
eventually
but I'm gonna need to do some research on it so I wouldn't expect a coop mod by me for at least a month
Instead of fighting the game singletons the easiest way would honestly be to just create a completely new player class
Saying something that that's easiest
idk how keyboard inputs are done in unity
is it something in TC's code or in unity's code?
HK uses a library called InControl
Do I hook on it or can I also use that library?
You can use it for input yeah
ok will look into some time if I can use an existing library maybe I can build my own game object from an existing game object but which is controlled by inputs from a second player.
thanks but multiplayer is definitely gonna have to wait a bit. Hell I'm in summer school so I don't have the free time you might expect me to otherwise.
Also no way in hell I can do online multiplayer or anything like that
I wouldn't even know where to start on networking.
That's fine it was a joke suggestion anyway
but it's a serious plan I have... although definitely one that, unlike my other plans, may never happen
nice
his attacks start getting fairly fast
Hey graig, just a heads up but you don't need grimmchild if you want two extra notches for something else
Um
I tested the mod I made
and for some reason it isn't working
I have no idea what the reason could be
Making games is impossible and we're all going to die
yes

