#archived-modding-development
1 messages ยท Page 105 of 1
can't believe this movie actually got made https://www.youtube.com/watch?v=21WRuSa3B9o
Turbo (That Snail is fast original song) with edited video. Twitter: https://twitter.com/darkblad742?s=09
GnG is gonna be a Snail Shaman racing game ok then
No that would cause insane lag, I'm rendering it at 25%
And a target fps of only 30 for the minimap
Yeah the end goal here is to put this into charming for compass
nice!
I don't like how it looks in rooms that are way more horizontal/vertical than the other dimension
Too much dead space
hm... Maybe make it a fixed ratio and have it move as the knight moves?
because otherwise for real large areas, it's gonna get ugly
The plan is to scale it to the smaller of the two dimensions instead of the larger like now
Then move it with the knight on the other axis
Pretty much what you said
nice
Also need to figure out why 21.5 / cam limit is the magic number that scales it well
The magic numbers that TC use for limiting are 8.3 and 14.6 so idk
If the bug fix for hitting their shield is in just dash through them
If not don't bother
the bug fix is in the drive version
now with a quiet salubra

it a great way around that
this is false
this is trueth
what's wrong with github
^^^^^
:echREE:
git init
git add *
git commit -m "first commit"
git remote add origin [github repo location]
git push -u origin master
C A N Y O U L O O K A T T H E C O D E ?
yes
T H E N W H Y N O T
because it's ugly
no me
that's gotta tank performance on low end computers though
There's not much I can do about that
I needed the thing installed to get it work
30fps 25% res render
also yeah that looks really nice
If you can't handle that don't use it
should be ready in a few minutes
git push -u origin master wants a password and I don't know what one
Your github password
I tried, but it doesn't seem to work
I'll try again
Ok
for some reason it worked this time
THIS TOOK WAY TOO LONG I'M AN IDIOT (But I can now upload the thing)
Hier
Dank Gott, es ist aus
add your visual studio files
also wait
FoldingPapers Add files via upload
noooooooo
moved the .cs thing there
what are you doing
I... have no idea
ok so do you have git bash open
L
but lowercase
ok
ok what do you see
ok where is your visual studio project
on your computer
like where did you put it
ok so type
cd ~/source/repos
and then enter
and then type ls
and tell me what you see
ok which one of those is your project
ok type cd ClassLibrary2
more like Abenjing Angle
Ok
Hey guys is it possible to intall a non api mod with api mods?
and now do
git init
git add *
git commit -m "first commit"
git remote add origin https://github.com/FoldingPapers/NewFotF
git push -f -u origin master
No @tight zephyr
Aww
Oh I have another question, I tried the debug mod and everytime I use the invincibility tab the bosses become invincible too
do you really type git add * or do I replace the * with something else? I'm confused
- means add all
Ok
git add --all tbh
I submitted a pr for the minimap to charming btw if people want to try it
You're still not doing the fsm events
I'm not doing anything
There's a stock vs gitignore that I got from somewhere
he's at level 2
you made it past level 1 when you stopped uploading files manually using the github web browser
._.)b
so uh yeah I'd merge that PR if you want
you probably don't want binary files in your repo and this stops that
you didn't test that first?
no
re
"More lines == better code" - some company that i read that hired based on how many lines you have
Deleting files also happens throughthe Bash?
you can delete files through bash yeah
rm file
rm -r dir
wtf x4
removing QoL also made it load
nvm it didn't
and if it's in a Folder? I can't just type rm file Something if I'm looking for it in the repo and it's somewhere hidden in some folder...
Do I just go like
Rm Folder/File?
yeah
error: src refspec master does not match any.
error: failed to push some refs to 'https://github.com/FoldingPapers/NewFotF'
what is this supposed to mean
Have you done any commits?
I don't think so
Then you can't push
Ok
git commit -m "Some message"
large wall of red text
That doesn't really mean anything to me
I'll ignore it
Probably a bad idea
nothing added to commit but untracked files present
git add *
^
something broke
Specific
The file will have its original line endings in your working directory.
warning: LF will be replaced by CRLF in AppData/Local/Adobe/Acrobat/DC/Cache/AcroFnt18.lst.
it's spamming this
fatal: adding files failed
That's less fine
what folder are you in
Not sure
pwd
haven't added fodlers or anything
first it spammed the thing
then said fatal: adding files failed
and then that
pwd
C/Users/[MainUser]
aaaa
aaa
cd there imo
ls```
cd that
CD'ed
git status
On branch master
Your branch is up to date with 'origin/master'.
Untracked files:
(use "git add <file>..." to include in what will be committed)
.vs/
nothing added to commit but untracked files present (use "git add" to track)
accept my PR
Ok cool you're in the right directory and nothing to commit
it stops .vs and temporary files from being committed
I have it open to the side
you don't want those files tracked in the repo
trying to delete them from the Bash is what I'm trying to do
No
there's a green button you can press to merge the changes and if you wanna look at what I changed then use the website
Don't delete the vs files
ok now do git fetch
and git pull
and it will sync your local repo
to the website one
Assuming no merge conflicts
Cool
now that I'm done
can you look at the file
and understand why it wasn't working
the Log gives the info
But I added them
I'm pretty sure I added them
maybe I didn't save
Actually, why do I need an FSM event?
cause otherwise the damagehero component doesn't change its damage
@bronze temple using Harmony and Hooks in the same dll breaks loading
if any mods that are being loaded use Harmony that is
so if I use Charming and ModCommon w/ hooks it'll stop loading
if the mods that are being loaded use Harmony and patch things i think
cause i commented out the patching and the instance creation and it loaded
yeah
fine w/ me since hooks is being added to mod common
cool
the FSM events are there
except of course
unless
lemme check
Yeah
it's not Class1.cs that it's reading, it's NewFotF(2).cs that's in a different place
so uh anyone here know a good way to track the amount of time that has passed?
I don't just wanna put a timer in my update class because it might be affected by the game framerate
nvm I found something
uhh idk if this is a bug in the latest version of blackmoth or just mine but before you jump for the first time dashing upwards gives you momentum but after you jump you lose this momentum
so like if, having never jumped, I dash upwards, I'll go flying up.
If I jump even once and try dashing upwards I get no momentum and stop once I've finished my dash
Time.realTimeSinceStartup
I found Time.deltaTime
That works too but it's affected by time scale
no that's good
Also for that blackmoth bug I have it fixed in my local copy of the celeste stuff
Need to get around to putting it in blackmoth and making a pr
become the radiance (10s cooldown)
it's just if I make every updash launch fireballs it's gonna be really stupid when you get grubberfly.
I'm trying to make my mod broken but not like - lag the game because 400 fireballs spawn while holding up with grupperfly kinda broken.
Could just have a cap on fireballs
lol
I might just disable fireballs while the player's using grubberfly and blackmoth because it's not like they need them anyway
or more likely make a special attack specifically for that
here
added the file
this is the thing Visual Studio reads
not Class1
It has the FSM event
If that doesn't work I have an idea of what might be wrong
it didn't work
The after attack hook isn't after the attack completes
It's at the end of the attack method
So you're still resetting damage basically instantly
There's no hook for that
It's not realistic to make one for that
It's just whenever the animation completes
why not just make a hook on charm update and on health loss
and right before and after saving
what's the Health Loss Hook?
(I'm not all too familiar with Hooks...)
So, something like that
whenever I take damage it will
Check for Charm_6
recalculate the attack if yes
Then, Whenever I heal it will do the same
just make a function to do all the calculation stuff and then call it on each of the hooks
you could do it in 3 hooks. 5 hooks if you don't want to ruin save files
For the hooks since parameters won't match you can do
ModHooks.Instance.whatever += (args) => RealFunction();
There's an "AfterTakeDamage" hook
too much hooks can kill a save file?
no
probably this
oh sorry just my dumbass then
but editing the damage values and saving can
so what you do right is hook on
ModHooks.Instance.BeforeSavegameSaveHook
and have it restore the default damage values
then you hook on
ModHooks.Instance.SavegameSaveHook
and have it set the real proper damage values.
and that will keep saves from being ruined
because the save files will ALWAYS have the correct damage values
Attack and DoAttack are two separate functions in HeroController
DoAttack calls Attack so you can think of it kinda like pre-pre-attack
also neither is actually the attack itself
the attack can be hooked on directly but it's super awkward and I wouldn't recommend it for this mod in particular
pressing X is DoAttack?
Yeah the attack actually happens in NailSlash.StartSlash
if you're using monomod you could hook there
possibly
but no promises
I think the slash might just be an fsm
and god knows when and how it gets its damage values set
It's an animation with a DamageEnemies component
And BeforeSaveGame
there is a hook called ModHooks.Instance.HitInstanceHook that might work but you'd be wasting a bit of cpu power to do it.
but it probably doesn't matter since it's such a small function
basically ModHooks.Instance.HitInstanceHook
has a HitInstance
and that can tell you the source of damage, amount of damage etc and you can edit it
it happenes every frame you slash your sword
but modifying it won't hurt the save file
also every frame you're in crystal dash, etc
uhh sorta it's buggy
i call the function everytime i swing regardless if im hitting something tho
So
it's when you hit stuff for swords, every frame of cdash and sharp shadow
and when you hit stuff for spells
im swinging*
Weird
thats how i tested for damage, i would just equip the charms then just swing in the air and it would display the log that i placed in the hook
just in that hook set the damage
if it's type nail
and if the player has the appropriate stuff
and then return the new HitInstance
with the proper dmg
modifying PlayerData.instance.nailDamage during HitInstance Makes it so that every moment you're Hitting something Nail Damage gets set
?
just check that you're hitting stuff with a nail
HitInstance has a thing in it that tells you the attack type
and that type is only procced by hitting with a nail
yeah you can go for hit.AttackType().toString etc etc
I see ModHooks.Instance.SlashHitHook but not ModHooks.Instance.HitInstanceHook
hit.damage = whatever
uhh ModHooks.Instance.HitInstanceHook should be there
is your modding api up to date?
I think it's up to date
or maybe 42
Oh well
Try deleting system32
@copper nacelle that's because Harmony and MM.RT use different native jumps under the hood to detour methods and different ways to "layer" detours. It's also why I mentioned improving compatibility between MM.RT and Harmony earlier.
Even if you're going to pick one library for Hollow Knight, there's still the chance that modders of another game are going to mix and match Harmony with MM.RT ๐
Hi!
Anyone who has played the Enemy Randomizer mod
What happens with Elder Baulders?
if i could spell them
Also any idea which bosses enemies can be? Mod seems sorta incredibly bugged on that front
with traitor lord locked in place and me taking damage randomly
I think it's cg2, radiance, cg, grux mother, thk, traitor lord
but I'm probably wrong
and iirc chaos mode elder baldur spits out random enemies
also primal aspids seem to be both squits and winged sentrys
both of those spawn as the same enemy
ModHooks.Instamce.SlashHitHook
What does it do?
Shouldn't it affect attacking when you hit stuff?
Papers - take a look at either bonfire or blackmoth
I'll send you a link as soon as I get to my pc
here I set the dash damage and nail damage
and here I set all bonfire-related damages
also,
the simplest way to have an "after attack" is to reset it before the attack
that's how I used to to crit damage
instead of```cs
onAttack()
if (rolledACrit)
nailDamage = critDamage;
afterAttack()
nailDamage = defaultNailDamage;```I'd just do
onAttack()
nailDamage = defaultNailDamage;
if (rolledACrit)
nailDamage = critDamage;```
Wait
You're sayibg I just do
On attack
Set Damage to Default
If
Multiply damage
And can I store it there as well?
Maybe with the NailsmothUpgrades thing?
if (nailDamage != defaultNailDamage)
nailDamage = defaultNailDamage;
if (yourCondition)
nailDamage = increasedNailDamage;```something like this
Hey guys what does the QoL mod do?
and declare a field cs public int defaultNailDamage = 5 + 4 * PlayerData.instance.GetInt("nailSmithUpgrades");
What does QoL mod do?
dunno
Why is it in the mod installer?
What does it do?
yeah, but i had to import it elsewhere to read it
surprised he didn't include selling all relics to the mod
just steal that code from rando v2.0

I just realised I misspelled Nailsmith as "NailsMoth"
Nails Moth as character in GnG
50% chance
So that's why this charm, clearly made of nails, say's it's made of "fused cloaks"
neither can I which is why all my fire textures are procedurally generated
heh
y'all called me crazy but it was about 10 times more fun to write that code than it is to write the code to build my own FSM and add the CallMethod functions to the hero FSM.
oh, not doubt about it
Coding in a shellnut tbh
@young walrus md is a good format change my mind
.md, MD.
๐ค
phD
what does md even mean
medical doctor?
short for modder
idk about the file type
file type is markdown
Thanks
it's like plain text but significantly better
what is .org
and what program do you use to write/read it
and can I insert libreoffice/latex formulas in it
lol I don't use latex for taking notes
I'm way too slow at it
but if I wanna take notes I want some way to insert formulas
well
I do take notes in latex tbh
I'm way faster at typing latex formulas than writing them by hand
same
does steady body change at all in blackmoth?
I don't think so
who tf uses steady body
-i use steady body-
steady body should reduce your dash to 1x length so you can do PoP
@compact sedge you can do formulas and stuff in it iirc
you know what's actually hard
without longnail/mop, obvsly
POP with grubber and longnail and mop
that's a nightmare
org is mainly emacs but there are extensions for a bunch of other stuff
tap any direction and go flying (no pun intended)
ok makes sense. right now I take notes in libreoffice
because uhh
for class notes I just draw using any photo editing app on my tablet
but one thing I use a lot is you can type in formulas that could be read by libreoffice math
and I have a keybinding f2 to convert those to real formulas
it's not as fast as latex but IDK latex that well
latex is bae
latex or rito
inline latex is a thing for org iirc
I use nitrile gloves
yeah found it
but maybe I should switch to latex
The Org Manual: Embedded LaTeX
dank
you can just use latex formulas in org files
but what about adding other packages
this is like exactly what I need

dunno about packages
I mean
99% of what people use is already in the amsmath package
at least in maths
dunno about physics, cs, etc.
yeah amsmath is great
you can use packages
in the question it says how to
nice
tbh the only reason I don't have an emacs plugin for VS installed is cause I use evil-mode in emacs anyways
which is why I have a vim plugin
vim
with evil-mode you have an operating system you can't quit though.
lol
C-x C-c still works in evil mode
I just use :x and :wq most of the time tho
@royal ridge
he ban
thank
wut did I miss
some guy spammed a message saying buy bitcoin
but really. buy it
wow I was not gonna buy bitcoin but now I'm sold on it /s
H O R I 
tbh you should have bought bitcoin years ago
tbh buying bitcoin now is a dumb idea
buying back then is still kinda sketchy because a lot of people are having trouble actually getting their money out of it
it's like planting a tree
yeah. sometimes you get an apple tree. and sometimes you just get a tree
and sometimes it just dies
or gets struck by lightning
I have no faith in bitcoin to maintain its current value, let alone go up.
I mean that the best time to plant a tree was also years ago ๐
you can still plant a tree now
yeah but the second half of that quote is that the second best time is now
and I disagre with that
mostly algae for oxygen iirc
tru, i only really meant the first part
what about oxygen we don't need oxygen we mostly just need co2 sequestration
I mean there's quite a bit of oxygen and it's not really in short supply
As far as the environment goes, you'll probably be struggling to survive in an incredibly hot shithole with no/little electricity and food and regular natural disasters long before lack of oxygen becomes a problem.
what's that you say
so I guess look forward to that
play infinite grimm you say
what a great idea
also i compiled infinitegrimm and it didn't work ree
no stay in 3rd place I don't wanna be the worst person at my own mod
what
why not
dunno
log messages showed up
but i still needed "the child"
didn't test it a bunch
so it compiled properly?
send binary?
btw the current github version is kinda unstable because I'm working on reworking the stagger system to allow sharp shadow and also grimmchild so there are a few bugs with stagger in that version.
like if you sharp shadow, without hitting grimm, but during this time grimm gets hit by flukes it will be staggered
1 sec
ok
tell me if you have any trouble compiling. I built it against modcommon 0.0.2 but it should work with 3
re ik
but yeah I'll work on the next version of IG after I'm done with redwing.
which if GnG still isn't out will be adding infinite god grimm(s).
i think i'm gonna rebalance mantis gods a ton to be more like the original mantis lords
more synced and stuff
but in a way that lets me make them even harder
but also more fair
then lost kin
ok
well you have to kill normal grimm first
1.5x infinitegrimm nkg hard mode starting speed when
so d883043e9dac94f4fff6451bb1906ba10c88125b is stable, right?
I noticed some weird undefined behavior with on scene load and made a unit test for it
but the gist is sometimes GetPlayerBoolHook is called before activeSceneChanged and objects get despawned before I have a chance to save them
but other times objects wait for the scene to load
oh yeah i noticed that
and what was happening was the tent object was being spawned properly but grimm's dream sequence wasn't
so I wrote a unit test and ended up just reloading the scene twice
do you have modcommon?
is it 0.0.3 or 0.0.2
can you build against the non-hooks one and test it against that version
?
nvm downloaded old version off gdrive
ok
I reported it as an issue
https://github.com/Kerr1291/ModCommon/issues/2 and https://github.com/natis1/infinitegrimm/issues/34
Updating ModCommon to 0.0.3 causes Infinite Grimm to break. It compiles successfully but does not behave properly in practice. Grimm is still killable and all that- I think an exception happens cau...
What are you using from mod common in infinite grimm?
iirc it's just FindChildGameObjects
๐ค
I think I'm not using a lot
I only link against it instead of copying the functions because I think modcommon is good and needs more users
wtf x2
i was building against modcommon v0.0.3 anyways
p sure
anyways testing it again
Changing the mod common version shouldn't really change anything I'd think
well 56 told me that building against and using the one with the hooks caused it to break. so idk.

well i think it's working now wtf
maybe i disabled a mod that was breaking it
idk
alright I'ma test later today and if it works for me I'm closing the issue
and by later today I mean right now
in the next 30 minutes
ok test 1. IG built on normal mod common but with modcommon 0.0.3
ok well apparently blackmoth does corrupt saves or at least my version of it which is slightly out of date because I can't dash anymore without it
ok can't actually replicate the bug anymore
have u tried
debug mod
also i accidentally loaded all my saves w/ blackmoth and they're all fine
oh huh I have debug mod maybe I accidentally disabled something in it
nope can't dash
I'll just download the save I sent graig
give yourself cloak dungo
tf
nice
fixed by literally just uninstalling it
smh
ok it definitely doesn't happen when you compile for old modcommon but use new one
gonna try again but this time compile it for the new modcommon
what doesn't happen
56 said my mod broke and I'm trying to reproduce the error
I already reported it but if I can't I'm closing the bug
once is too many times
oh @compact sedge is normal grimm supposed to pop up in his tent when you go to inf grimm
yeah he pops up and either says something to you or disappears instantly if you're on hardmode
is how you know mod works
well in hardmode if you superdash to the dreamnail location it looks kinda funky
if you wanna fix it be my guest
did anyone at all play the berserkmod so I can have some feedback?
no
figures
rip
I can add it to the list of things I'm working on this month I guess
but you probably want better and faster feedback so I will just recommend it to people in #hk-discussion
I mean so are all of mine but I'm shameless and advertise them anyway
maybe get it on the drive if you want feedback ๐ค
it's still beta tho
drive is for beta testing 

graigpls
oof
spells not viable anymore smh
ok I'm probably gonna have to "nerf" hardmode then.
if people are complaining about hard mode the only way to fix this is by making hard mode harder duhhh
@compact sedge ๐ซ
do not
imo make hard mode get faster earlier
the early part is boring af
I'm gonna be doing that as well and besides it's a soft nerf. And all my old versions are on github. but if nobody can make it to 10k it's a large problem.
because the maximum speed is attained at 9k and if you can't survive during that then it means it might be too fast
iirc ngg phase 2 ultimate gay
true
might as well be russian roulette with 5 rounds chambered
audio pretty important for nkg lmao
tried having a youtube video in the background and only did 4900
also ๐
it takes two to tango buddy
the infinite ngg is because kdt isn't updating ngg
@solemn rivet

It wasn't bad, at least the version I tested
do a FotF Fragile Str Berserk only run
^
Only Balancing thing I'd offer is the one regarding attack
also qslash imo
because
oh wait doesnt berserk deactivate anyway on one health
it buffs attack a lot
so no FotF berserk stack feels bad
maybe make it not stack?
i mean it doesnt stack because FotF is triggered on 1 mask, Berserk loses the damage buff and deactivates if youre at 1 mask
Gradow, like this?
public void OnAttack(AttackDirection dir)
{
Log("Attacking");
if (PlayerData.instance.nailDamage != defaultNailDamage)
{
PlayerData.instance.nailDamage = defaultNailDamage;
if (PlayerData.instance.equippedCharm_6)
{
Log("Stronger Attack");
PlayerData.instance.nailDamage += 5 * (PlayerData.instance.maxHealth - PlayerData.instance.health);
PlayMakerFSM.BroadcastEvent("UPDATE NAIL DAMAGE");
_NailDamageTracker = PlayerData.instance.nailDamage;
Log("Set Nail Damage to to " + _NailDamageTracker);
return;
}
}
}
(defaultNailDamage was set at the top like that public int defaultNailDamage = 5 + 4 * PlayerData.instance.GetInt("nailSmithUpgrades");)
yeah, I think that should work
also, about berserk buffing the attack, that's the idea
it's a high risk/high reward mod
yeah
it doubles your attack, but reduces your HP to 1
I'm trying to make it the higher the risk, the higher the reward thing
so that, if you want to you can play at 3 health with buffed attack
for now it'll be like this but I'll balance it later
maybe something like
PlayerData.instance.nailDamage *= 1 + ((PlayerData.instance.maxHealth - PlayerData.instance.health)/PlayerData.instance.maxHealth);
also, I just gave infinitegrimm my first shot
this will be closer to doubling your attack at 1 HP
dang, I gotta git gud
That isn't bad at all
What charms do you have?
I really would suggest Quick Focus (and if you want - Shape of Unn, but I don't use it) because you can heal during some attacks if you're careful
I usually go for a more offensive build
quick+long+fstrength
and the leftover slots are usually shaman
Yeah
but this is Infinite
took me a while as well to realize that offensive builds aren't as effective here
(Lemme test the mod)
tfw i try Blackmoth again and get trashed by Hornet's idle movement
Shape of Unn to heal during the Fire PIllar attack
full aggression or no balls
^
nice
(unbalanced at the start of the game at the moment)
hmmmm
0.3-0.4 sec?
I have no idea
haven't tested this
What did you need it for?
he's gonna add a parry-riposte mechanic to the game
can you add a sound cue too?
I'm here barely getting a FotF rework to function and meanwhile 56's adding new mechanics to the game
parry riposte would be p neat
(Make the sound the BOOP from BoopMod)
small steps is the best steps
might try that at some point
i actually needed it for my cs project
really basic bullet hell
cause we aren't allowed to use 3rd party libs
entirely in java swing
Can we try it when it's done?
no 56 is gonna put it in a lootbox /s
I've got a moving player and (currently) non-moving projectiles
rn
movement is finally responsive
which took a while
and touching a projectile instakills you because it runs the gamelogic every 1/100th of a second
which is what the hitstun is for
There seems to be a bug in the blackmoth mod
the floating into the air forever?
what bug?
there is?
Hehahah
At some point the dash will not do damage
update your blackmoth
Gradow said that's an old version bug
fix is already in the gdrive
uh that's fixed by the newest version
update it
How?
it's a vanilla bug actually
I'm using the installer
I'm not here, you guys seem to be able to handle it yourselves
floats away
Help
hahahahaha
He's stuck there
wait is that vanilla
naisu
hahahaha
that's Heavy Broken
kill it
obligatory "its not a bug its a feature"
Guys how do you update a mod?
He's been bouncing around for way too long
can you hit him in that animation
just uninstall it and reinstall it
I''l try
inb4 it bounces back to folding and kills him
Ok ill try
balloon Grimm floated away
is this shitmodst
Oh the bonfire has a weird bug too
it makes heavy blow work on bosses?
is the fire spawn still going at the same direction
Are there more mods in gdrive?
?
There are some taht are not in GDrive
but they're like... not for GDrive
DarkMod for example
that makes every room dark like Lanternless Deepnest
is there some hook for right after sitting at the bench (When you'll be at full health)
CharmUpdate
is good enough
Ok
because I want to try making it set attack when I'm sure you're at full health
so that you won't end up with more attack than you're supposed to (Hell Mod)
PlayerData.instance.nailDamage *= 1 + 2 * ((PlayerData.instance.maxHealth - PlayerData.instance.health) / PlayerData.instance.maxHealth)
also I wouldn't directly modify the PlayerData.instance.nailDamage
I'd modify a variable that you then set PlayerData.instance.nailDamage equal to

regions are dumb

