#archived-modding-development
1 messages ยท Page 109 of 1
did you attach your script to a gameobject
FireballSpawn = new GameObject("redwingFireballSpawner");
FireballSpawn.transform.position = voidKnight.transform.position;
...
FireballsGO[i].transform.parent = FireballSpawn.transform;
so why does this not work
looks fine to me
the transform is set properly
the FireballSpawn object is set to 103.62, 11.40812, 0.004
when I run it in game
and not 0, 0, 0
even if I remove the DamagesEnemies component so it looks identical to the unity engine one it still doesn't appear
wait
it does appear but at the origin
like it shouldn't be
but I set these objects' parents to an object at a correct position
so why does this happen
because setting a parent doesn't reset local position
so if its at 0,0,0 and you set parent to something at 100,50,0
it sets its localposition to -100,-50,0
so run this after setting parent FireballsGO[i].transform.localPosition = Vector3.zero;
huh I didn't know it worked that way, thanks
uhhhhhh what
why are they inverse of what they should be
because to get from 107.172 -> 0 you're offset by -107.172
are you doing position
or localposition
localPosition
cool I fixed it
mostly
dunno why the knight is slightly offset though
sprite is probably on a weird pivot
you could use boxcollider.bounds.center probably
to get a more accurate "center"
it's still wrong
but it's less wrong
it's always to the right of the knight
regardless of the direction I face
I had that problem with hpbars
try manually offsetting it
objectPos = gameObject.transform.position + Vector3.up * 1.5f; manual offset
ok cool well thanks for all your help. I guess now I just need to figure out how to recycle them after some time and how to make them despawn on hitting enemies
and maybe I'll give them some randomness too
maybe if there's a way to only detect floors/celings
I don't want them like grimmballs where they dissipate when they hit any random clutter
make them destroy if they hit black bars at least imo
check on collision stay if layer == 11 iirc
and what about playing an animation
Easiest is just run a coroutine that switches the sprite
can you run arbitrary code on hitting an object
yes
theres a method for all monobehaviours
That's what the collision/trigger events are for
Also here's an example of animating a sprite https://github.com/seanpr96/HollowKnight.RandomizerMod/blob/master/RandomizerMod2.0/Components/BigItemPopup.cs#L215
OnCollisionEnter(Collider2d) should work fine
No it's Unity
It's not an override or anything
You just use it and it works through Unity magic
it's not a function that exists
are you extending monobehaviour
Put it in your class
or Update
oh but that means I need to add a monobehavior to the GameObject then?
Currently my GameObject isn't actually using any monobehaviors
Yes you'll need a component to track the collisions
well how many balls can spawn at once
7
how many can exist at once is what I mean precisely
Just have 14 objects you never destroy, then
If that's the max
Maybe destroy on main menu or something
and just set them to active = false when you would destroy
and set active = true when you would create
whats supposed to happen at dnail in rando
You get an item
it crashes
got nothing
There's a lot of different ways you can get nothing
What I mean is you weren't specific enough
Dialog where?
So when interacting with the thing that normally starts the dreamer cutscene?
yes
Ok
I think that's actually a bug I'm aware of but nobody had reported yet
What's your seed?
where do i check
Just send me your log file
And I'm guessing you went to hornet first?
yeah got dash
Yeah that's this bug https://github.com/seanpr96/HollowKnight.RandomizerMod/issues/16
You're locked out of shade cloak on that save
we need a ching mod that makes every enemy marmuu
so everyone can experience dying to marmuu
anyone know why new projects would be missing the .net 3.5 option
also .net 4
anything above .net 2
dunno if nuget compilers affects that
@copper nacelle I have just identified and squashed a critical bug regarding optional method parameters in HookGen, with the help of a few contributors
it'd be great if you (or whoever is responsible - I just saw your name often regarding HookGen) could ^
yup, update and re-gen :)
Optional parameters have two attribute flags: Optional = 16 and HasDefault = 4096
I've previously only removed Optional in HookGen, which actually works fine in .NET Framework
but Mono - ironically the framework being less strict regarding invalid IL - just burned down in the native side of things
Good Morning
Morning
good night
Vmi, did you get EnemyHPBars working?
Ok, so, you said one way is to find and resize AltSlash, UpSlash and DownSlash
but for some reason I can't seem to find them
The new one didn't work. It loaded properly.
is it compiled w/ modcommon as a ref
why is your one mod like 12 mods
cause in game settings are fuck no
just make a json config
The type name 'alternateSlash' does not exist in the type 'NailSlash'
same for upSlash, downSlash and normalSlash
@lucid pond try this
OK
There ya go
the modcommon is the most recent. Because I used the QoL mod yesterday and I need it
The type name 'normalSlash' does not exist in the type 'HeroController'
or
The type name 'normalSlash' does not exist in the type 'HitInstance'
i just built it and it's 1.1.2
This one is OK. I downloaded it many days ago.
hitinstance is just nail
@flat forum did you instance
Well that's just not right so you're doing something wrong
is your game even modded
HeroController.instance isn't a mod thing
wtf
that error doesn't even make sense
@flat forum show code
it'd be like
HeroController doesn't contain a definition for instance
this is the whole line of code I'm trying to work with here
HeroController.instance.normalSlash NormalSlash = (HeroController.instance.normalSlash)whatever.GetValue(HeroController.instance);
boi
How do you still not understand anything about c#?
I'm very very new to coding
I can see that
iirc he's only done html
NailSlash urgay = HeroController.instance.upSlash;
it's Type varname = definition;
the type for a normal slash is not normal slash
a bit of html a long time ago is the only coding thing I've done, yeah
it worked for every direction
thanks a lot


Sure, maybe for infinite grimm?
dunno
must be checking if notch cost is 0 perhaps
maybe it would cost 1 notch
no
it's not about cost
getting it with Debug mase it cost 5
and it was still unequipable
Ok
So, I tried adding a little thing
but it broke
so
it should work like that
On AfterAttack it will
Set the Puishment thing to 0
check if you have:
Longnail or MoP
and if yes add 1 to Punishment
FotF or Fragile Strength
and if yes add 1 to Punishment
and if (Punishment > 1)
it will set your damage to 1
private void OnAfterAttack(AttackDirection dir)
{
Punishment = 0;
if (Punishment != 0);
{
Punishment = 0;
}
if (PlayerData.instance.GetBool("equippedCharm_13") || PlayerData.instance.GetBool("equippedCharm_18"))
{
Punishment += 1;
}
if (PlayerData.instance.GetBool("equippedCharm_6") || PlayerData.instance.GetBool("equippedCharm_25"))
{
Punishment += 1;
}
if (Punishment > 1);
{
LogDebug("Punished");
PlayerData.instance.SetInt("nailDamage",
1);
PlayMakerFSM.BroadcastEvent("UPDATE NAIL DAMAGE");
}
}
Did you make that image folding
yeah
that's from the "Flame Gathered" thing in the corner
ohh super cool
I made the one in meme tho
I'm gonna look into adding something like that
that way too many people thought was a leak
Now, the problem with the thing is
I'm always punished
not just whenever I have those charms equipped
whats your mod again? cuz youre always gonna be punished whenever you wear those charms with that if condition
"if you try combining Nail Range and Attack damage you'll be punished" is what I'm trying to get
"Lol you exist now you punished rofl!!1!!" is what I get
y tho
AND
too slow
oh
56 beat me to it
if your asking for both then you ahd to use &&
yeah
yeah
this is there because cross-style combos are too OP
things were balanced for you to either have massive range or super Strength
but not if you have both
I'm trying to fix that by punishing the player
ok
whats 13 and 18?
i see i see
so you wanna check if someone combines f strength with mop OR longnail?
yeah
and I'm doing it on AfterAttack as OnAttack is used to set the damage
and AfterAttack comes immediately after it
Whats the problem then? you get the punishment debuff regardless if you have them equipped or not?
I get punishment debuff even without any charms
(is PlayerData.instance.MPReserve how much soul you have?)
what you can do is, just set punished to a boolean that defaults on false at the start
then add a condition like this
boolean punished = false;
if((fstrengthEquipped || fotfEquipped) && (LongnailEquipped || MarkofprideEquipped) )
{
punished = true;
}
if(punished) // meaning this checks if its true
{
//put code to lower/set damage here
}
Mhm
also not sure hre but i think you have to set the original damage back, i think, cuz usually i just use HitInstanceHook which just changes the damage for the current hit you make, rather than setting the players data itself
wait can i see the on attack code too?
Lemme see if that thing works
brb
still gets set to 0...
Also, the changing of Damage
I'll try adding that here as well
Nope
Ok
so
it gives this error too
Possible mistaken empty statement
whats the code?
regarding
if (Punishment != false);
if ((PlayerData.instance.GetBool("equippedCharm_13") || PlayerData.instance.GetBool("equippedCharm_18")) && (PlayerData.instance.GetBool("equippedCharm_6") || PlayerData.instance.GetBool("equippedCharm_25")));
and
if (Punishment == true);
these 3
it gives an error for all of them
the same one
send code when
I set it as a bool
bool Punishment?
public bool Punishment;
Ok
Still broken
I might as well leave this whole thing last on the to-do list
public bool Punishment = false;
private void OnAfterAttack(AttackDirection dir)
{
defaultNailDamage = 5 + 4 * PlayerData.instance.GetInt("nailSmithUpgrades");
if (PlayerData.instance.GetInt("nailDamage") != defaultNailDamage)
{
PlayerData.instance.SetInt("nailDamage", defaultNailDamage);
}
LogDebug("Checking For Punishment!");
if (Punishment != false)
{
Punishment = false;
}
if ((PlayerData.instance.GetBool("equippedCharm_13") || PlayerData.instance.GetBool("equippedCharm_18")) && (PlayerData.instance.GetBool("equippedCharm_6") || PlayerData.instance.GetBool("equippedCharm_25")))
{
Punishment = true;
}
if (Punishment == true)
{
LogDebug("Punished");
PlayerData.instance.SetInt("nailDamage",
1);
PlayMakerFSM.BroadcastEvent("UPDATE NAIL DAMAGE");
}
}
here's everything regarding that
wait wait
PlayerData.instance.GetBool("equippedCharm_25")));
you have a ; at this line
get reeeed of that
i saw online someome having the same problem, the error youre getting
and it was because of
if(statement);
{
etc etc
}

yeah i think your parentheses are also borked
still getting the same errors?
same result
always at 1 attack
I'll just manage the whole thing later
P.u.n.i.s.h.m.e.n.t.
So
Going through Bonfire before adding the QuickSlash thing
and I see these regarding attack speed
HeroController.instance.ATTACK_DURATION
HeroController.instance.ATTACK_COOLDOWN_TIME
they're multiplied by (number)f
so
multiplication with f will also affect the speed?
also, there is this
HeroController.instance.ATTACK_DURATION_CH
thats quick slash
cooldown time is how often you can attack
attack_duration is how long the animation takes to play
can I just do an
OnCharmUpdate
HeroController.instance.ATTACK_DURATION_CH = 0.2 f
or something like that
wait
You can do anything you want with enough time
kdt was making a boss
WHo made one?
the pixelated one?
the girl with the sword that dashed around and dealt 2 damage
yeah
what enemy do you want to make?
when you click on two channels and the last message is the same person saying the exact same thing
but uh yeah what are you trying to make?
there's a lot you can do
Did anyone make any sprite mods for the player (HK himself)?
if anyone has please send code. The best I can figure out with what little I do know is how to recolor the knight.
If you look at the HeroAnimationController class you can see the knight is controlled by a tk2dSpriteAnimator
Which uses tk2dSpriteAnimationClip
Which uses tk2dSpriteAnimationFrame
So change those would be my guess
Looks like there's actually even deeper you have to go
That gets the sprite from tk2dSpriteCollectionData
which gets stuff from a list of Texture2D
Well recoloring is nice, I like the HK model that was put, but would just like to fiddle around with the color pallets
If that's all you want to do I'd recommend just editing the sprite sheet directly
I don't know what program people use to repack the resources but I'm sure someone here does
can unity studio not repack?
No idea
When I edit the HK sprite I'll just have it at runtime scan for colors in a certain range and change them to other colors.
hey seanpr, I'm like 3 days late so you probably already found a solution but you wanted to look at unity's native functions?
Yeah I wanted to figure out where coroutines are stored so I can get all the ones running on GameManager
I found that already, but thanks anyway
not actually open source
It doesn't have the relevant bits
reee nvm
When someone finds out how to retexture the character, @ me
@somber gyro literally change the assets
iirc 753 used unity studio
?
wait no it was UABE
Ancient version 1.0 screenshot
6639
Unity Assets Bundle Extractor (UABE) is a stylish tool that allows editing asset bundles and .assets. It can export .assets files from bundles, import them back, modify most asset formats with plugins and dumps with type information and...
Any tutoruals
imo self explanatory
just take out the asset
change the pictures
and put it back
The guy in art posted the sprites
woo non-portable mods
I have the sprites
@compact sedge what
non-api lightbringer
non-compatible
makeese
what if someone else also wants to change the asset
then they die
also gj making a mod that you have to update for each and every version of HK
thank u
if you do it in assembly it will probably work 3 patches from now
probably
@somber gyro open the asset bundle extractor, select a .assets file in hollow_knight_Data, find the asset, click plugins, export to png, edit the png, click plugins, edit, Texture [Load], select the new file, click ok, click ok, go to File, hit save
ez
should i make a video or no
it'd take like
30 seconds
Asset Bundle Extractor can be found at https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor
ignore the music thanks
nice music
thanks
not
who listens to music
damn now ur not gonna get the ad revenue
56 its not even a proper tutorial where is my slow notepad typing
delet this
nice it let me delete the song
enhance
I don't even know what it is
lul
it was just a thing you had on your alttab menu
ooh I made a shitty java bullet hell for CS class in high school
literally meirl
https://github.com/natis1/DamnedDwarvesDeux
It's somehow 100 times shittier than the iOS version I made the year before which only has source code on google drive for objective C
This one has real levels but the iOS one was like infinite grimm
it got harder and harder, and one of the ways it got harder was by getting faster until you hit a max speed
it also had a bunch of sidegrade "upgrades." and you could corrupt and uncorrupt the forest.
which didn't do anything but make the background look different
Hey
Can i get help with a bot?
I want one like Zote The Mighty
Posts an image when asked
zote's open source if you wanna look at his code
How do I do that?
"I discovered Hollow Knight about one month after its release through a series by youtuber Northernlion showcasing the game." 
another cult member
i thought northernlion did booster pack isaac videos
no he does pot play
I don't understand anything on the bot page
I need one that when you post a command it posts a random image from a folder
just get sheo code and tweak it

"to get across this river, you must swim."
"but I can't swim."
"but to get across, you have to swim."
"but I can't swim."
shrugs
@compact sedge
WutFace AC:Unity
yes
glad I'm still the memer I was 3 years ago
also my class name practice hasn't changed one bit
how to add one word behind all of your classes
smh no InfinitePlayMakerFSMExtensions
found what
the radiance server
i mean
it's not hard to find
ttaco posted it in #297468195026239489 yesterday
and now it's in the grimm server
I feel like @stuck marlin deserves to go to the hive knight server
why must the blackmoth dash be longer
it's making the crusher section in crystal peak much harder
take longnail so it's even longer and dash upwards at a 45 degree angle
and you'll get about as much horizontal distance as regular dash
m8 you can skip 99% of the game, have OP abilities and some funny moments
or do the crystal peaks section in reverse
^
for double fun
hey this is why I spent all of today moving to gitlab
ยฒ
sigh
actually I started gitlab's import thing 4 hours ago and it's still only around 60% done because of how overloaded their servers are, probably in no small part because of this news.
what do you think of bitbucket
they're fine as well but I do like that gitlab itself is open source
so as far as hosting on someone else's website I think they're about the same
I started 4 hours ago
in their demo video each project took like 10 seconds to finish
where's the import
there were prolly like 10 thousand less people importing tho
yeah
pain.png
your gitlab acc must be linked to you github acc, ofc
oh nice it's not one by one
or you can use an api key too I think
pain.png
yeah
gonna also try bitbucket
I've had some good experiences with them
also
e z
what doesn't gitlab also have free private repos?
yes
bitbucket has free repos and stuff but they're not unlimited
gitlab is unlimited but it doesn't have great uptime iirc
I don't use private repos for like anything
I have private git repos I mean
but none of them are online
they're like, actually private
on a little pi
host gitlab on the pi ez
it's simple, download the internet
Can you ship me the internet on some floppy disks?
sure, they'll be arriving by pigeon first thing in the morning
aaaaa
make room for 50~60 pigeons
i hate crystal peaks
peaks
peaks Kreygasm
so many spaces where nail would be useful for killing
i'd take more of crystal peak
That place really peeks my intrest
just do a short hop into down dash
quite impressive piques
picquรจs
is it MPReserve or MPCharge the one which tells you how much Soul you have?
so setting both to 0 is emptying your soul storage
and is there a way to make Void Heart unequippable?
Are there any quick file replacement mods for the Life Blood patch? IGG-Games version
wdym
I downloaded my game for free. I'm looking for resource replacement mods like Light Bringer
Pfft. Not every can afford stuff buddy
Some of us work with it how we can
ANYWAY that's besides the point of this channel
geeze well I'm working on a great amazing mod, but alas it will only work on lifeblood.
;pleaseban @tame valve
Lifebloods what I got. What are you doing mod wise?
oh oof, I just realized, it won't work with a patched executable
Well balls
This is the sound that comes up in my head when I think about a fail. Like the Mets losing a ballgame to the Phillies 10-0.
look let me put it to you this way, if you know how computers work
Lol please ban. That's cute, like any number of you weebs are any more respectable
you can get modded + pirated hollow knight
but you clearly don't
because if you did know how computers work
you wouldn't be dumb enough to pirate software
Thatโs cute
I do know. Just dont care.
Itโs also sarcasm
I have a 0% risk of malware from pirated mp3s, or movies, or books, and a non-zero risk from software
and there's nothing you can do about it.
Ok? :)
I dont care either way.
well anyway, since I know you're gonna hate me. Theres a way to get any mod, and the modding api, working on a pirated version of HK and I'm never telling you how.
Oh dont you feel superior
believe me I lost any superiority the second I engaged with you
tbf it's literally zote
Any way. I figured this was a toxic server. Peace.
Bye
l8r
ok they're gone
Anyway it's weird because when I think about it I'm modding my game in such a way that it would work if I had pirated HK.
And yet I own the game
I mean that's how you get the file
literally in my steam library
bought it at 10 bucks
101 hours
Not a bad deal if you ask me
15 bucks and 554 hours
Wouldnโt want someone like him in the community
Uh math?
Ah
I've spent about 30 dollars on the game and game related swag though, and probably will spend another 10 bucks in the near future.
So I guess that puts me at 30 cents an hour or... actually price per hour is stupid
I've spent 4 cents an hour on Oblivion and had a lot less fun than HK
Mention a name
I kinda wanted him to leave the server so
It got the desired effect
if that makes me horrible then so be it
Idc he totally had it coming
I mean I wasnโt exactly being welcoming to him either
Hmm. I mod in offline mode so I don't spam others with constant steam notifications. I wonder how many hours I'd have if that was included...
pfft I don't I'm sure my friends love it when it says: Avenging Angle now playing Hollow Knight.
every 4 minutes
but seriously who keeps "friend has just started playing [game]" notifications on?
how do I change charm name/description/picture?
Name/description just use the language hook
Picture you need to either change in resources or modify at runtime everywhere it pops up
Hey guys I pirated the game can you give me free tech support pls thanks
okay
guys I pirated an indie game, and I've played it for like 500 hours at this point and all was fine until I got a crack for the latest version. But when I installed it there's a bunch of ads in my webbrowser and there's this thing asking me to pay bitcoin if I want my documents decrypted. Can you help?
delete system32
or take your hard drive and drill a hole through it to leak out all the viruses
works just fine
Download Norton Security
Norton is at least better than McAfee
uhh I did that and it deleted my copy of the game that I downloaded illegally
download the release version in pirate bay
Remember to buy VPN to hide from the governmentsss
Buy one from totallynotascam.com itโs a good site
Guys I get this dialogue can someone tell me if this is safe? https://xkcd.com/1247/
Safe
CIA bin
ok thanks
Download
I think my computer can run you
The other four couldnโt use computers
Wait first you have to delete system 32
Iโm basically better windows
Can I delete my hard drive?
And drill a hole through my monitor system32
Be careful itโs not what you think it is
Yes
kb also stands for kajiggabytes
Which is like 100 terabytes
You cost 2BB
BB stands for Big Burrito
Iโm at least 25 megabytes
Can I get you for 2 Big Burritos?
Yes
Good
Hit me up with that Taco Bell
We should probably stop talking about stupid shit in here
Yeah
POI
"PlayMaker is the very heart of Poi -- every character, enemy and cinematic was built from the ground up using the powerful and intuitive visual scripting tool."```
Add this to the list of games to never mod...
wtf nooooooo
Hmm apparently all imported gitlab repos are private by default.
Also you will really appreciate this seanpr, you can set your gitlab repo to "internal" which will let anyone browse it but only if they have an existing gitlab account. which should stop dumb people from downloading the source code and wondering why modding api won't work, while still leaving it openly accessable to people that want it.
I'm thinking of changing "Not Installed" to "Check to install"
what do you guys think?
yes pls
ur ui is confusing
no offense
idk I checked the check boxes on the left before realizing I was stupid
(they weren't greyed out, idk maybe a bug on my system)
yeah, left side should say something about activating the mod or something
if that's even how it works
lol
here's my suggestion. Two title bars at the top
Activate | Install
(names subject to change if you think of anything better)
but idk I'm just the ideas guy
and lets be real ideas are cheap
doing stuff that's the hard part
unless you're a consultant
the greyed-out is new
ah
Also while you're doing everything else and feel free to not implement this but I would very much appreciate if you added support for optional deps.
huh where'd grimmchild upgrades go?
it was in the xml with an optional field
and now it's not
hold on let me readd it
oh
ok
I'm checking against the Dependencies to add mods
if (!mod.Element("Dependencies").IsEmpty)
{
downloadList.Add(mod.Element("Link").Value, Regex.Replace(mod.Element("Name").Value, @"\s|\\|\n|_", ""));
}```
so I thought that was the issue
<Optional>
<string>Infinite Grimm</string>
</Optional>
is what I had in it
cool thanks :)
I have to leave for classes
but for now, here's how it is:
I'll try adding the text boxes above
but, as it is, it's already a hackjob
why does it have the mods listed twice
ohno
is it because mine is lowercase on top and uppercase on bottom
why is that
oh
my fault
you can see the one I have installed is greyed-out on the right
means it was not downloaded
I compiled it myself, for some reason
ok
if I used uppercase name would it show up as downloaded?
sorry I don't do that because I think uppercase libraries are dumb because I come from an OS where 99.5% of libraries are lowercase.
and if they are, it assumes you dl'd it
But I can change it if it would help
hm...
well
hm...
I'll think of something
anyway, like I was saying
there's no easy way to do double-layered checklists, like I did
so I hade to overlay two checklists
and it's very ugly
Honestly I can't design even the dumbest of UIs
is this just a windows forms problem?
like, if you click on the entry instead of the checkbox, you'll see it only selects some of it
yeah
it is
ok
imo the confusing UI is only a problem once
once you figure it out it becomes fine
and I also made it auto-scale to fit all mods
so as the list grows, the window should grow with it
I could keep window size static, but that won't do
mildly worried if this game's modding scene ever takes off
but I guess you have a lot of time to figure out what to do
yeah
before that happens
yup
because those two are actually two separate lists
and I hid their sliders
but they actually slide independently
yuck
yeah
winforms
so I have to keep position fixed to make one able to tell what is or isn't installed
the other solution would be to listen to scrolling on both lists and adjust the other accordingly
but after a brief search, it doesn't seem to be terribly easy to do that
so I just forgot about that for now
for now, I'll push it as it is and update the link to point to the gitlabs release
Gitlab is being slow as hell
yeah 10% growth in 16 hours is kinda hard to handle
Oh is it only 10%?
Alright my bad
it's been growing at a rate of about 4-5k an hour since the announcement
All I'd seen was this and it makes it look like a huge boost https://monitor.gitlab.net/dashboard/db/github-importer?orgId=1&from=now-2d&to=now
and it's probably the maximum growth it can handle
Doesn't sound that bad tbh
Maybe that's it then
Bandwidth is dedicated to migration
did all your stuff even finish migrating?
Yup
nice
I'm 95% sure mine hasn't because of this:
I just have too many things to import and the api key only lets you do so much at once
(and it's per day so I'm gonna have to wait about 3 more hours)
Yikes
yes
or =>
wait
no do the first one
because => has another meaning in c#
because c# dumb
It's for expression bodies
^
...?
don't ask
Why not !(a<b) 
lemme check that out
Like
private bool thing() => false;
why not !( !(a - b >= 0)) while you're at it
!(!(!(!(!((!(!(!(!(!(!(!(!(!(!(!((!(!(!(!(!(!(!(!(!(!(!((!(!(!(!(!(!(!(!(!(!(!((!(!(!(!(!(!(!(!(!(!(!((!(!(!(!(!(!(!(!(!(!(!((!(!(!(!(!(!(... ...))))))))))))))))))))))))))))))))))))))))))))))))
why not that awful thing 56 posted earlier
is there anyone that uses things like this?
monsters
!( !(stuff) )
you could do !( !(stuff) || otherstuff) for example
except
I think that's the same as
(stuff && !otherstuff)
Ok
final balancing touches to the punishment thing
like
I want to have the FotF thing that activates on 1 health always active
there's a thing here, can I try to see if it works?
Well, ints and floats are totally ordered, so !(a<b) is logically equivalent to a >= b, so there's really no reason to use !(a<b)
if (furyVignette != null)
{
foreach (SpriteRenderer spriteRenderer in furyVignette.GetComponent<FadeGroup>().spriteRenderers)
{
spriteRenderer.enabled = true;
spriteRenderer.color = new Color(255f, 153f, 0f);
spriteRenderer.drawMode = SpriteDrawMode.Simple;
}
}
So, this checks if FuryVignette is on and activates the effect, right?
Oh
Ok
thanks a lot
No it checks if the mod has found it yet
You need to enable the same sprite renderers that those ifs enable
I thought that said "furryVignette"

Papers, I'm on mobile rn, but if you check the code you can find where I actually get the furyVignette
What you sent is just me setting it active if I already found it
am back




