#archived-modding-development
1 messages · Page 110 of 1
I've just realized sean already posted the relevant lines here
well, back to doing nothing
f
I'll post them again just to be safe
https://gitlab.com/gradow/BerserkMod/blob/master/BerserkMod/BerserkMod.cs#L323 https://gitlab.com/gradow/BerserkMod/blob/master/BerserkMod/BerserkMod.cs#L72
busy
studies
is there any benefit to using generic vars instead of the actual vars?
specifically when foreach looping
also, AA that repo can only accessed by people with a gitlab acc
oh sorry
I was trying to do a meme
and you actually made it so you need an account
I'm like on -3 mems right now so I'm sorry

okay, redid some of the code of the installer
tomorrow I'll finish adding support for optional dependencies/suggested mods
nice
code makes more sense now too
I have a dictionary for mods and their download links
but, for some reason, when I first wrote it, I put the links as keys and the names as values
idk
I must have been drunk then
so, question for anyone bored enough to look at this; does this interface make sense to you?
ehhhh not much tbh
this is the core of something i've been debating on turning into an asset on the unity asset store, though i think i'd open source this part
what if i told you that you could use this in place of any unity coroutine
basically, put a coroutine in this. you can start, re-start, stop, pause, resume, etc
example from one of my tests
[UnityTest]
public IEnumerator StartAndCountTo100AndPauseAndResumeAt50()
{
countPos = 0;
SmartRoutine testObject = new SmartRoutine(CountToX(100));
Assert.That(SmartRoutineHelper.Instance.Routines.Count, Is.EqualTo(1), "1 SmartRoutine should be active.");
while(countPos != 50)
{
Assert.That(SmartRoutineHelper.Instance.Routines.Count, Is.EqualTo(1), "1 SmartRoutine should be active.");
yield return new WaitForEndOfFrame();
}
Assert.That(SmartRoutineHelper.Instance.Routines.Count, Is.EqualTo(1), "1 SmartRoutine should be active.");
testObject.Stop(false);
Assert.That(testObject.IsPaused, Is.True, "SmartRoutine failed to pause.");
Assert.That(testObject.IsRunning, Is.True, "SmartRoutine stopped when it should be paused.");
Assert.That(SmartRoutineHelper.Instance.Routines.Count, Is.EqualTo(0), "No SmartRoutine should be active while paused.");
yield return testObject;
Assert.That(countPos, Is.EqualTo(100), "Failed to count to 100.");
Assert.That(testObject.IsRunning, Is.False, "SmartRoutine failed to stop.");
Assert.That(SmartRoutineHelper.Instance.Routines.Count, Is.AtMost(0), "SmartRoutine did not complete.");
yield break;
}
basically think of it as a better coroutine
but yeah, if the interface doesn't make sense with that contextual info, i'd appreciate any feedback (there will be comments in the actual thing, i removed them for brevity here, and to get a sense of how the code communicates by itself)
I'm a little confused as to how the randomizer is supposed to work. I've installed the mod using Crossroads along with the Modding API, and the text "Randomizer" does show up in the bottom right corner of my game. There's no options displayed under the new "Mods" option in the settings. When I start a game, I'm not prompted with anything, and I always get Fury of the Fallen in its correct location. Anybody have something helpful?
did you install modcommon
did u beat the game already?
have you beaten the game?
Just did install modcommon. No changes seemingly. And... I just cleared the save that I had beaten the game on.
I have another save that's pretty far along that I can beat the game in though.
all you need to have done on your PC is have beaten the game
then in the steel soul vs normal select screen, it's different
send a screen shot of your main menu

isappear
I'm trying to beat the final true boss. I'm still kinda bad. Thanks guys for your help!
Interrupted by calls constantly
if you're doing it to unlock rando just beat thk
radiance isn't necessary for the steel soul unlock
Noted
javascript: document.getElementsByName("project[visibility_level]").item(0).selectedIndex = 2; document.getElementsByName("commit")[1].click()
bookmarklet to change the visibility to public
for gitlab
@sage flare If there's text in the bottom right you have the old randomizer for grimm troupe
How do I get the newer one then? I just used Crossroads to get it earlier today
is it not in the xml?
doesn't seem to be
I've never bothered editing that
Was gonna a while ago but there were two of them so I just didn't
@sage flare reopen crossroads and it should be there now
Got it, thanks!
What do I have to do to get my Collider2D to work with my Rigidbody2D?
Put the collider on first
Should be it
Need to set bounds on the collider too of course
So it knows where the collision is
Ok that worked but even though I have this function in a monobehavior that the game object has as a component it still never runs. https://docs.unity3d.com/ScriptReference/Collider2D.OnCollisionEnter2D.html
can I have a collider that doesn't collide with literally every other physics object but does with like floors and stuff
so my balls stop knocking my knight around
Yeah, I think there's actually a team cherry component you can use for that
Hang on
Yeah try adding IgnoreHeroCollision
Might work
also if I have OnTriggerEnter2D do I need the oncollision one?
They serve different purposes
Trigger is for hitting non-solid objects, collision is for solid things
I think you might have to set iskinematic or something similar to that on your rigidbody for either to work properly
That's probably the proper approach
isKinematic means I have to write my own physics functions
but also it means I CAN write my own collision functions
since adding the IgnoreHeroCollision didn't work
and also I want it to collide in certain ways
nice
FSMs have the benefit of being able to be "hooked" at runtime with no dependencies at all
Still pretty bad, though
description when
Early 2018
delet this
no u

p a i n
It's funny because I don't get it because I'm not a true modder and 56 is forcing me to make a mod that renames Millibe to Wilbo.
Do it anyway
Okay done
I pressed the new project button
ok select Class Library (.NET Standard)
That was your instructions and I finished instructions

here, description
List of changes
Fragile/Unbreakable Strength gives a powerful buff when at max health. Getting hit at max health deals double damage
Fury of the Fallen now makes you stronger based on health lost and not just at 1 health
Longnail Nail is now x1.5 longer. You deal x0.8 damage
Mark of Pride Nail is x1.75 longer. You deal x0.7 damage
Quickslash You attack very fast. You deal x0.5 damage
Combinations:
Fragile Fury - the Fragile/Unbreakable Strength activates at max health and at 2 or less health. You are constantly overcharmed
Long Mark of Pride - nail is x2.25 longer, but deals x0.5-x0.6 damage
trying to combine charms with different effects - Nail Length and Damage, Nail Length and Speed and Nail Length and Speed and Damage punishes you - you deal only 1 damage and your attacks are slower
I am back from my short intermission grimmhiss
nice
God dammit um short intermission 2
@copper nacelle happy?

I wrote a description of changes
yes
yes
bakk
Yes
did you finish making the project
Almost had an uncomfortable 10 seconds of visual studio not responding.
Where is the option to select Class Library?
Wow yours looks incredibly different to mine
show pic when
Dark Mode
install
Oh no that's hideous
my eyes
Where dark mode option?
light theme is ok tbh
you need to install the extra stuff
Tools -> Options -> Environment
so you can have a class library
Color theme: Dark
yeah reopen the VS installer and select .NET
after you make it dark mode
It was fine but now that I know there is a dark mode option I'm not going back.
imo that was not fine
i mean, i think all of my other ide's are set to light mode
its pretty ok i guess
Dark mode is engaged as it should be.
the only light mode I like is GitHub's code editor
that's ok
other than that I prefer dark mode
yes
REEEEEEEEEEEEEEEEEEEEEEEEEEEEE
h a h a
no
y e s
since I'm gonna swap to linux for hk modding
i can use discline now
terminal discord
it doesn't align usernames tho
ree
That looks like hurt
Y IT NOT LIIGHT MOODE
myeah
wheresln
Btw how hard would disabling attacks and dash should be?
not very
Ohhh nice
I think you can just set canDash false w/ the onbool
preattack set your nail range to 0
Alrighty then, looks like the GUI is gonna be the harder one to make then
wait
it starts the slash after afterattack
so i think you could just
set attacking false
big meme
theres a bool for that?
cuz otherwise im gonna go dnspy diving
set it in after attack
Y then set nail range to 0?
Nail range 0 is an equivalent i guess
setting attacking false is better
i mean youre still attacking, but you just cant contact things anymore
Installing the .NET shite is going smoothly but slow.
cause it'd work
that was a quick guess at something you could do
very much not a recommendation
yeah it just one of the possible solutions
but hey, bool is there so ill just screw with that one instead
This will be very useful for me as well
61% done installing
Oh boy it's 3 AM I should be sleeping
@copper nacelle I'm going to let it finish downloading overnight and once I wake up I'll do the mod
gn
just to remind me, GameObject has an instance that gets created once you get in the game, not in the main menu right?
GameObject 
that's just a unityengine type used a ton
GameManager iirc doesn't have an instance till you're in game
same w/ HeroController and PlayerData i think
then it should be destroyed when you quit back to the menu right?
I'd think so
but dunno
wait yes
it is
I remember because I was adding a component to it
and then my component kept getting destroyed
and i kept getting confused
then you had to use do not destroy on load right?
no i just let it die
alright
I added a OnDestroy thing to my MonoBehaviour
which unhooked my functions
and made it so it adds the component onsaveload and stuff
ok ok thanks
@flat forum I cleaned up your code a lot while doing my best to keep the functionality exactly the same https://pastebin.com/903756Mu
Some stuff doesn't make sense to me, which I added comments for
Oh
Wow
Thanks
What did you use for reference tho?
The latest version is the dll I sent
I just put the assembly you posted in dnspy
I don't think I posted the .cs to Github
"These debuffs wpuld stack prettu harshly" - yeah I agree. I thought of trying to fix that later but thanks =D
The Reducing Nail Damage was because the FStrength effect is always there
I can't remove it
Yeah it's a multiplier set manually in the fsm
So in order to get the value I wanted I lowered the damage so that when it's multiplied by FStrength it gives me the result I wanted
Alright
The scaling on only 1 axis is intentional
And the last thing - it's on AfterAttack as the other one started getting crowded and I was afraid not to get lost
In visual studio you can do something like
#region stuff
//code
#endregion
#region otherstuff
//more code
#endregion```
So I decided that I'll go with the tidier option
It adds minimizers to the sidebar
Just looks like this when it's minimized
wow, looking at your code, you actually did a lot, Papers!
good job!
AA: adding optional dependencies now!
success!
Thank you so much
tha hard part now is handling case
because your files are all in lowercase, but all other mods have proper capitalization
sorry :( I could fix my mods
well then add .ToLower() maybe when comparing if the strings are the same?
yeah, I'll do something like that
also
yikes, is this code messy
oh boi
I need to clean this up
Well I wasn't gonna look but:
Settings.cs
Settings1.cs
if (installedMods.Any(f => f.Equals(dependency + ".dll", StringComparison.InvariantCultureIgnoreCase))) continue;
no, that's the VS default naming
I can fix that, but I don't really mess with the icons at all
so I don't bother
ahh ok
I really should rewrite this from scratch
this is so ugly
I was learning as I went, se there are like a thousand residual bad ideas lingering around
I think for now I'll rewrite the list filling method
Does anyone have any tips on how I can start modding this game?
well
with something easy?
I just started modding not so long ago
Is there anything you wish to mod specifically?
Online coop e.e
Ooohh
uhhh
ikr
How should this work?
tbh I don't know how to do online in any language
Im guessing the API wont really apply to this?
from a coding perspective
online is a nightmare
you'll need the API to make a mod that's compatible with other mods but it's not gonna help you with the multiplayer aspect
if anything, I'd start with a local coop
local
which shouldn't be terribly hard
yeah
only god can save you if you wanna do online coop
time consuming, sure
lol. good luck with that mod
(I wanna thank Gradow again for saying I did a lot)

So what is this API and how would I go about using it?
the API
is a replacement to the Assembly-CSharp.dll file
that allows you to use mods
in short, that
Pretty sure a multiplayer mod would require a complete rework of how the player functions work and how the game handles triggers and shit with that
so have fun
the API is a version of the game's assembly modified by the modding community to allow for loading external libraries during runtime
and that's how most of HK's modding is done
you can find the binaries in the gdrive in the pins
sure
yeah
if you simply want to take a look at the code, I'd suggest installing dnspy and opening the compiled binary
easier tbh
will try that too
also dnspy = 
Is there a link to dnspy somewhere
pins
taa
anything you need in this channel should be in pins imo
Is there a way to make a collider not actually collide with anything? Just run a function on intersection?
I can't see anything in the docs for it but maybe I'm just blind
won't making it infinitely small work?
no I want it to function as a trigger
aka run a script when it collides
I'm thinking just removing the Rigidbody2D will work
I wanna test something quickly
which part of the animation does AfterAttack affect?
is it the last frame?
AA: running your script on onColliderEnter/onTriggerEnter won't work?
no the script runs but it ALSO acts as a collider
even if I set the physics to kinematic
but if the physics are kinematic
I might as well not have them
hm...
Hi! Just want to say thanks to everyone for the amazing mods and helping me get set up yesterday. This is so much fun.
So far, only the randomizer. It's so different, and I'm excited to try out the others.
Glad you are
I'm used to the ALTTP Randomizer, but Hollow Knight is more constrained at the start so it's much more difficult
I found InfiniteGrimm really enjoyable and BlackMoth interesting, although hard
and I'm currently adding stuff to my mod as well
so I can release it sooner or later
Nice! What do you have going in yours?
well
it's a buff to a few nail affecting charms
Fury of the Fallen,
Fragile/Unbreakable Strength
Longnail
Mark of Pride
Quickslash
wait, I have a decription of changes here somewhere
Nice - I'm a fan of the nail combat
My first play through I think I never even used soul stuff
Hardly ever anyways
List of changes
Fragile/Unbreakable Strength gives a powerful buff when at max health. Getting hit at max health deals double damage
Fury of the Fallen now makes you stronger based on health lost and not just at 1 health
Longnail Nail is now x1.5 longer. You deal x0.8 damage
Mark of Pride Nail is x1.75 longer. You deal x0.7 damage
Quickslash You attack very fast. You deal x0.5 damage
Combinations:
Fragile Fury - the Fragile/Unbreakable Strength activates at max health and at 2 or less health. You are constantly overcharmed
Long Mark of Pride - nail is x2.25 longer, but deals x0.5-x0.6 damage
trying to combine charms with different effects - Nail Length and Damage, Nail Length and Speed and Nail Length and Speed and Damage punishes you - you deal only 1 damage and your attacks are slower
here it is
Interesting...
I still have a few things to add
Fragile fury instantly causes overcharmed?
the biggest one being a charm - Gods' Glory
yeah
Fragile Fury makes you very OP, but overcharmed
Sweet!
so long MoP + QS means very fast x2.25 range but at x0.25 dmg?
this is a buff?
no nail range and 1 damage
had it not been for the Punishment it would have been so tho

hehehe
because
I need a better reason to add the final charm
also being stupidly OP isn't all that much fun
but you can have one of the older, broken versions
where you end up with 400 damage the moment you get hit
literally the same vein as hell mod
Nah
Random idea: what about a charm that makes the nail do zero damage and gives you a ton of soul each hit?
Um
so.... dream nail?
the moment your nail damage becomes 0
Dream nail is slower though
what mick said
just make it 1 dmg then
you can't hit stuff
Pogo
super fast swing
Guess that's fair
but yeah the damage nerfs already seem way too overkill
longnail is basically MoP for 1 notch less but kicks damage in the nuts
MoP curbstomps it into the ground
and both of them just murder it
so, @exotic venture , the idea behind adding the punishment was that each effect was balanced by itself - getting a lot of damage had it's downs. Very big nail meant you don't get hit so easily, so keeping the original nail damage was too OP. So combining them you get away with the balancing on Longnail/MoP
that's the reason I added it
so you choose to either go super fast, super strong or from a great distance
but standalone they make no sense to use so 
what do you mean?
standalone they're already very OP
Quickslash is like x3-x4 times faster than normal nail
that's still double the DPS
also what the heck do you need all that range for anyway
idea is that it's now harder to get hit
(I HAVE NO IDEA WHAT YOU'D NEED SO MUCH RANGE, I'M JUST THE ONE WHO PROVIDES IT)
have you even tested what it looks like?
you don't need to bounce enemies all over the room with heavy blow
but hey, you have that option
doesn't it just look blatantly ridiculous though
it looks...
also heavy broken is just broken
maybe you don't need to alter them tbh
equipping 2 Godkiller charms Overcharms you
equipping 3 punishes you
now you can have Fragile MoP
punish me
mick no

but then i'd have to change pants
punishment
Just make them cost 420 notches
yeah
I played around with that idea
but
what if the players wants to take their Compass and Gathering Swam and...
ummm
their
uuuhhhhh
Kingsoul
and Hiveblood
you know what'd be cooler. Long nail does normal damage but takes a very long time to attack
and it has a very narrow range
no
basically make it a spear
yes
actually
but
Ok
that's doable
tommorow
but I'll require your help for the Gods' Glory charm
Ok
next version will rework MoP and Longnail into spears
maybe add some charm description
Or maybe Mark of Pride makes your nail the equivalent of the club the big guards use? Takes ages to hit but has big range and power? I dunno
make every charm turn the nail into a different kind of weapon
Yes sleep. Have good dreams
I'll have
radiant dreams
R A D I A N T D R E -
WHY
WHY ARE YOU SO FAST
you're the prophet, right
ok
now seriously


just make one region at the very start to hide all your code. then it will look 100% clean
based on the force of gravity, 1 unity unit ~~~~ 10cm. And I know Graig said game code isn't canon but if people are gonna accept the quirrel thing then this seems legit too.
quirrel thing?
oh quirrel must be dead because some game code calls him dead even though it's never mentioned in game
His sword is named quirreldeath.png when it is left behind at the Blue Lake.
I don't think that to be true because it very well could have been a scrapped idea and they just never changed the name of the sprite.
FK?
false knight
Oh
Forest of Bones exists bc its in the localisation then
Forest of Bones should exist.
huh even if I set my game object to a layer that the knight isn't on the collider still collides with the knight. But not the floor?!
adding ignoreherocollision fixes the hero part
so I guess the hero collision code is independant of layer
which is weird because all other collision code isn't
that's weird
knight doesn't collide with some objects like geo caches and destructable stuffs
unless those are ignoreherocollision too
the normal behavior for the collider2d is they collide with all objects on the same layer. when they're attaced to a rigidbody2d they will also collide with all other rigidbody2ds that aren't set as kinematic regardless of layer
as far as I know
but for some reason the knight collision code seems independant of all this
yes this behavior is what I've observed. except they do run collision scripts with kinematic rigidbody2d they just don't push stuff/be pushed and will clip through these objects.
there's only one thing left to fix in the installer
*that you know of
using / as slash instead of \
there's only one thing left to fix in the installer
for some reason, it's asking to install dependencies that are already installed
after I fix that, I'll post a release here
my internet has been rip the whole day today
AA: I can fix slashes, but is the folder structure similar in other OSs?
same as windows except it's case sensitive
hm..
The correct case sensitive path is:
hollow_knight_Data/Managed/Mods
much to half the modders' displeasure I pinged like 4 people almost a week ago because they had a zip file with the wrong case sensitive structure.
You didn't have any problems with yours
I pinged ttacco, kerr, and kdt who each had exactly 1 mod with the wrong structure and all others with the proper one.
oh
okay
everything should be working now
there are still some residual stuff from failed features, but they're not that visible anymore
virus.exe
AA: https://gitlab.com/gradow/ModInstaller/blob/master/ModInstaller/ModManager.cs#L32 if you want to, you can add mac/linux default paths here as well
mods should also be in alphabetic order now
so that's neat
defaultPaths.Add($@"Steam\steamapps\common\Hollow Knight")
please tell me nobody actually installs steam like this to just the root of their C drive.
not hating but I'm just confused
ok that's reasonable it just seems weird having it on the C drive where there's a bunch of folders and files
yeah
the hollow knight rando tracker doesnt connect for my friend, any ideas why?
Updated download link for the modinstaller in pins
Hey how do I switch out the sprite on a SpriteRenderer?
When I run some code on the following SpriteRenderer with an existing sprite:
fireballSprite.sprite = Sprite.Create(fireballMagmas[frame], r, Vector2.zero); fireballSprite.enabled = true; fireballSprite.color = Color.white;
my object just disappears
the code runs btw but idk what I'm doing wrong
it iterates through all the frames too
maybe it's behind the background?
the image renders fine as the fireball but when I switch it to the magma sprite it disappears
dunno then
https://gitlab.com/natis1/redwing/blob/master/redwing/redwing_fireball_behaviors.cs#L151 this is my code
idk if there's any glaring problems or if I'm doing this all wrong
if you set it to specific frame instead of looping through the frames, does it work?
no I do it's just
[INFO]:[Redwing] Unable to build fireball magmas. Error System.IndexOutOfRangeException: Array index is out of range.
so messed up my gen code
git reset --hard
wut
oh I fixed it btw just had the wrong variable in a for loop
nice!
dēlët thîs
it would be fitting if his name was finchfinchfinch...finch 56 times
it would be fitting if 32 character limit
although fitting it wouldn't fit 
finch^56
Is it possible to mod an endless Colosseum?
That would be pretty great
Random enemies
I think veru has the best score right now
For InfiniteGrimm?
I was actually thinking of streaming some IG yesterday too
People who have posted it in the discord the score is:
- Verulean (9832)
- Graig (~7500)
- Me (5977)
- 56 (~5900)
For Hard Mode?
yes hardmode
Oh wow, yeah my highest score is about 7.5 k
shoot let me update it then
I didn't post a PIC tho
I'm gonna try hard mode as well
add a high score tracker imo
Your top scores are saved in your save file
Nah don't update it, I'll stream a better score :p
so you could send your save file and I could tell you your top score
I'LL TRY THE GPDSLAYERS AGAINST INFINITEGRIMM
but it doesn't tell me if you got it in hardmode or normal mode
I'm at work right now for the next 5 hours :(
(Make sure it says if it's hard mode)
I'll stream it when I get home
uhh keep working because I want me some GnG
Yeah of course hard mode lol
I'd love to see
Hey
but if you do you can enjoy a good 60-100 hits without a single stagger
Gonna remake the Punishment system for GodSlayers
damn, I have to work on my IG scores
I really wanna not be second to last place but I also wanna work on my mod so I'm torn
smh let me finish the next lightbringer my small fire mod first
Heh
Infinite Colosseum...
@pearl sentinel would it be very difficult to mod enemy randomiser into an infinite Colosseum? Can the Colosseum even be edited??
Interesting idea
probably not too bad, it's an idea i had once for enemy rando
It can juat pick a random wave to spawn?
Imagine a timer and wave counter too
Yeah
Would be pretty great I think
Infinite Trial of Fools where the God Tamer randomly shows up
@pearl sentinel heh I knew you would have already thought about it
Infinite god tamer but every 500 damage you do spawns another random ToF wave on top
infinite nightmare god tamer god
She riding NKGs back
Infinite Crystal Nightmare Radiant Primal God Tamer
God Tamer but every time you kill it, it spawns again with another God Tamer
... Lords
I wonder if you could fight god tamer and NKG together
What about a mod that pairs you against two random bosses
could probably just damage rush god tamer
anyone hard + watcher knights
Yeah imagine something like dung defender and...... White defender!?
beta radiance + gpz 10
Cannot implicitly convert type 'int' to 'bool'
regarding this line
if (Punishment = 2)
Beta radiance basically just fight two radiance anyway
is punishment a bool
2 equals signs
ok
Ok
and doesn't compare
yeah
should remember that
so
reworked the Punishment thing
now combining 2 won't punish you
but combining 3 will
per asking from Mystery
any 2 is ok?
so what's the interaction between strength and the long nail
for example
like what's the damage output with both on and what's the range
Oh an active channel
Range is still 1.5 and damage output at max health is 51
Thank god
it gets set to lower after you lose your health
(it gets set to the usual Longnail damage)
without Longnail damage is 63
Imma just watch you guys talk since i know nothing about mods and modding and coding and all that stuff
well
almost no nail damage, nail is very slow
uh
yeah, always Overcharmed
should I also empty your soul
I mean it's already stupid to try to play the game that way
don't need to go to meme levels of stupid
So either use strength and fotf or mop and long nail use all four and you get punished.
Any combination is allowed even range with damage charms?
AA, well, you're still gaining soul, so a Spell build in that case will work
not as much tho because super slow attack speed
it's already so shitty nobody would do it
except for a meme video
like "hey let me take FotF and fragile strength so my damage becomes 1"
there's always those people that go like "I'll do Path of Pain AND fight NKG with my hands tied to my back and only using my nose"
Can you combine a damage charm with a range charm without getting punished? Or are the only allowed combos strength and fotf or mop and long nail?
Nice, sounds really good.
overcharmiing isn't a problem
it's basically a minor setback
time to test it against InfiniteGrimm
maybe hard mode
also
QuickSlash's Damage is pretty low
but try equipping it with Soul Eater
and you'll end up with a not bad Spell Build
4 dmg nkg sounds like more than a minor setback but what do I know
?
Why 4 damage
Only case you'll get 4 damage is with Nail1 and Longnail
oh, mentioning Longnail
no I mean being overcharmed while fighting NKG
you wanted me to rework those into Lances - thinner, but dealing the same damage
you take 4 dmg
it's a minor setback most of the time

REWORK FRAGILE HEART INTO INFINITEHEALTH
Lmao angle i think got 5k on infinite nkg and finds it easy to do it hitless
Don't trust him
He's evil
what

blue?
Ok
Didn't you get 5k on infinite grimm?
actually 5977
language get hook
but can't do repeating
Anyways i might have to go soon. Since it's late
Blackmoth does something similar, but changes only descriptions:
case "CHARM_DESC_13":
ret = @"Freely given by the Mantis Tribe to those they respect.
Greatly increases the range of the bearer's dash, allowing them to strike foes from further away.";
break;
really?
Y E S
'GodKillers.Description(string, string)': not all code paths return a value
regarding this
string Description(string key, string sheet)
return the default key and sheet if you aren't editing it
I have this right under it
string ret = Language.Language.GetInternal(key, sheet);
if (sheet == "UI")
have u tried showing the whole code
see this except I have my key and value backwards
but otherwise it's right
notice line 46 at the end
@copper nacelle
here's the whole thing
string Description(string key, string sheet)
{
string ret = Language.Language.GetInternal(key, sheet);
if (sheet == "UI")
{
switch (key)
{
that's objectively false
I mean
found your problem
I didn't want to put the entire part with the descriptions in here
jesus use git or something so you can link the line
string Description(string key, string sheet)
{
string ret = Language.Language.GetInternal(key, sheet);
if (sheet == "UI")
{
switch (key)
{
case "CHARM_DESC_13":
ret = @"Freely given by the Mantis Tribe to those they respect.
Turns the nail into a Lance, greatly increasing its range, but decreasing its strength. Allows the bearer to strike foes from further away.";
break;
case "CHARM_DESC_18":
ret = @"Turns the nail into a Lance, increasing its range, but slightly decreasing its strength.";
break;
case "CHARM_DESC_25":
ret = @"Strengthens the bearer, greatly increasing the damage they deal to enemies when at full health,
But once the bearer loses health they will lose the power as well, only gaining it back after focusing.
This charm is fragile, and will break if its bearer is killed.";
break;
case "CHARM_DESC_25_G":
ret = @"Strengthens the bearer, greatly increasing the damage they deal to enemies when at full health,
But once the bearer loses health they will lose the power as well, only gaining it back after focusing.
This charm is ubreakable.";
break;
case "CHARM_DESC_32":
ret = @"Born from imperfect, discarded weapons that have fused together. The weapons still long to be used.
The Bearer will attack much more rapidly, but the attacks will be weaker";
break;
case "CHARM_NAME_18":
ret = @"Lance Nail";
break;
case "CHARM_NAME_13":
ret = @"Lance of Pride";
break;
}
}
}
too lazy
here's the whole block
where's the return ret
deletGrimmChild = false;
give me a break didn't know about IEnumerator
and coroutines
really redwing is the first project of mine to use them at all
LanceNail is pretty fun
Also, the fact you can't combine many charms makes choosing charms trickier
I used to always go around with Unbreakable Strength, Quickslash and MoP
but now I can't quite
Imo use strength and fotf
imo use str fotf mop quickslash gathering swarm wayward compass
Are other charms that aren't god charms allowed to go with two god charms and not punish you? @flat forum
🅱🅱
ye
are you sure Hard Mode doesn't also affect the normal NKG fight?
dude seems faster
than usual
Ok
if it's normal NKG the mod won't activate at all
gotta get used to it
although if you don't believe me check the log
I believe you
actually wait
are you doing normal NKG with debugmod
there's technically undefined behavior in my mod that can happen by setting NKG to false while in game. since that's never supposed to happen in any legit game.
normal NKG with debug mod and InfiniteGrimm
but shouldn't be anything major
:ech:
ok
no
well
if you set killed NKG to false while in the tent you won't need grimmchild but the fight should still be normal
if you set it outside the tent but in dirtmouth... shouldn't affect anything afaik
if you set it while IN the NKG fight dream
god help you
unrelated how do you get superglue off a mouse
can't find the nailpolish remover
ur not doing anything with cloth and water
if it's fully hardened
go to sleep and do it tomorrow
pain
beat NKG
with Strength I'm very OP at full health, but then end up fighting NKG with Nail2
does strength get weaker when you lose health?
yeah
very OP at max health
at 1 health below your max it's normal nail damage
and then gets lower and lower
FotF+FStrength negates that effect - makes you very strong at max health and very low health and sets your damage to a bit lower than normal otherwise
gonna test it against InfiniteHardGrimm now
FotF + Lance of Pride should be a good combo
apparently if you set nkg to killed in the tent
it just says you did 0 damage
and if you have grimmchild the spawn breaks
and since you can't do that without cheating I'm not patching it
infinite grimm features:
* Rewrites Hollow Knight lore
and now I went out of the tent
from readme




