#archived-modding-development
1 messages · Page 117 of 1
the mod has already "imprinted" onto the save file at that point
send the output logs after crashes
can be found in Hollow_Knight_data folder
between 2 and 3?
I'm thinking this API error I have is from the other mods I have
probably not related to this issue
Yeah, that's a mod failing to load
Log file from save folder tbh
From one of the people with the issue
I know exactly what would be causing this but I don't have any idea why
Still got the same crash
going to try from fresh install and not manually install the mods either
if that doesnt work then i have no idea
I am, 60hz monitor
And you're one of the ones with the issue?
yes
Try turning off vsync and see if you still get the error
I was the one that got both there and after hornet
If it is low fps that causes it I'm not sure how to fix it
Really it would be Unity's fault for not having a good coroutine implementation
why is there undefined behavior when the coroutine you have doesn't run at least x times per second?
That's not what I think the issue is
I'm stopping every coroutine on GameManager since I don't have any way to wait for them to finish and they need to not be running
So if there's some fps based coroutine I might stop it too soon at low fps
Worked surprisingly well in my testing, but I also only tested at high fps
why not let the coroutine finish?
The routine itself stops when it hits the end of the function
or when you do yield return break
Yeah too bad I have no way of knowing when that happens
can't you have a check inside the routine
This is a GameManager coroutine
Yes
I don't even know what coroutine I need to stop
Just that shit breaks if I try to reload a scene during a load
could add your own coroutine to count a certain number of frames before stopping the gamemanager one
and if you think that's hacky. it is.
If nothing else works I will probably put a black overlay on the screen and wait for the hero to be in the not loading state
Then reload it
Which is even worse
But pretty foolproof
I should just go back to using ChangeToScene instead of BeginSceneTransition
It had issues but they were minor
Did a fresh install and it still crashed
would it work if u skip fk instead?
Well the issue is that it crashes after hornet 1 as well
like if i beat FK then save and quit i can continue on normally
until i try getting over to vengeful spirit
in which case it crashes again
save warp after boss death then go back there?
Anyone tested the fps theory?
i mean im not getting FPS dips at all
but im not sure if kyong tried v sync off
He tried v-sync off and it happened
so 
skipping FK didn't work
gonna try vsync on my shitty laptop
riplax
Myself? No
same
Not at any point?
correct
Hmm
Fresh install of what, the mods? Have you verified integrity of game files?
Just want to be sure it's not crashing with the vanilla game
I played through the vanilla game recently and didnt have this issue, but i complete erased HK folder, reinstalled on steam, and verified integrity
before we started I uninstalled my whole game, installed, did the manual installation using the google drive mods in the correct order, then when that didn't work I did verify integrity, delete mods folders, use mod manager to install API/ModCommon/Randomizer2 (Lifeblood) and that's where I'm at right now
then i installed the mods through modmanager
no problem for me with with vsync on
But you have problems anyway, right?
You said that infinite loading screen is what you meant by crashing
yeah, i've had them, but never after fk
Ok but still leaving boss scenes I imagine
couldnt remember now
Yeah i've basically exhausted my options
Turned off OBS
tried installing through various methods etc
I will look into fixing it towards the end of the week but I have never had this issue so no guarantees I can fix something I can't reproduce
@copper nacelle Credit goes to KDT for that code btw
So i can isolate it to the randomizer itself
I just did a crash% run and it let me beyond false knight once i uninstalled the randomizer
modcommon + the api were installed and it was fine
so idk
This isn't a case of not knowing what causes the infinite load
I just don't know why it would do that or how to fix it
But I at least know the exact bit of code that's problematic
Oh
I see
Alrighty then, wasn't sure.
Figured i would just double check if it wasnt something on my end with the mod API or mod common or something
Well it's definitely something to do with your setup
But that doesn't mean it's your problem
did they ever send the logs?
Yeah he sent it in pm, looks normal
yeah, I figured so
I'm logging the scene name and gate name when reloading and those were accurate
Problem is somewhere else I guess
do they have any other mods installed?
also, it seems like they're using the overlay? Wasn't there some bug with the playerdata tracker?
Tracker is fine, wyza updated it
hm...
This is by no means safe code https://github.com/seanpr96/HollowKnight.RandomizerMod/blob/master/RandomizerMod2.0/RandomizerMod.cs#L1210
It just seemed to work in my testing so I pushed it
i'm messing about in blackmoth and when i equipped sharp shadow i was able to dash through walls, is this normal?
Yes
Yes
ok
No
oh right
So I got the most recent Randomizer off the modding Google Drive folder and I'm getting no menu to select stuff from:
I'm guessing this isn't supposed to happen?
Also, is the Debug mod not supposed to be listed under the Mods option in the menu when installed?
Where's the log directory?
Or is it the output_log.txt file under hollow_knight_Data?
Nah your save folder
Here it is:
So I just put the Blackmoth mod in the Mods folder and I'm also getting that error in ModLog.txt now:
install modcommon
Oh, is that not part of the Modding API?
Whoops, didn't realize that
Alright, feeling pretty dumb
Sorry about missing that, guess I should check the Readmes of all the mods and not just assume that you don't need anything extra like the Debug mod
it's safe to assume that most mods need modcommon nowadays
also, check the modlinks.xml for dependencies
either that, or use an installer
they should auto-install all dependencies
Rando + Enemy Rando leads to some hilarious skip possibilities
wait until we get room rando...
is someone working on that?
idk if it's even happening but imagine the skipping
That's an interesting idea
i mean, the room mapping spreadsheet I started is available for anyone to help with
just need the footwork of mapping the rooms to happen, then making a room randomizer is easy
not complaining cause this is really cool, but when i crystal dash it instantly charges and i can change direction
not sure if it's part of a mod i have or what
i got blackmoth
again, read the description
@warped sinew once you trigger it once it stays active forever but it doesn't follow you because i made this in 30s
salubra
also requires modcommon
Is there a quick readme for the stuff modcommon adds? Had a look at the repo but couldn't see anything.
As in API-wise
not afaik
? I assume it contains a heap of extra funcs and such to help with modding, just curious if there's a quick doco about hat funcs/hooks/whatever it has.
Not afaik... The only thing there that isn't that plain to see is monomod detours
@young walrus can you link me that room mapping spreadsheet?
the number is per name
0000 is for discord staff afaik
unless you only think 9999 people are allowed to use discord
Yeah, I thought we were a few select individuals burdened to carry forth with the will of the world in the event of a nuclear disaster
Why else would we be making hk mods?
Kek
lol @copper nacelle thank you so much haha
Only modders here so don't worry about the general public ever finding out.
I'm binded to say anything
👀
"hey everyone, get in here"
what if it's nail -0.5
what if it scales?
are you fixing the look down crash on switch yet 
oh yeah I read that. I posted it to TC i guess they will fix it
but they still in the
U
S
A
no excuse
I'm double not buying a switch. So that means TC has to send me... like 300 dollars?
Graig, if TC announces that blackmoth will be added as a bonus on the next patch, I'll sell you KDT's soul and AA's body
KDT doesn't have a soul tho
And AA doesn't have a body
Oof
does anyone know what mod allows you to equip every single charm at the same time
uhhhh
there was a Glitch in 1.2.2.1 that allowed you to get the Grimm Charm notch several times
There isn't a mod for that. You can change your save file though
why does everyone ask for that
If you play on 1.0.0.6 it's a feature
I like how people ask for "THE" mod that does that, as is they know beforehand that such a thing exists
guys can you mod out the spiders in deepnest really scary i cant progress because of them
Spiders freak me the fuck out and deepnest is fine
Buncha babies
They're not real and they look like cartoons
Yes just delete it at runtime
And NPCs?
Do the same thing
Papers has been modded out
So I want to downpatch to play the infinite grimm mod but I dont know how to
I tried this
Hollow Knight - Downpatching the game using the Steam console - by seanpr
but it doesnt have all the versions
wat

I havent been here in a while
did you read the readme

but I may have skimmed
Infinite grimm requires modcommon
alright
wait huh
make íñfīñïte Grimm throw giant red text on the menu if you're missing modcommon
tbh
I mean I'm glad you want to play my mod but just between you and me Saleh, I hate downpatching. I intend on making my mods work pretty much week 1
It changes the version text to say modcommon missing
so
but users are blind
well mine didnt even run
wtf
it crashed
modlog or something pls
no but it still wouldn't crash your game
did you install the right API version
you're not on beta, right?
I am

I have a beta modding api binary lying around but idk if I'm allowed to post it
I'll just come out of beta
why wouldn't you be allowed
modding api should include beta builds imo
actually lost my binary. I'll build you another one
why was I tagged in discussion? What happened?
someone spammed alot
and mods didnt answer
so people just started spamming everyone
got it
what are you doing Saleh
someone pinged all the roles
the one thats pinned?
thanks
probably
both do wtf
also I have very mixed feelings on which is better
He updated his?
jk
I use gradow's cause it shows mods which aren't installed using it and opens faster
gradows for sure even though I wasted a day trying to port crossroads
this is incredible
it's been updated for a long time
Gradows used to only place mods in the right spot
that was like a month ago
But you still had to DL yourself
wtf that was like infinity ago
shrugs I just do it myself cuz no dungo
I just use it for reinstalling cause opening Google drive is a pita

Thanks for the help
the installer should've made you install it tho
it even says do you want to install the dependency
it didnt
hey 56 ur PR is broken
@compact sedge what
Your purchase requisition
double what
Very small
<PreBuildEvent Condition="'$(OS)' != 'Windows_NT'">
# If distribution exists, delete it
rm -r "$(ProjectDir)$(OutputPath)"
rm -r "$(SolutionDir)OutputFinal\"
rm "$(SolutionDir)ModdingAPI.zip"
</PreBuildEvent>
you need rm -rf or it will fail if the output path doesn't exist
re
without -f rm fails
can I send a PR to your PR?
what
oh yeah
96 commits meme
wow I love how I can't accept this pr from my GitHub app
what can you even do with the github app
Like that you can't do with the browser app?
Probably gonna get made fun of for this, but are there any mods that allow me to "cheat"
debug mod
Adds things like infinite health and such?
yeah you can enable those things
or change your nail damage
or change the speed of the game (resets back on taking damage)
Because there are just times I can't beat a boss and want to progress
Thanks for the answers, cheers
So I installed the debug mod but it said a new version is available. I can't seem to find this version anywhere
has anyone figured out if we can make custom levels yet
So I do have the most recent version?
if you got it from the drive, yes
Alright thanks
I have a couple more mod questions
What do "QoL" and "ModCommon" add?
modcommon is a base for other mods to work
QoL adds things like inventory dropping
can just read the mod's readme
says what it does

@weary oyster Yeah that's possible
It's not really realistic until someone makes tools for it
Step 0 is a proper serializer for unity objects so we don't have to preload them
okay so basically its just really complicated/tedious to do right now without more tools
Even just a very basic editor could make it worth doing
What I'm worried about there is running out of memory without some way to store objects on disk
Would very easily happen with grabbing objects from a decent amount of scenes to make new stuff
Just look at the amount of people having oom errors when running enemy rando
I believe kerr did say something about making some good progress on that serializer
One final question, what does playerdatadump do, I actually couldnt find a readme for it lol
It's required for the item overlay people use with randomizer
@compact sedge no you can do it from the browser
I was using FastHub
good app btw
ok
If I had a phone I'd look into that
Why do you not have a phone?
sorry I meant if I had a smartphone
Ok still a little weird but more understandable
yeah I need people to be able to call and text me (and vice versa) so I probably couldn't live without a phone
anyway other than missing the -f I can't find any other problems with your linux build script 56. It works 100% for me with rider.

but the thing I still don't get is... why do Windows and Linux need different build targets when they're identical in folder structure? Only mac seems to be special what with being inside hollow_knight.app and all that.

Idk man wyza set all that up
oh I did find one minor problem with the code 56
You use the full path when running the zip command
and yes I know you were copying my code
so really it's my fault
what's wrong w/ the full path
How do I toggle debug mode on and off I accidentally closed the menu?
?
press f1
I fixed it this is what it should look like
I'll send another pr
or something idk
Is there a config file anywhere for the debug mod
I may or may not have bound the toggle to left mouse button and now cannot use it at all
Settings files for all mods are in the save folder
📌
Forgot about that, thanks once again
Should I just be editing BebugMod.GlobalSettings.json with notepad++?
sure or you could just delete it to get the default values
Bebug
Is it possible to edit the menu through that method, such as removing certain panels that I dont really need
All of them have toggles in game
But yes their state is also in the settings so you could do that
Okay thanks, sorry for all the stupid questions i'm not very savvy about this kind of stuff
I deleted the file but it kept the bind
Not sure what I have to edit in the file to change the bind
Close your game first
That worked out, thanks : )
hey 56 merge my other PR so seanpr can merge your PR
can I make a pr requesting that 56 merges your pr so sean can merge his pr?
how's modding, 753?
The bureaucracy is expanding to meet the needs of the expanding bureaucracy.

Modding's been fun but it's such a drag to actually make anything substantial
what game?
stupid question, i assume this is where to ask it, and not #hk-help
trying to mod the game, tried the boss hp bar mod and the boss rush mod, but i didnt get a HP bar on a normal try, and boss rush spawns me in the ground.
Do u need to use the API version that corresponds with the mod name? like how boss rush is 1.2.1.4, but i tried to use the API for the current version 1.3.1.5
boss rush doesnt work for lifeblood
use enemyhpbarmod
Yeah it only works for TGT, Boss Rush i mean which is 1.2.2.1
and considering GnG pretty much confirms the game mode, the mod isnt gonna get updated anymore
the version number in the mods name in the gdrive is reffering to the game version it was compiled to work in
but since we now have the API, mods with the [API] tag should be compatible with the current game version, provided there's an API for it
the only exception is bossrush, which didn't get updated for lifeblood in anticipation of the new bossrush game mode in GnG
ah... thanks!
- new maggots/flukes
The treehouse interview just straights up spoils it
??
@copper nacelle Mantis Gods is on 1.2.2.1, right?
No
It's on the latest version
NGG is on 1.2.2.1
But it's included in InfiniteGrimm
@daring snow old version was but I didn't fix the new version for 1.2.2.1
kk thanks
Which is hard?
Mantis Gods
interesting
yeah
@flat forum that was a beta
but the unbalanced one...
it wasn't too bad - I figured out a pretty simple strat quickly
going to do it nail0 no upgrades now

Using debug mode wont lock me out from any achievments right?
yes
Thanks
anyone know how to get the language of the game?
I'm adding custom text and I have 0 faith I'll be able to translate it to more than like 3 languages but I wanna try anyway.
check the sheet, I believe
when you unpack the game's assets, most of the inventory descriptions are in EN_UI
so I assume that's the sheet name
what do you mean check the sheet? I can extract the assets in any language I want but I want to be able to set different text strings based on the language set so you don't get random english when your game is set to a different language
https://youtu.be/aUP9naCZ6w4 this was hilarious
Sorry for the framedrops. Hollow Knight - Mantis Gods (No Nail / Spells) -- Watch live at https://www.twitch.tv/stayplus
sorry for the framedrops, new ISP monday
yeah, but AA is right, sheet is not what we want
going to try and do no upgrades on the updated version without the corner cheese
yeah sorry the sheet is just say for example CP2 but I want EN_CP2
or at least the first part
blessed team cherry
So happy they did this
yeah it works
language codes are all normal too
what do you mean?
they match with the codes used in the resources.assets
I wanted to do a no nail / no spell
After beating them once
I’ll mess around with no upgrades and other things tomorrow
go full mem
what about a no nail, no pet, and no spell build
and use unn all the time
just sharp shadow
Sharp shadow isn’t possible for second phase
just use heavy blow
It is entirely possible for first though
yeah
And made them harder
sick
i was trying to get some good combos but i couldn't find any
so for now that's just w/out corner cheese

Okay pretty sure that's impossible 
I've been messing around with some aerial strats with some cool pogos
btw a help question. I tried to install the 1.3.1.5 Windows modding API on latest patch and the title screen menu doesn't load any options. does it need a further update?
ah it seems like I am not on beta
not sure yet, still thinking of ideas
i'm trying to do it with intended upgrades at this point (dash, claw, fireblal, nail0)
should I turn on beta then?
No
no it should be working fine w/out beta
lemme give it a shot w/ lategame upgrades
I had two ideas
first, if you slightly lengthen the time the mantis stay on the wall after shooting the disc to get one nail hit in (but still pretty precise, not easy to land)
and second, add a phase with just spike floor
it could make for some crazy aerial pogo gameplay
that'd be neat
wtf
this version has the broken second phase
got through first phase w/out too much trouble tho
back to old second phase
oh cool
the other version had a buffed normal second phase
which was easier
but also less rng
still working on that
fairly sure using spells is a death wish

i think i could clone the throw states and then remove the waits from the clones
and have those trigger only if you try to go to the sides
Remake mantis lords as a component
ree
yeah I think a spiked floor phase would be great after messing with some pogo strats
either a new phase, or rework second phase to use it
if it's a new phase, maybe change up the first two
i mean staying on the floor in second phase is asking to die anyways
yeah, that's true
Randomly placed invisible spikes
but yeah, if you're not intending it to be beaten with minimal upgrades i'll stop trying lol
idk if it's possible w/out shade cloak
i'll give myself shade cloak and see if I can some wild pogo strats
is phase 1 possible for you rn or no
cause if it is i can rebalance phase 2 to use the more synced less rng version
which also has less overlapping and stuff
trying out lengthened mantis stay after shooting rn
it might be doable with shade cloak / monarch wings (ph 1)
it would just take forever nail0
from the initial version?
I mean, the cheese still isn't easy
bait out disc when close to the ground, use pole furthest in as a visual cue to stand, wait for one of the two melee attack, dash towards wall and get a nail hit
then you can fireball across
ok
if you react fast enough, you don't even need dash
if i'm not mistaken
https://youtu.be/LErNIJKRhnc this was really bad, since I improved on the strat later on
They are possible to react to after more playtime and I apologize for the dropped frames. Hollow Knight - Mantis Gods (First Kill) -- Watch live at https://w...
but that's the general idea
alright, i'll make some notes 😄
still does not seem to work. I did find this error
[ERROR]:[API] - Couldn't check for new version.System.IndexOutOfRangeException: Array index is out of range.
at Modding.ModHooks..ctor () [0x00000] in <filename unknown>:0
uhh
but not sure if it fatal
that's not an error
that's a problem with github api and modding api but isn't a bug
that affects your game
ah hell if I know then
in any case this is what happens verifying integrity -> overwriting mods. will try a few more things but must be something strange about my game files
imo verifying integrity on HK is mildly broken and the only way to be sure is to uninstall and reinstall it
yeah, I found that a version of the debug mod I used 6 months ago was still in the mods folder. Removing that made modding API work. But then adding a new mod (randomizer mod, what I am trying to use) caused it to break again
uninstall and reinstall it is
I think I'm missing something
ok I didn't RTFM and see that ModCommon is a dependency of Randomizer
🤦
sorry only facepalming because the file's called README
well I did read it, just not closely enough 
but hm Fury of the Fallen is still Fury of the Fallen. So lemme see
I'll have to look into why it's completely breaking without it
The intended behaviour is to still load but tell you in the top left that shit's broke and you need ModCommon
thanks! btw is it meant to be activated from the game mode selection screen? I think Hollow Knight forgot that I have beaten the game before and isn't showing me regular mode vs steel soul
np I'll just beat Hollow Knight again. Although the one file I can do it on is stuck in White Palace, so I shall try that first after 6 months of not playing 😄
You can just download saves off speedrun.com for it
hm I might. but I need the practice lol
sweet, mod works like a charm. thanks for the help all
Is it correct behavior that if I add two TakeDamageHooks and they both return 1 then my character takes 2 dmg?
because that's what's happening and it feels wrong, the two hooks are just returning the original damage int.
but I'm taking 2 dmg
Here's the problem. If I in my first damage hook return 0 and in my second one return the damage int. I take 0 dmg.
If I reverse that it works except the interdependancy between these two hooks mandates that the first dmg hook returns the actual damage value without hurting the player by that amount.
I could add a global var but that feels hacky
I could also merge them into 1 function but I'm worried if another mod uses this same hook I could be taking double damage just by installing it
That shouldn't be the behaviour
There's no addition, it's just replacing the value completely
hm. the randomizer mod seems to get the game stuck after going past False Knight. The last line in logs is "[INFO]:[RandomizerMod] - Detected preload scene Crossroads_10_boss, reloading Crossroads_06 (right1)" and the scene loads for so far a few minutes, probably it is softlock
this has happened with two seeds so far
Alright
That's been reported by two other people so far
Doesn't happen for everybody
I don't get the soft lock
interesting
ok well merging it into 1 function from two caused me to take 1 dmg instead of 2 so maybe it was a bug in my code but idk.
ok so from what I can tell, the bug happens trying to leave the false knight room at any point. Even if you just enter the room and immediately leave. It can be avoided by save+quit after beating false knight, but then obviously can't access vengeful spirit.
Maybe there are additional mods to install at the same time that would somehow avoid this? Or maybe it needs to be a development build of the mod?
it'd be nice to try to get this to work if there is a way. at least have put this many hours into attempting the setup
ok I did try to turn off the randomizer mod when going from false knight room to ancestral mound and turning it back on after I got to the bench there. But vengeful spirit, soul catcher, mothwing cloak, and thorns of agony were all non-randomized later - even though leaving Hornet boss room still caused a crash. So that's no good as a workaround
I will just compile a usable version real quick
It'll have another bug with dream nail
But not as bad as this bug

sweet, I can leave False Knight boss room, and it gives me Mothwing Cloak instead of Vengeful Spirit
is dream nail bug a run ender? or just inconvenient? either way, as long as I can get into resting grounds, it shouldn't block anything else
Just inconvenient
Enter from the right side at dream nail
Don't interact with it after entering from the left
not 100% sure, do you mean the dreamers cutscene where you get the dream nail?
oh huh. I didn't know it was possible to enter from right without interacting w/ it first
Hm ok - well I'll just got however far I get, and save often. Thanks for this - I've really had an itch for this lately, especially as I've played a lot of Dark Souls Remastered and the DS item randomizer hasn't been ported to it (yet, at least)
from what I can tell from the xml file, randomizer assumes you can get lumafly lantern easy?
at least I really suck at doing the dark section leading up to dream nail without it
man this seed is not nice lol
so you can open the gates in the dark or they don't exist?
You can open them in the dark
hi guys, i tried the boss rush mod and got stuck in the floor when i started a new game... any clue why?
doesnt work for lifeblood
Are you downpatched to 1.2?
I can do it with mantis claw + crystal heart in the dark but this is new entirely
well I do appreciate the cute little ledges in city of tears left entrance as well
also ok I would have saved myself a lot of time if I had known the baldur lad in ancestral mound didn't close up
if there is a list of these changes anywhere, that might be helpful
hm actually it should be fine to read the source code, it is very well commented 
That's just a leftover from when I still had the hard save in mound
So either you got stuck or I let you punch him to death
I might end up removing that
cool, that would work as well, so long as requirements for Soul Catcher also have that
The thing I've learned and some advice for all y'all modders out there: All the team cherry MonoBehaviors like IgnoreHeroCollision and DamageEnemies are somewhat buggy and highly limited. If you're building a custom GameObject you're MUCH better off copying the functions you need from these behaviors into your own code and then attaching that to a GameObject.
uhh probably.
Instantiate grimmchild 3 times and then set its state to the level x check
for the level you want
make a mod where final level Grimmchild spawns ALL THE GRIMMCHILDREN HAHAHAHAHAHHAHAHAH
no u
re
wait
ok
I think I found a modding api bug:
Dunno when it happens just seeing a bunch of this in the log file:
NullReferenceException: Object reference not set to an instance of an object
at UIManager.get_instance () [0x00000] in <filename unknown>:0
at Modding.ModVersionDraw.OnGUI () [0x00000] in <filename unknown>:0
that's been happening for a while
also ```
Couldn't find a UIManager, make sure one exists in the scene.
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
that too
ree sean still hasn't accepted your PR
this is why in the future all my mods will be assembly only. screw the api
/s
:cornywokest:
lost kin
lords
wow nice i was gonna name it lost lord
infinite kin
lost gng 😢
hey 56 I know this is sounding dumb but I'm actually going through with making my infinite enemy component.
neat
(it can also be used to arbitrarily change enemy speed, or time between staggers, without making them infinite)
Is there a on successful focus hook?
I mean a on successful focus hook that can be called without using the monomod hooks and just the modding API
idk health gain and check state?
you could add an action to spell control pretty easily i think
there's BeforeAddHealthHook but idk if it also procs when you sit on a bench
spell control 
spell control fsm
for healing and spells
hero controller has a field for it too iirc
HeroController.instance.spellControl
@compact sedge
@compact sedge There I did it
eww ok I'll add a Playmaker CallMethod thing or something

Interestingly this is the first FSM I've touched in this mod.
wtf
delet this
well not quite 100% true
I do FSMUtility.SendEventToGameObject;
but that's it
that's my only playmaker code
ur just jealous
i have become one with fsms
i was adding new events states and transitions
worked too
I just hijack the states that are already there
Every FSM in this game has like 20 unnecessary states
which is... somehow not a bad thing for modding
but uh ima dump the spellControl thing real quick and add a CallMethod so I can run arbitrary code
that's not helpful to me
f
(for the next 3 months)
double f
one way to remotely get the focused event without hooks is tracking the focus timer
public void orig_StartMPDrain(float time)
{
this.drainMP = true;
this.drainMP_timer = 0f;
this.MP_drained = 0f;
this.drainMP_time = time;
this.focusMP_amount = (float)this.playerData.GetInt("focusMP_amount");
}```
if (this.drainMP)
{
this.drainMP_timer += Time.deltaTime;
this.drainMP_seconds += Time.deltaTime;
while (this.drainMP_timer >= this.drainMP_time)
{
this.MP_drained += 1f;
this.drainMP_timer -= this.drainMP_time;
this.TakeMP(1);
this.gm.soulOrb_fsm.SendEvent("MP DRAIN");
if (this.MP_drained == this.focusMP_amount)
{
this.MP_drained -= this.drainMP_time;
this.proxyFSM.SendEvent("HeroCtrl-FocusCompleted");
}
}
}```
True. I'm gonna try using the FSM for now because I'm too lazy to update my modcommon right now to get hooks.
Also since you're here gradow how did you end up fixing dashing upwards before the player has jumped giving the player a ton of momentum
lul
oh nvm I thought I remember you mentioning fixing that
but if not then I'm not gonna bother you about it
angle was gonna add a callmethod to add hp tho
can't you just PlayerData.instance.health ++; and this.proxyFSM.SendEvent("HeroCtrl-FocusCompleted");
does anyone want to help me with a project?
i require a modder 😛
as i can't mod myself ;3;
:effort:
No
like smash
no
I can guarantee you nobody is making that for you
no²³
that's about 999²³% too much work
i just need someone that can actually mod to help me out
Ok but what do you contribute?
You can't code and the assets come from HK
So what is your part in this?
lol
just do eet
and then steal it ez
yeah that's p much how to code
or if you don't want all the other modders to hate you you can ask them in one of the smaller spinoff servers and then only I and 56 will see the questions
back to what
to being 56
I hate him already
13.4464286, 42168, 0.0743691899 = mem
big meme
It's a mystery how noone wants to work for you for free
Even though you have ideas, unlike everyone else that clearly don't have ideas
He doesn't want people to work for him
with him
It's like you're not even paying attention
now i'm literarly just asking for someone to teach me unity
And as we all know, teaching is free
teaching isn't work smh
Normally I'd be fine to help people out learning but since you're a twat that link is all you're gonna get
;3;
Purple I can't teach you how to use unity but I can try my best to answer any specifc questions you have.
56 did you seriously just google that
ikr not even duckduckgo
!g ;3;
imo
cause duckduckgo was even more useless
it just showed results for 3
o
how old is this emote, because I've never seen it before.
downloading basic tutorials
thanks for keeping us posted, I'm sure everyone is just waiting to hear more
Amazing. You come back to the modding server for the second time in almost a year and this is what you see lol.
amazing.mp4
I have a server for those so my mods' bugs stop getting pinned to #297468195026239489
Do you mean me?
I think last time I saw you you were teaching how to make my own hooks for the API
last time i saw firzen was when verulean pinged modders
because someone pirated the game
Last time I saw Firzen was a minute ago when he last posted here
Veru should have his own role imo
and the role name should be Veru
and the role description should be Veru
^
roles have descriptions?
^
v
^
^^ vv <><>ba
↗
because spaces = text according to discord
top of the line
lolwut
@compact sedge nice job
which one is the italics one
delet this
or you could abuse zero width spaces
but ty
Does the playmaker call method let you run a behavior from another separate gameobject?
Yeah don't you just give it a behaviour reference?
I can't use dnspy
ik








