#archived-modding-development
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u = genius
what is Charming mod
@unborn badger Gathering swarm attacks geo nodes when you get go, wayward compass has an on screen 3d cool as fuck map, and heavy blow is broken as fuck
heavy blow is heavy broken
this is gathering swarm
here's wayward compass
https://youtu.be/aMbAT8TjAbg heavy blow
testing kerr's rework of heavy blow i'd like to call this happy knight: bouncy castle edition
will install
@compact sedge
Well by default it's mildly broken, maybe slightly underpowered compared to the charming stuff
but you can configure it fully
so
what does QoL mod do
if you don't have infinite grimm, or have a really good score on infinite grimm this is the power of default max level grimmchild: https://www.youtube.com/watch?v=uS3XNqguiIQ
QoL is a bunch of tiny mods to make the game slightly better
removing salubria sounds, skippable credits
pick and choose the ones you want
wow that's pretty broken
It does cost 6 notches
oh
but it definitely gets more broken with each update as I find new fun ways to improve it.
like it didn't used to give you 33 soul every time it attacked
k
@rain cedar was the shitmodst 4 softlock intentional?
It just swaps textures
THERES 4 OF THE THINGS?!?!?!!
but there is a spike in ancestral mound that prevents progress
I have no idea what you're talking about
I don't even know what you mean
None of the textures are even swapped
i know
Is this someone else's screenshot?
would it be possible to override System.Random and Time.DeltaTime?
Because I think if you could it would make TAS totally possible?
dunno about System.Random
but isn't there something for controlling the game's speed?
no I'm not talking about timescale
I'm talking about explicitly telling the game how much time passed between 2 frames regardless of the actual real life time pass
so then you can be sure that it's consistent
and that lag spikes don't desync your TAS run
oh
monomon haha
A lot of Unity isn't C#
and for System.Random, overriding it to use explicit seeds given by an arbitrary starting time plus how ever much "time" has passed
So it's not nearly as easily accessible
ok so the internal function that runs to produce the Time.DeltaTime value may not be accessable but there's still a c# thing making it accessible to the game right?
and you could override that and replace it with an entirely c# function that, say, returns a static float??
Time.deltaTime is an externally defined float with only get
But yeah maybe we could replace the get
doesn't the game use UnityEngine's random a bunch too
Not sure what those attributes do, would have to look into it
Yeah 56 probably
Ok that MethodImpl attribute is for calling C code
Ok it compiled with this
Now to see if HK still works
Yeah it works
Shit is fucked though obviously since I'm running 500 fps
oh you did
Yeah that number is 1/60f
but it works?
Yeah
Alright well that's one problem y'all had with tasing solved
IMO for random.
gonna want an arbitrary seed for the first random called, and for all future randoms a seed based on the amount of (fake) deltaTime that has passed since the first one
since random's default seed is based on the system time I believe
dunno about unity random though
and ofc if the game specifies a seed then just use that as normal
couldn't you just change it to something like
the mean of the min and max
so nothing would be random
the problem with setting the seed as static for all randoms is it makes the tas not work on unmodded hardware even in theory
since unmodded hardware has the clock constantly incrementing
plus it would probably result in weird boss behavior
well I don't trust playmaker to not be making a new System.Random every time it needs one random number and every time you make a new one you need a new seed and that seed is either specified in an argument or gotten from the system time.
make the constructor just return a premade system.random
wait
why not just override all the functions
to return like
7
or something
because at that point you're not tassing HK you're tassing a game that's almost identical to HK but differs in subtle ways that make it effectively not HK
I've overriden deltaTime and fixedDeltaTime and player physics are still normal speed
I think the C part of Rigidbody2D is directly accessing the right values in C
IMO @copper nacelle all tasses should be repeatable by a perfect robot playing HK on a perfect, unmodded computer. Perfect unmodded computers don't exist so the best you can do is modify certain functions like time to simulate perfect unmodded hardware.
if they're making new system.random's couldn't you just change all their methods to use normal System.Random instead
or make all the instance methods of System.Random return the static stuff
They don't even use the system random
ever?
Maybe something they do indirectly uses it
There's all the potentially relevant results
wtf does the game use WebSockets for?
My guess would be it doesn't
PlayerDataTracker uses it
So that's probably why it's in my dnspy
UnityEngine.Random stores its seed as 4 ints in a struct
But the ints are all private
???
If you get them with reflection maybe you can reverse engineer how they go about getting those. or be lazy and do what 56 said I guess.
or maybe it's in the docs idk
what's wrong with just changing the seeds all to like 7
what are you trying to do tho?
TAS hk
It's not gonna work
Too much shit Unity does is inaccessible without god tier asm modding
The seed is normally set from some arbitrary value like the system clock before the random number functions are used. Thanks for being specific about how you set your seed unity.
some arbitrary value
aka could be literally anything and change between unity versions
imo replace it with system.random
Yeah obviously
loss_pollitoz more like | || || L pollitoz
would it be possible to make a mod where trial of the fool is infinate and enemies gain more hp and dmg as it goes on?
wow
infinate
fit me m8
infinite grimm meme
also iirc graig was asking for that a bit back
i think it's possible
You can probably just grab the already made waves and cycle through them randomly forever
guys im trying to downgrade from lifeblood because i want to play the bossrush mod
but how do i actually downgrade?
thanks
Hey, can anyone explain to me how to use the online hollow knight randomizer helper? I've put the hollow_knight_Data folder of the Modding API 1.3.1.5 in the steamapps common Hollow Knight folder but I don't know what to do next.
is the bonfire mod still a thing or no
it exists
You could probably edit the exe via asm to make time always fixed even for stuff that skips the c# field but sounds pretty cancer to find relevant code in asm
@misty cedar the randomizer helper is only a way of knowing which item locations you can reach with the items you currently have, it doesn't take part in the installation of the randomizer. To install the rando, you need to get the Randomizer Mod and Mod Common from the GDocs folder (2nd message in the pinned messages) and follow the instructions
after you put everything in its right place, just launch the game and create a new save. Then, to use the helper, you check the boxes in "Key Item" once you've acquired the corresponding item and check the boxes in "Obtainable Items" once you've reached the corresponding location
is randomizer 2.0 broken?
In what way?
with randomizer 2.0 installed when i load the game up it's just the title and no options
You need modcommon
installer reeeeeee
maybe modcommon should add a function thats called when it isn't installed that installs it 
does it not work with the current lifeblood version?
randomizer works fine
how do i edit hollow knight files with unity?
First question. What are you tryting to do?
i want to know how to edit the files to change simple in game things
can you be more specific?
Damage is easiest
Alright. For that I don't think you need the unity editor at all, and better not to use it probably
Or at least nail damage
Basically for these kinds of variables I think the only or at least easiest way to modify them is by coding them directly
oh oke
just backing up hollow knight
this is a program designed to make writing code a lot easier
Even though it's not the best one around, you can probably get the most help here and in other servers using a program called Visual Studio.
(plus it's free)
what about python?
The problem is this. The game is written in C# and so it's easiest and (possibly required) that you modify the game in this language as well
kk
So I guess if I was to write a guide it would go something like this:
-
Download Visual Studio Community Edition 2017 from here: https://www.visualstudio.com/thank-you-downloading-visual-studio/?sku=Community&rel=15
-
Download the modding API and optionally modcommon.
-
After installing Visual Studio Community, create a new project and that new project should be a "Class Library" using the .Net framework 3.5. Name it whatever you wanna name your mod.
-
Right click on the project folder on the right and choose add reference. Add as a reference the modding API assembly DLL, and a few DLLs from your game folder, including PlayMaker UnityEngine UnityEngine.UI and optionally ModCommon
-
Copy code from other mod projects, including the example projects in the modding API folder
-
...
-
Release the next lightbringer or whatever.
nice <>
fixed it
you know I like verbose stuff
true
so I have a biased opinion
@wary drift if you want to edit things just for your own use, I'd suggest using dnspy instead of VS
it depends ofc but I wouldn't even for my own use. writing mods that way may save marginal amounts of time but keeping those kinds of mods up to date with the game is a nightmare so unless it's for a 1 off meme then don't bother
yeah that's mostly why we moved away from editing the assembly directly
that and legal issues with distributing the game's assembly
if HK was written in unreal or something and made in c++/c you could mod it without either modhooks or editing the assembly directly.
Because you could use LD_PRELOAD or whatever the windows version of that is to override original functions much in the way monomod hooks lets you do.
But the down side is the original code, variable and function names, etc, would be destroyed.
you figure it out by disassembling it and figuring out what the assembly does
obfuscated games are the same way
but people can do
it
might aswell use asm then
I used it to add hitboxes to gg xrd rev and it was cancer 
I'd rather not make a real mod that way
look if minecraft can be modded and runescape can have custom clients it's clearly possible to deobfuscate stuff given enough time
but do you want to
and I know those are java but it's the same problem
but neither of those are compiled
doesn't java decompile with function names
it does
yes it's a lot like c#
minecraft and runescape use another program
but if you obfuscate it you can hide almost everything
to replace all the function names
not just replacing the function names, also all the variables, and changing them around so one function becomes 3 or 4
Hey, I'm probably missing something obvious, but I don't know how to install modcommon. I have it downloaded, but the installer file isn't working
wdym
Anyway all I did was I added a CallMethod to an FSM and I just have to say this is BY FAR the easiest and most reliable way to add a hook to anything that relies on an FSM. https://cdn.discordapp.com/attachments/454877739133173760/457958250416177164/amazing-12.mp4 . Worked perfectly first try, no need for monomod hooks (yet) or anything. @solemn rivet
nice!
but thats much more readable than
mov eax, number
or eax, eax
jz _exit
bsr edx, eax
mov ecx, 31
sub ecx, edx
shl eax, cl
lea edx, buff
@@:
shl eax, 1
setc BYTE PTR[edx]
add BYTE PTR[edx], 30h
inc edx
inc ecx
cmp ecx, 32
jl @B
_exit:
asm is considerably more cancer than obsfucated code
the only parts of asm that matter are the parts where it calls functions
and there's tools for navigating it much like the tool for navigating fsms
and there's programs that can generate code from assembly, although definitely not the original code
And very many times there will be ONE version of a program that accidentally gets released with debugging symbols
it happened to guild wars 2 so no game is safe imo.
When I tried to use the installer file in modcommon, it just says "the system cannot find the path specified"
???
what installer file
bcminer.exe obviously
The install_build.bat

https://gitlab.com/gradow/ModInstaller/uploads/100f494bf4112f2fb029db2bef94e0f4/ModInstaller.exe just use this imo wtf are you doing
I have no idea what I'm doing, thanks
just boycott mods that use modding api
ye
just boycott all mods
they pretty gay
we need to go back to the good old days
of manually patching the assembly
just boycott video games with mods
I was gonna make that joke
ill delete my message so you can make it for $3.99
thanks ubisoft
I think there's better things to spend my money on
yw
think of the pride and accompishment you'd get
I could buy lootboxes with that
for $3.99 I'll delete 4 random messages I've sent in this discord server.
Dash vector hook should let you get the current dash vector
instead of having 0 inputs and return a new dash vector.
pr when
I'll send a PR to modding api if sean accepts it but then it'd break blackmoth
but I'll do it anyway
because it's a 1 line fix
whomst is streaming asset rando + rando
much appreciate
Alright I have no idea how to get the original game's dash vector
ask nicely
^
so uhh right now I have a nullable vector2 that will be null if you're the first mod to run the hook and will be whatever the last mod set otherwise.
but that feels... idk something about that feels wrong
shouldn't it be the original if you're the first mod to run the hook
if you're the first mod to run the hook then the hook will give you a null Vector2 and if you're the second mod to run the hook then it will give you a Vector2 that is whatever the last mod's vector2 was.
yeah ik
but shouldn't the first mod get the game's original vector
and then the second mod get the last mod's
etc
the game's original vector isn't like a thing I can get that's the problem
what's the hook called again
DashVectorHook
and here's the original code:
private extern void orig_Dash();
private void Dash()
{
AffectedByGravity(false);
ResetHardLandingTimer();
if (dash_timer > DASH_TIME)
{
FinishedDashing();
return;
}
// Check if we run our own dash code.
Vector2? vector = ModHooks.Instance.DashVelocityChange();
if (vector == null)
{
// Run the original dash code.
orig_Dash();
return;
}
rb2d.velocity = vector.Value;
dash_timer += Time.deltaTime;
}```
so modded dash as done by the modding api is separate from the original game dash best I can tell
and I could change this to:
Vector2? vector = null;
vector = ModHooks.Instance.DashVelocityChange(vector);
which would let multiple mods integrate with each other but would not fix the problem that there seems to be NO original dash vector.
change orig_dash to not set rb2d velocity and have it set vector instead maybe?
these ones
I can't change orig_dash as far as I can tell
wait what
Oh you mean rewrite orig_dash to just do it the same way it's done in modding api
I could do that
yeah
have it set vector instead of rb2d.velocity
and then set rb2d.velocity to vector at the end
having to relearn all muscle memory for regular grimm now
smh thanks @compact sedge
but regular grimm isn't even hard by comparison
yeah but infinite grimm fucks your muscle memory for when he's as slow as a snail
like
pogoing him thrice at 2x speed is different than at 1x
that's what regular mode is for
to build your muscle memory against regular NKG
and hard mode
:ech:
is for having fun
who is the monster that makes garbage now 
ok dnSpy console rocks
ur welcome
I have the charm notch and randomizer mod installed, and just beat the false knight. For some reason if I try to leave the room, the game doesn't load the next room or something, it just continuously shows the loading screen (black screen w/ the knight walking in the bottom right corner)
Enter from the right side at dream nail
Don't interact with it after entering from the left
the dnail thing is super niche
ยฏ_(ใ)_/ยฏ
I don't even have dreamnail yet (if that has anything to do with it)
uh one problem. I can't access: this.BUMP_VELOCITY_DASH or this.BUMP_VELOCITY
how do you do reflection again argh
you google: site:stackoverflow reflection c hashtag
actually they're just consts
even though they're not consts in the original code
because TC gud coders I guess
no really, it's a private float assigned at compile time and used two places but not actually marked as const.
why?
It's even in all caps as a const should be
yes
also should I put the dash vector getting code in its own separate private function or just add it to Dash
cool I made the changes and think it works, amazingly
ugh now I have to build modding api twice once for the beta version
so uh I have a problem
I changed this:
internal Vector2 DashVelocityChange()
to
internal Vector2 DashVelocityChange(Vector2 change)
but rider is still suggesting that I create DashVectorHook without a vector2, which causes a reflection exception when it tries to subscribe to it.
ignore rider ez
uhh what am I doing wrong
no
but it does a bunch of reflection errors if I try running it
how do I set what it requires
here I'll put my code on github 1 sec
what am I missing here
oh nvm ur right
I found it
Assembly-CSharp/Handlers.cs: public delegate Vector2 DashVelocityHandler();
๐คฆ
big dungo
anyways that should fix it
yep
works 100% I think
https://github.com/seanpr96/HollowKnight.Modding/pull/16 alright. Wish me luck I guess...
this will break blackmoth but the fix is super tiny. But now I'm worried about people who update one but not the other.
it works both with mods that use the hook and without them and functions as advertised though as far as I can tell
if it is so, then great
ok thanks. I just figured it would make sense to do this change since basically every other function with a return also provides something you can return as an argument
yeah, it makes tons of sense
Did you know you can put the Dark Souls bonfire system in Hollow Knight? Well here, I'll show you how to do that and more using some of the most creative mod...
oh boi
- Bonfire
well that one is fucking broken as shit
if shitmodst isnt in it im disliking
it's literally the mod I'm least proud of
so this video is already up to a good start
- Glass Soul: Shows footage from normal game
- glass soul
randomizer
wow
rando 2 is pretty good
lightbringer
HAHAHAHA
lightbringer 
wow ok
- Bonfire
- Glass Soul
- Debug Mod
- Randomizer
- Lightbringer
did this guy even do research
rip me
thanks 56
how can you showcase lightbringer but not the superior shitmodst
yw
who is that guy
Lightbringer should say:
Play Shitmodst
in the bottom at all times
wait does glass soul not actually work?
bonfire is borderline broken
arent they all broken
randomizer works
how can you not list the ultimate mod of all time ngg
borderline 
hell mod NGG
who is this person?
when
hell mod isn't even hard
ur not even hard
at 69x speed
when is infinite ngg
117k subs wtf
thats like 19 hk discords
what if language isn't in englando

yeah I need to localize my stuff
debug mod can't spawn random mobs tho.....
this dude got debug mod completely wrong
wtf I just heard that
hey this is a good one
look the dude talked about glass soul for 3 minutes without showing ANY footage of it
almost like starting the video at the same time means you reach the same point at the same time
hella woke
he says glass soul you die in one hit = game over
but that is glass steel soul
this fucking guy 
i am gonna write an essay
ice soul
hold on
literally not even learning about the mods he's talking about
let's all comment on his vid
hi gonna write an essay
and dislike it 
already disliked because no shitmodst
i disliked it because of the sheer amount of misinformation
precisely mys
comment play shitmodst
lightbringer a "little" broken 
because it was the 5 random mods he had installed at the time
no actual selection or research 
TC themlseves advocated for that mod
well 4 random mods
also glass soul over everything else
kdt improved his modder status by at least 2 places with pdt alone
bonfire is not serious at all
from what to what
"If people want to know what these mods ACTUALLY do, come visit us on the Discord server. We'll get you sorted."
from KDT to PDT ofc
no wonder you beat him
firzen isnโt even a modder anymore
wow rip firzen
pretty sure when I made PDT, me, 753, sean and firzen were the only modders
comments section isn't even loading for me
but i'm gonna type that as soon as i can
I think Grimm is just a mod boss fight
what
wait seans a modder too i always forget that
it's true grimm isn't in vanilla
doesnt affect kdt's placement tho
a Halloween mod
number 80
which one of you did this
wow rude

shh
thatโs angle
what about boss rush though
do i just comment some copypasta
oh cmon I can't put all the problems in one comment
i'm still writing
qol is the real mod
a mod so good TC broke it on purpose 
angle just reply to your comment to add points
boss rush was a good mod
its what the cool kids do
WAS
Boss rush was great
Wait
why i say it was a good mod?
Man those "Team Cherry" modders are really good at the game.
I didnยดt even played it
inb4 tc steals lightbringer
Send them a cease and desist
I laughed when i knew the best Fallout New Vegas mod was from the creator itself
can I dmca myself
doesnโt stuff based on gpl have to be open sourced
hint hint
I was honestly thinking of adding that to blackmoth
i like using apostrophes `
cloak colour would be slightly awkward I guess
Did you know you can put the Dark Souls bonfire system in Hollow Knight? Well here, I'll show you how to do that and more using some of the most creative mods I could find throughout Reddit and the Discord server.
Why?
its not paletted so you'd actually have to cut out the cloak from every sprite
and render it seperately
yeah I don't know the best way to do it but I wanna try some time to implement that in redwing
then you could just apply a colour to that sprite
he said he downloaded all these mods
I might just scan the knight sprite for colors that are cloak colored
and then
but does that mean he downpatched for lightbringer
set those to the color I want
make shader
ok
"I downloaded all these, but then didn't show any footage of randomizer or glass soul mod"
change hue based on that
but like the cloak's position moves
ok well first person to do this in an open source project gets their code stolen by me.
^seconded
im gonna do it, but make sure my license is non-permissive 
reeeee
omg can't wait for 1200 people to get confused installing the mods from there
because 0 people read the readme
you know, the text file that says: THIS MOD NEEDS MODCOMMON YOU IDIOT
who reads the readme just listen to it lmao
wait I know
sighs
be prepared for a bunch of really confused people asking for help
thanks random dude
just change the link lmfao 
lol
isnt that the entire modding channel
it's like.... 10% of it
the modding tag is just to scare away normies
Guys: We should all make videos telling people how to install mod X for hollow knight. And have https://www.youtube.com/watch?v=2WPCLda_erI plus notepad
let the bodies hit the floor is more my jam tbh
and all the videos will just be how to download gradow's mod installer and use it
but gradow you arent proud of bonfire
I'm not
hi not
how bonfire came to be:
"I know nothing about coding. I know, I should do some really hard project to learn it!"
BOOM
remake bonfire but good
bonfire
bonfire is good as is
"really hard"
modding is just breaking the game right
see infinitegrimm was "I know nothing about C#. I know, I should do something that sounds really easy to learn it!"
and then it turned out to be slightly harder than I thought
because fsms
the opposite happened to me
the hardest part of bonfire was figuring out the GUI
and the formulas
who uses C# when you can use Db
ngg came to be:
fuk people in discussion lmao
because KDT and Wyza did all the fsm stuff for me at the time
lol just saw the The Superforged video and got into this discord to know more about modding, would really like to give it a try myself modding
I def stole a lot of FSM stuff and I wouldn't be here without modcommon fsm dumper
I honestly planned on making a series of videos on my channel showcasing every mod
and it begins
but for language issues, I scrapped the idea
the prophesied one appears
oh no
the end times are near
haha
https://www.youtube.com/watch?v=heYi-MVwOu4&lc=UgzyRtXC857c3tSstHt4AaABAg place our bets at how many angry people i will get
was going to keep silent but what gives
highlighted 
because you clicked on a link
check link
"Debug Mod is a necessity"
WRONG
you should comment too ptkyr

it implies you need debug mod to survive
its not highlighted for me
really you only need it to survive if you install blackmoth
and clip yourself out of bounds
and can't get back in
dunno
hey
i see stuff break all the time
i needed debug mod to survive on my first playthrough
maybe you wanted to get oob, ok?
that 3000 dmg nail came in clutch
hey it's not your fault that the OOB respawn point is also out of bounds
blame TC
for not setting it somewhere sane
on most maps
AA gets me
is this the second coming
@sinful wolf btw what did you want to know? Sorry for all the shitposting
unrelated to your insistent shitposting, does anyone have nkg sprites lying about
I accidently deleted my dump of all sprites
arent there sprites in art
arts gay
big think
oh no are you the guy who wants to mod hollow knight till it breaks
@solemn rivet its ok, its quite amazing to find this discord after all this time, been a huge fan of the game for a while now
^
I would love to get into modding the game
that doesn't answer the question. modding has 2 meanings
ye
to make mods, and to apply mods to your game
I'm a Unity Developer, I already took a look at the game code and made some private projects mimicing some parts of the Hero.cs class
well I wouldn't mimic anything this game does
we ascend bois
... well we have an actual modding api.
but I guess for modding there must be some things outside of unity I must know
well
have you ever done any scripting in Unity?
who wants to give the bad news?
let's lessen the blow
lol sorry just realized I didn't answer the question clearly xd I want to develop a mod
what do you want to mod
celeste
@compact sedge yep, a lot of scripting, thats what I do actually, just never developed mod a game before
well this is the wrong server for celeste
ok well was that scripting in java script or c#?
but I can help you with that
oh boi I've been playing Moonlighter lately, and I wanna mod it so badly
C#
who wants to give the good news?
so
good news: you can mod it freely
bad news: you're gonna be stuck in fsm hell forever
wait - how is that good?
bad news: we have a barely functional viewer
good news: FSMs aren't that bad when you learn them
oh, ok
bad news: learning them
yea, I decompiled the game and noticed playmaker x_x
yeah
better news: lots of non-fsm stuff you can do thanks to the modding api
thats why I asked what you wanted to mod
I still don't get you, AA
as certain things are "good luck"
and other are yeah we have a hook for that
send cod pls
will do 1 sec
no
much obliged
what do you mean by fsm?
finite state machine
finite state machine
finite state machine
it's a thing that playmaker which is a unity addon uses
and playmaker is a thing that HK uses A LOT
oh I see
flowchart generator โข
is that why a lot of classes seem to have like 100 variables?
instead of actually coding the game, they have files that gets compiled to code at runtime
lemme see...
give it ANY instance (even one outside that gameobject) of a monobehavior and any method
and it will run it
on the fsm
well they managed to do the game with that so I guess it works?
those 5 lines are all you need to do any arbitrary code on any fsm
nah cause they had to recode huge chunks of the game
and it took them like 6 months
to get it running at 60fps on switch
^
an entire fsm just for health
and they removed all of them
seriously
wow
yeah, and every enemy object had one
thank god for that
enemyhpbars is great because of that
also - hey! Why didn't he mention that mod? It's great!

I don't know at firts it seems like he had the 5 more interesting but at some point of the video it says those 5 are the ones he managed to play xD
I just realized this
possibly even 3
well then it'd be top 6 mods
jaja
well, anyway
we use a decompiler, like dnspy, to look at the game's code
and we use the API to inject our own code during runtime
we all use dnspy, don't beat around the bush
might need to try that one
even I do and I can't even run dnspy gui
dnspy is bae
I use resharper at work so I used that to decompiled the game once
oh cool
I use VS because me = scrub
well VS here too so...
I switched to rider and it suggested a bunch of stuff to make my code look better
so I was like ok
and now my code looks half decent
the converse doesn't hold - not everyone who uses VS is a scrub
just me 
I just use resharper with VS and it suggests lots of nice things
give up
you're embarrassing yourself
invert that if
hahaha
the problem is resharper + VS uses a lot more ram and is a lot slower than rider.
freking inverting all if
tru dat
I'm not ashamed to say I like how most inverted ifs look

the problem when inverting ifs is the readability sometimes is not clear
^
like "if this not happens do this"
that's the other thing. I changed my IDE settings to encourage a lot of verbosity and explicitness
which sometimes is weird, you want to do things when something happens, not when it doesnt
to make it clear what's happening
https://gitlab.com/gradow/Blackmoth/blob/master/BlackmothMod.cs#L207 it suggested inverting these ifs
lol
wow
I'm like "nah, I like to know what's setting my damages, thank you"
hahaha
not yet
I'm being safe and also all my code mirrors to github
so
I can just push to gitlab
Yeah pretty much my thinking KDT
and have it on 2 places
Not gonna bother moving unless they ruin it
but wait until they add battle royale to github
I'm still in Bitbucket, hopefully not the next in line
but, yeah, that's the gist of it, EGF
cool thanks :) so dnspy, fsm hell and using names abbreviations to refer to each other, got it G
just become abbreviations
esp u 5 and G and FP and BB and T
and probably other people
I wonder how many of those are ambiguous abbreviations in this server
probably a lot
You called yourself mys for a while
hi tery
misty terry
true but when I read AA in reference to my name I still think anti air, or that one really good shotgun.
maybe I play too many shooters
anti aliasing imo
Alcoholics Anonymous
dunno what u talkin' about m8
oh shit graig found me out
graig leak gng thanks bye
Its already out, TC rolled it out to all steam accounts except yours KDT. As a joke
wow nice
TIL I'm KDT too
we are all kdt on this blessed day
BB
2B
AA imo
Aยฒ
that works too
Angel
don't call me avenging because that sounds dumb although I guess you could
oh, btw, how did you even find that vid, Ax2u?
Are there any mods that allow changing the appearance of the knight?
not atm
probably subscribed given how quickly they posted it
so what happened is
we just shitposted on the comments of one of ax2u's subbed channels
nice
pretty much
That's a shame. I was hoping their might be something to alter the mask or cloak color for the knight. Like if someone recolored/adjusted the sprites for the heads of the sibling enemies to work on the the knight and make them available at the Mask Maker in Deepnest or something.
that's a nice thought
get to it, KDT
yeah KDT imagine the glory and gods you could get making a mod like that
yeah im totally gonna make a mod for some guy that watched a yt vid 20m ago
(I'd legit commission a clock recoloring mod if you could do it for 4 dollars but I know it would cost more than that)
and by clock I mean cloak
we can recolor the clock too, if that's what you want
didn't watch the vid Twas just a thought. Recoloring cloaks would probably be easier. But I imagine reworking the knight's mask on the sprite sheet would have to be done from scratch to facilitate some of the animations like the Desolate Dive/Descending Darkness where the knight looks straight down..
(in all seriousness I wonder how much I'd have to pay to get someone to make for me a mod that changed the cloak and just the cloak to an arbitrary color.)
Til TC should charge 3.99 for reskins
put lootboxes in the lootboxes
sell the keys separately
Gonna make it rain
yes
totally different thing
90% of the things in them are sprays
Mothwing Cloak | Royal White (Factory New) in the Pale King Case
entirely
which disappear after 2 seconds
please suggest these, Graig
A negative skin would be nice, white eyes black mask, white cape
what if you set the knight gamma to -1
would that make it negative?
I don't know how the gamma curve works but
ok ima try it for funsies, not expecting much
Would be a cool 'Shade' form. I imagine it might be an issue for the player to know when they're actually using shade cloak though..
I mean, you would still see the knight pass through enemies/attacks without the damage animation going off; but part of the visual feedback is seeing the transition happen.
ok nvm idk how to set gamma on individual tk2dSprite sprites
no
I can neither confirm nor deny if I'd actually pay very small amounts of money for specific parts of knight recoloring code. Definitely not for just a recolor, or a closed source recoloring mod.

