#archived-modding-development
1 messages · Page 140 of 1
Ok cool I'll do testing when I'm home. Thanks
ok actually idk
the ones in the false knight arena aren't falling ones
actually the whole time you're considered to be on flat ground
but what happens is you are slightly pushed to the right or left by the slope itself
so it looks like this
and every update that left wall pushes you to the right so you're not intersecting it but since your character is still considered "grounded" by the game, the height is lowered to touch the ground which causes you to intersect that wall... etc etc.
which is more boring and less helpful behavior
but that's what debugmod says
or possibly it's something else
oh man the velocity totally gets stored tho
it's just you fly off the side
The two axes of velocity don't transfer at all from what I've seen
Like, you can't turn insane y speed into x speed
Which is unfortunate
no, but I thought they were asking about using it to build up negative y speed to skip through a floor
which I think would be possible
Yeah I agree
but no this isn't like mario where your jump speed is partially affected by your y velocity
so you can get faster jumps by just falling faster
So if I had a slope that went into a wall would I potentially build up horizontal speed until I clipped out or do I understand wrong
maybe?
I was able to get some weird speed storage even on lifeblood just pressing i while on a slope
but idk if it's useful considering most slopes are OOB and all of them probably should be out of bounds
Hmm..... Good question. Cuz the slope would be trying to force you right
You might build up x speed from that
And same with y
So.... Might just be a matter of which direction the player hit box is thinner
So you might clip in the x direction
turn it into z speed so the mc flies out of the screen
I think the angle of the slope affects it too
Probably
but idk
why shrugs when you can ¯_(ツ)_/¯
o
And 28
if you mean clipping by hitting an elevator while tricking the game to think you're on it
I thought that was because the game sets the knight's parent to the elevator when you get on an elevator
which causes its position to be relative to the elevator's position
yeah but to go through walls you hit inventory while slamming against a ceiling
oh
huh
is collision done differently when you have the inventory up
or does hitting inventory cause the game updates to stop for long enough due to lag
that it can't keep up
nice
on win7 at least
glad rendering the inventory takes priority to physics updates
thanks tc
but I guess this is why most games pause when you open the inventory
seems like an easy hack to fix this problem
Yeah it's lag that causes it
Is there any way I can monitor my speed on 1.0.2.8?
I think the debug can do that but I don't have that for this patch
port debug backwards
I don't know how to do that unfortunately
if you give me your managed folder i could just try building it
and fix basic errors
is there even an api for your version
nah, i've got a mini debug sean made but I just replace the assembly-Csharp
can I just copy paste my folder into here or do i need to do it somewhere else?
zip it and post it
56 iirc the first api version was released after Hidden Dreams
possibly after even TGT
yeah
Kry, I didn't have the time to catch up to chat today
what changed in the low swings route?
I see there were like infinitely many new messages
^
because last time I check, you got Wings and everything was fine and dandy
20 swings
basically i realized i couldn't get back out of CoT without taking a stag cause every way out needs a nail hit and I had to rest at a bench to get to wings
got dive to ring stag bell, a bit scary section but no extra hits
nice
then got back to crossroads and realized it would be infected since i got wings and fk skip would no longer work and so i'm locked out of getting VS unless i do a hellish early thorns which is basically impossible RTA
what's your version num again
so now I don't have a reliable source of pfloat for the run but i can get cdash and dnail then kill hornet with dive get dash and get thorns
and i don't think i'll ever need pfloat
1028
ty
so thats the update
still 20 swings but more stuff to do and never get vs
although if this slope stuff does let me clip through walls then maybe I could get to walljump in 0 swings getting it to 19
yeah
inb4 dashslash gets added into the route
doubt it
yeah
nice
is DRM the steam one?

yeah ok i don't think i'm getting 0 hit walljump anyway but it'd still be good to know
can you try this dll
any text in the top left
or any modlog generated
cause i'll consider that a success tbh
I have neither text in top left nor a modlog
fuck
Also i can't quit out to menu 
also gradow that's the built api for that version
get a black screen if i try
ah fuck

gonna git reset soft before 1.3.0.8
cause that added stuff
and changed a bunch of stuff which doesn't exist
reset hard or no balls
soft is killing the commit tho
go back in time or no balls
no
I don't even get what rebase actually does
that's why i pull from master and try again
rebase is: go back in time this many commits and rewrite history
basically
I saw a talk at SCALE earlier this year that basically taught me all I know about using git
much thank
unless you need me to test something like right now which it doesn't sound like, i've got to go away from my computer atm
wait one sec
rip
ok cool
same as last time
just to make sure i'm checking right place where would a modlog go
darn
saves
give output log pls
wait I think there is a modlog
unless this is left over from something else
I have that
where's outputlog
hollow_knight_Data
Some of the patches aren't gonna work 100% because of changed function parameters
ok I very much have to go

thanks again tho



Does anyone have a solution to the game not recognizing a controller after Lightbringer MOD install?
swap to beta and use beta api
Use kbm
^
I only count the records of Mortals
descendant of gods
more like
god himself
@flat forum any ideas for lost lord idk
you have; it's the one that has the unfixed one shot you bug
make it lost bin
what's the lord's health
1.5k
and the balloons' spawn rate?
normal atm
what if he spawned big ones
maybe make it
If it's like 3 seconds, make it calculated like
6s*(LostLordCurrentHealth/1500)
- 1
what if he didnt spawn them at all and it was just a big bamboozle
or 0.7 ish
he doesn't spawn them for the first half of the fight
what if at all
no
at earlier versions there were no balloons
so you never reach the second phase
what if every time you killed him a balloon killed you and you had to retry it for 3 more hours
What if balloons explode upon deatg
but they do
seems like it'd be kinda unfair with explosions on death but idk
cause it's fairly fast as is
56 what do i place in the InsertAction parameters
HeroController.instance.spellControl.InsertAction("Fireball Antic", FsmStateAction needed here, 0);
statename
action
index
index should probably be 0 so it inserts it at the front
yeah i placed 0 already
well i did this cuz whenever i casted a spell and try to transition it to something else when i have lower than 30 stam, it would freeze me in the air with the animation
so essentially i want to make that NOT happen with the insertaction method
yeah so you'd have your insertaction be a call method right
and that'd decrease 30 stamina if it can
yeah
oh ok its a new call method aighty then
seems logical to me. if you try to use a IntCompare action things will get messy
because you'll have to deal with fsmints
which are not ints
well
sorta
^
for the statename?
no
or the transition
in your call method
seems like you have a working functional CallMethod
and you just have to change the state it sets it to
if you don't have enough stamina
alternatively maybe place the CallMethod in a different FsmState since the state you're using might not work for it.
no it'll work fine
public void InitializeFireballFSM()
{
try
{
HeroController.instance.spellControl.InsertAction("Fireball Antic", new CallMethod
{
behaviour = GameManager.instance.GetComponent<StaminaUI>(),
methodName = "OnCastFireball",
parameters = new FsmVar[0],
everyFrame = false
}, 0);
}
catch
{
Modding.Logger.Log("Error initializing Fireball");
}
}
public void OnCastFireball()
{
if (Stamina.curStamina < 30)
{
//Change the state over here
}
Stamina.curStamina -= 30;
Modding.Logger.Log("CASTING FIREBALL");
}
hows this?
seems good
that's fine you just need to make sure that the state(s) it's setting in OnCastFireball when stamina is too low won't cause storage
why the try catch tho
Sean said so
I'll tell you why
cuz you may never know if the init fucks up
because FSMs can change between game versions
but more importantly
when you get an NRE and you're on windows
you have to look at the output log
which is not located in a nice location on windows
otherwise it effectively silently fails
if TTacco had the Player.log and, say, the grep utility, the try catch would be pointless because he could just check there for the error.
also
be smart about this
do catch (Exception e)
and Log ("Error initializing Fireball " + e);
so you can see the actual error
oh yeah so i can see the actual exception thats thrown
agony
HeroController.instance.spellControl.ChangeTransition() i use this method for cancelling it out right by sending it to either the end of FSM flow or in another place
btw check the case of that
it could be Inactive or inactive
and case does matter
it's Inactive
no don't do changetransition
whoops
do
HeroController.instance.spellControl.SetState("Inactive");
what you said but you had the wrong method
hey 56 how do you video edit
ffmpeg
since ur an expert in everything
so I wanna like mask out these chains in these 3 seconds of video
but idk how to video edit
idk how to do that at all
aight it worked thanks 67 and angry angle
hey TTacco
tbh probably need video editing tools I don't have. And a computer that's 5 times faster
what are you making?
stamina mod tm
yeah like find some way to make them disappear but not by just editing it frame by frame
Weeellllll...
I don't think there's too much movement there so you can probably just make 1 drawing where you have removed the chains
and then position it
wait
I can try doing that
with this frame
hey that's not a bad way to do it but I'd need to mess with the lighting
folding can you do it on this frame you can see more of the knight
and make the eyes transparent instead of colored
but uh thanks for doing this ur super cool and aweomse
wow I butchered that word
aweomse
aweomse
uhh idk do you have like a photo editing program
I only have my phone and drawing program thingy
uhh
ok how about this I have a better idea
just draw a background for this scene. imagine no knight or chains
then I can try to key out the knight
with krita or something
(maybe I need to pull out the big guns aka gimp)
and then I'll just use your background plus the knight
ok
and then I'll key out the knight a second time on the video clip with a garbage mask or something
and apply it as a burn filter
so you see the light of his eyes
shining onto his mask
Ok, I'll first just remove the chains tho
here's a reference background
basically for ending cutscene 1, I want the first 8 seconds of the intro, followed by 3 seconds of the knight's eyes turning dark with the chains edited out. Then the knight staring at hallownest from the first cutscene at the text "flame consumed" appears. Then fade to black, credits.
that's my plan
idk what to do for the hornet ending tho. Most of ending 3 will be the same tho
because that cutscene fits incredibly well inspite of how I'm changing the radiance fight. Actually it might fit it better than it fits the vanilla game, but we'll see.
okay did it for all antics, fireball seems to work fine but quake and scream is still casting the spells, THEN freezing me in place
so do i have to find a state that gets called BEFORE Quake and Scream antic?
probably
nvm i did Quake Antic again
but instead of going straight to Inactive
i went to Spell End instead
worked?
nice
wait why don't you just hook Can Cast? and Can Cast? QC
they go directly to inactive anyways
Well Spell End is the first thing i saw when checking once a spell ends, so i thought sending it there would make it transition to inactive instead of directly which caused me in a frozen animation
so i used HeroController.instance.spellControl.SetState("Spell End");
Hmmm
¯_(ツ)_/¯
so basically saying HeroController.instance.spellControl.SetState("Can Cast? QC");
wouldve done the same
OR
i shouldve made the new CallMethod's stateName to use Can Cast? QC
no you'd addactions to Can Cast? QC and Can Cast?
and then in your method you'd change thee SetState to Inactive
yeah thats what i meant by my 2nd statement
anyway... if it works, it works (also i didnt know about Can Cast? QC so sorry about that)
Why are there separate checks for quick and normal cast?
by the way, 56
That's dumb
I tried your code thingy
because tc
didn't work
oh wait 56 i dont think your method wouldve worked cuz im trying to give each spells different stam cost or i dunno 🤔
otherwise i wouldve just went with gradows earlier method
instead of touching fsms smh
yeah
then setting "canBackDash" or something to false
im pretty sure that bool is obsolete, is it?
yeah afaik
Ok, AA
I'm done with the Human I was asked to draw
(which was pretty good for a first attempt at drawing people except it didn't have a face)
faceless faceman
it's in art-discussion if you want to see it
rate it with a 4 on the scale of 1 to 10
but keep in mind it's my first attempt
10
nO
yes
neat
it looks cool af imo
just make him have a suit
and he's a professional grimm reaper
Perfect 5/7
Can anyone shed some light on why my controller isn’t being recognized after I install Lightbringer and the common Mod it needs to run? It worked fine before the install. I’m stumped. 😣
Can anyone shed some light on why my controller isn’t being recognized after I install Lightbringer and the common Mod it needs to run? It worked fine before the install. I’m stumped. :persevere:
````Thom - 15-07-2018 16:45 | #modding`
Thanks
do you guys know if the black egg opens after 3 dreamers have been killed or after each individual one has been killed?
cause wouldn't it be great if you could like dupe lurien and then not have to do one of the three
any advise or tips for installing mods for mac. I have played around with it and feel like I'm close to having it right but can't find a good guide to tell me what exactly is going wrong
@tranquil glen It's an integer that counts to 3
so theoretically you could kill the same one twice and it would work?
In theory, maybe
I don't think it will work to room dupe them, though
That duplicates stuff because of a quirk in saving scene variables
Dreamers are saved on the player
ah rip
yeah i will in a bit
I'm just making sure that the low nail press route doesn't have any more issues
i'm also not even sure if i can room dupe that room
Yeah maybe not
Hi, can someone tell me where to get the Redwing mod and the blackmoth mod?
📌
how hard would it be to make it so i could kill my character by like pressing a button?
is that something someone with very little knowledge could do?
debug mod
yeah but i ain't got that for 1028
all glitches
because i need it for glitches
ok but like... you know using mods in speedruns is cheating right?
i need it for testing
ok
not for the actual speedruns
56 is like god of button rebinding
also Kry just got home. How did the stream go?
and 56, did you ever finish RW?
rip
also realized that after dive if i die before getting back to crossroads or fall oob the run is over
like no chance of recovery at all
that's... Not good
same with if I die between taking the CoT elevator and kings stag bench
but that's easier to avoid
true
anyone know of a tutorial for modding on a mac?
uh no but I can help you
so basically
find your hollow knight app
and right click and show contents
and then in there go to Contents/Resources/Data/Managed
and then you should see a file called Assembly-CSharp.dll
replace that with the modding api one (if you're on lifeblood regular just download it from the drive if you're on lifeblood beta let me know right now)
and then make a folder in there called Mods
and put any mods you wanna install in that folder
their .dll files
how do i know which one i'm on
yes
do steam achievements work
like have you gotten any steam achievements since lifeblood came out for doing stuff
not sure i haven't played much yet. i played this on my roommates switch and thought i would like to play it modded
ok
i have gone into the steam folder and played around with a bit. I kind of have a hard time finding some of the files that need to be replaced for various mods. could they hidden for some reason?
ok I followed your first instructions and they are different from what I have been trying. I think you solved my problem.
You are my hero and a god like figure in my life.
I shall name my first born Avenging Angle
thanks
one more question if your still there are most mods compatible. like can I try a bunch at once and find what I like or will I have to try them one at a time?
uh most are compativle
if they work with the API then yes
and if not then they don't work on mac anyway
to check if they work with the api they have [api] in the google drive
also like two api mods don't work on lifeblood
these are NGG (which is obsolete anyway) and boss rush (sorry about that)
i followed your instructions and I have an extra .xml file left from installing the api did i do something wrong?
seems to be working though
ok thanks
also uh I know there's a download for the api for mac
but I'd highly recommend using the universal one
because it's much newer
and some mods may break on that older version of the api
ok I will install that one.
Avenging you mentioned i'd need to do assembly modding, could you get me started with that?
d n s p y
yeah i see now
The stuff that's already in is in OnScreenDebugInfo
Or maybe I moved it
Now I'm doubting myself
Kry what exactly do you need?
what key do you want to kys
kms
i was planning on making a kill button and thought it'd be simple enough that i could make it without having to ask someone else to
eh whatever really i don't use keyboard
so it could be anything
kill? As is, back to bench? Or just hazard respawn?
yeah back to bench
just set some key to take all your hp
the other thing is a display of my speed which i figured i probably was not smart enough to do
HeroController.rb2d.velocity
Could just do HeroController.instance.gameObject.GetComponent<Rigidbody2D>()
this would work right
^
and for speed, you can just mimic KDT's bossrush and use the geo counter
Just use imgui tbh
but i'd want x and y seperate
imgui is just so ugly
It already is
just make 2 counters
it's a vector2 or vector3
oh 2 geo counters?
Wtf just use imgui
and move it down a bit
You're overcomplicating this
lol
imgui is easier, yeah
but
ugly af
56: just create a label inside a GUI
there should be an OnGUI() in HeroController iirc
just add the velocity as a label there
there's one in ModCheats as well
i can just use that
@tranquil glen
e toggles speed and w kills you
or it should

yeah
thanks a ton
how does one SpeedDie in real life
doesn't cyanide cause a lack of oxygen to the mitochondria
or am i high
that might've been nitrate
or benzine
idk
it causes one of the stages of the redox reaction which turns pyruvate into energy to fail
ah
ok so it says cheats in the corner in main menu but things don't work
killing, speed, noclip and camera stuff all don't work
56 machine broke
lemme take a look
public class OnScreenDebugInfo : MonoBehaviour
{
// Token: 0x060022F6 RID: 8950 RVA: 0x000C843C File Offset: 0x000C663C
private void Awake()
{
this.fpsRect = new Rect(7f, 5f, 100f, 25f);
this.infoRect = new Rect((float)(Screen.width - 105), 5f, 100f, 70f);
this.inputRect = new Rect(7f, 65f, 300f, 120f);
this.loadProfilerRect = new Rect((float)(Screen.width / 2) - 50f, 5f, 100f, 25f);
this.tfrRect = new Rect(7f, 20f, 100f, 25f);
ModCheats.instance == null;
}```
I need to call ModCheats.instance from somewhere to make it work
I can't find that call tho
It's right there
I thought that's what you were pasting that for
Because it's a weird way to do it
yeah
bool flag = GameManager.instance.IsGameplayScene();
if (flag)
{
if (this.rb2d == null)
{
this.rb2d = HeroController.instance.GetComponent<Rigidbody2D>();
}
GUI.Label(new Rect(0f, 0f, 200f, 200f), string.Format("(X, Y): {0}, {1}", this.rb2d.velocity.x, this.rb2d.velocity.y));
}
else
{
GUI.Label(new Rect(0f, 0f, 200f, 200f), "Cheats");
}```
and the same thing for the keys
if (!GameManager.instance.IsGameplayScene())
{
return;
}
if (Input.GetKeyDown(KeyCode.W))
{
HeroController.instance.StartCoroutine(HeroController.instance.Die());
}
if (Input.GetKeyDown(KeyCode.E))
{
this.showSpeed = !this.showSpeed;
}```
so IsGameplayScene is failing
public bool IsGameplayScene()
{
this.UpdateSceneName();
return !this.IsNonGameplayScene();
}```
brilliant!
how do we know if it's a gameplay scene? Simple! If it's not a non-gameplay scene!
lol
what if IsNotGameplayScene just returned !this.IsGameplayScene
That's not even bad
It's much easier to keep track of cutscenes/menus than gameplay scenes
sadly no, AAcs public bool IsNonGameplayScene() { this.UpdateSceneName(); return this.IsCinematicScene() || this.sceneName == "Knight Pickup" || this.sceneName == "Pre_Menu_Intro" || this.sceneName == "Menu_Title" || this.sceneName == "End_Credits" || this.sceneName == "Menu_Credits" || this.sceneName == "Cutscene_Boss_Door" || this.sceneName == "PermaDeath_Unlock" || this.sceneName == "End_Game_Completion" || this.sceneName == "BetaEnd"; }
Why would you need both IsGameplayScene and IsNonGameplayScene tho
and if you use IsGameplayScene it runs UpdateSceneName twice
which is bad
but why make a whole new method for that
and unneeded
yeah
you can just run IsNonGameplayScene and check for false
and get the same result
it won't let me die
it's private
ffs
TFW you want to die but can't
thanks a bunch
but, I changed the check from IsGameplayScene to acceptingInput
which is inside HeroController, so should be fine
i'll try it after this csgo game
k
can't really test during 
yeah
I can sorta fix that
any ideas, 56?
what was breaking is that IsGameplayScene wasn't working
so I changed it to acceptingInput
but
check if the hero state is not no_input
i think that'd work
lemme double check
yeah it looks like it'd work
it's just idle during inventory and cdash
GameManager.instance.gameState == GameState.PLAYING this should work
neat
trying this HeroController.instance.acceptingInput || HeroController.instance.hero_state != GlobalEnums.ActorStates.no_input
seems good
@tranquil glen
got it
tell us when you're about to try another stream
we'll add an on-screen nail-presses counter

lol
56 stream when
ok so if i go through a loadzone with noclip on it teleports me
maybe to the location of the loadzone i went through in the previous room?
i can't really tell
if (Input.GetKeyDown(KeyCode.Q))
{
this.noclip = !this.noclip;
this.noclipPos = HeroController.instance.gameObject.transform.position;
}```when you press Q it saves your position
this.noclipPos = HeroController.instance.gameObject.transform.position;```and this updates every frame if you have noclip on
and then when you transition...
if (HeroController.instance.transitionState == HeroTransitionState.WAITING_TO_TRANSITION)
{
HeroController.instance.gameObject.transform.position = this.noclipPos;
return;
}```
clippos
what I assume is happening is you hold a direction while transitioning
and that builds speed
Oh ok it replaced the else with a return
should be checking if transition before inputs
because if it's a transition, it returns
and doesn't change the velocity at all
or the pos, actually
WAITING_TO_TRANSITION means it's not a transition
uh
That's the default playing state
oh
I thought it was an intermediary state between "not transitioning" and "transitioning"
my bad
so... how fix
I can add a check for transition and set heropos to the transform pos in that case
so should i test the one you just sent or not?
Yes
weird then
someone make a DespacitoKnight mod
What will it be like tho
I?
by the way, Visual Studio Dark Theme good
yeah
why isn't AA a modder?
ask simo idk
hey simo why isn't AA a modder?
yes
@compact sedge
more like
Angery Avenging Angle
meme
so that it's AAA and you can become a peoples
Angery
nice avatars
memes
mems
mms
also, Good news
destroying the Animator worked!
they don't move anymore
on the other hand, the sound is still there and I need to find a way to remove that too
how does I remove the Deepnest sounds
are they a Destroyable Object too?
(maniacal laughter)

@flat forum
UnityEngine.Object.Destroy(GameObject.Find("Audio Player Centipedes"));
OhOk
they really were an Object
honestly I'm starting to get worried that the game will lag when entering rooms merely from the amount of things I destroy
boi
U
tbh game will lag less
there's your first mistake
because less objects in scene
Ok
I think that's good for now
I'm gonna release the mod for you to test if there's anything I've forgotten
ok let me know I'll pull it and give it a shot once I'm done with my bio homework
Oohh, what's your Bio homework
(honestly I find Biology really interesting if you get a good teacher)
uh I have to do a writeup on one plant
so I picked a plant that nobody cares about
literally any plant
The Fool Eater?
so that by the end of tomorrow, hopefully at least one person in my class of 20 people cares about it
that nobody cares about it
rip
Oh, one last thing
what's the Bool for the King's Statue in Ancient Basin
if you have gotten it?
I found fountainGeo, is that the one?
isn't it an int telling the game how much geo you put in
or is there also a bool
if you set it to 3000 the mask shard might just spawn

you don't really need them, do you?
smh no 107%
but then again you will never reach the thing that tells you how many percent you have
because No Dreamnail
wtf
Version 0.0.2 will be "successfully removed all living hazards"
0.0.3 is me removing NPCs
0.0.4 is successfully having removed all NPCs that are not Elderbug
0.0.5 adding Elderbug Dialogue
0.0.6 Polishing the Dialogue
0.0.7 is removing Sounds
0.0.8 is adding Sounds to replace them (the Deepnest crawling ambiance -> Wind)
0.0.9 is removing any background enemies and stuff (the jellyfish at the Teacher's Archives/The Alubas (if that's what they were called) at the QG bench/Deepnest foreground crawling enemies)
+
adding items received from shops as shiny things on the ground
1.0.0 will be the official release, making sure I haven't missed anything
class1.cs
just in the top level
/daŋk/
Anyone know the dimensions of the knight?
you mean the knight's hitbox?
I can edit your modded file to also print that for you
Seriously? That'd be great
no, it's fine
if it's the same, it's fine
otherwise I'd ask you to send it to me
I think I got it
when you're home and can try it, just tell me
Il be home in like 1.5 hours
Do you guys know the mod where it just shows the bosses health nothing else.
Thats the only mod i want for now.
K
Nah there's no reason to put work into an accurate hitbox
huh
having hitboxes move with animations feels really jank
although I doubt TC actually cared about the feel of the hitboxes and just did minimum effort 
finally got around to fixing that pesky stupid bug in infinite grimm
where the text wouldn't show up
somehow a few lines of code got deleted but I forgot to readd them or replace them with something better
¯_(ツ)_/¯
a while back when we first found televator a flowchart for how elevators worked was posted and the problem was for 'elevator jostle down' they had put a -1 in a float or something
does anyone have that?
Why?
oh i just want to look into elevators
see what i can mess with
like televator would send it way oob if there wasn't a failsafe right?
FSM mod off the drive
It's a direct mod of PlayMaker.dll so it should work for any version
Make a folder called save_fsm in your save folder then just go somewhere with an elevator
Good old playmaker
I love the part where it runs so well
Without it HK wouldnt exist!
So it would be a lot simpler of a game.
Yeah... thats it
It uses "otherwise" instead of "else"
10/10 best app goin round
I mean that's at the bottom of my list of problems with it but yeah
I like always tbh
how is this not scratch
it is scratch
it might as well be scratch
Best loop syntax will always be for (;;)
ok there's a 1.0.3.7 fsm mod and a 1.1.1.7, which should i use for 1.0.2.8? 
ah yes, Untagged, BB 1 through 36
my favourites
btw what should i use to open JSON derulo files?
there is still the thing with going through loadzones with noclip causing me to teleport in the mini debug
its not a big deal i can just turn off noclip as i go through just thought you should know
Any ideas Sean?
Lol, I was also able to zoom in and out with the camera, and turn noclip on and off while loading different rooms and can't any more if that gives any hints as to what changed
👀
My guess is something added is throwing an exception before the noclip code runs
I like how doing a bunch of compact null checks just looks like you were confused when you wrote the code
?
??
also nice function name
It's an internal wrapper for a virtual function
With try/catch
So mods can't fuck shit up
I still don't know why dumping your code in a function causes it to not fail if it fails the try catch but putting it directly in Initialize does
I don't know what you mean
like if I do
if (othermodExistsReflection) {
meme = othermodnamespace.var;
}
in any method that runs while the other mod is missing, it fails but if I do
if (othermodExistsReflection) {
meme = getOtherModVar();
}
memevar getOtherModVar() {
return othermodnamespace.var;
}```
it never fails even if the other mod is missing.
You sure the second case even runs?
except there's NO error
when I do it this way: https://github.com/natis1/grimmchildupgrades/blob/master/grimmchildupgrades/Grimmchild Upgrades.cs#L129
but if you move the contents of that function to in the if statement, guess what
if you're missing infinitegrimm.dll, it will not even load
Weird
and you'll get a modding api error, and in Player.log it will say assembly not found
Some quirk in C# I guess
Lol I just noticed this in the salt & sanctuary crash logs
Dev dude likes his folders
what's the bool to kill Zote?
no idk
there should be a bool
I did a thing but it failed
I know for fact it's not cloak
because I tried to get neglect on a SS run that failed at mantis lords
Dying to the second easiest boss in the game lul
