#archived-modding-development
1 messages · Page 141 of 1
Most people would just decide to do them later
here was my thought process
if I can beat the mantis lords, I know I will win this SS game
so I figured
do them as fast as possible
no nail upgrades
and then I ended up doing them hitless
and 11 hours later I got 100% SS for the first time
I tried PlayerData.instance.zoteDead = true; but it didn't work
tbh that might be killing zote in CoF
also
you might be deleting the zote skull
it might be a layer 11 enemy
idk
Shouldn't deleting the big fly be enough?
I don't think so
You can try something like finding and killing all healthmanagers on scene load
I saw 2 more things:
PlayerData.instance.zoteDeathPos
PlayerData.instance.zoteDefeated
thing is - on my main save file (that I use as reference to see what some Bools and stuff are) I have
zoteDefeated = true
zoteDead = false
zoteDeathPos = 0
and I remember saving him
so, zoteDead is probably the thing
so, I need zoteDeathPos?
isn't it the CoF one?
I thought it'd be the CoF one
also, if with "in dirtmouth" you mean Grey Prince Zote
then there's this bool PlayerData.instance.greyPrinceDefeated
which I won't understand why is there
Sean, do you have a save with Neglect?
Krythom asked DevilSquirrel to add a Zote split to the autosplitter and this is what happens when he's first killed : https://cdn.discordapp.com/attachments/283467985224466442/438398123946016788/unknown.png
Nah I don't neglect zote
He's a cool dude
and it's a perfect save
send a save with a neglected Zote
I can't bring myself to leave Zote to die either...
"zoteRescuedBuzzer": false,
"zoteDead": true,
"zoteDeathPos": 1,
oh I know why
it's because they were probably gonna add more places for zote to die die
but they cut that before the final game
die die
die die, die my darling
well like he can't die in weavers
don't utter a single word
Idk why he can't die in deepnest
Herrah should trigger it
Or if you get tram pass then quit without rescuing him
you know what'd be funny
Don't think you can get there without seeing him
actually
I know why they cut it
because you totally can
there's a bench skip
you don't have to sit on the bench in deepnest
and if you know the skip it saves like 10 minutes
the proper way to do it and the way I did it in the 5 hour run is with double jump
I also need to change quite a bunch of text...
cdash from the top right side of the bench room and interrupt it almost as soon as possible
then double jump
Sean, any idea what the Cornifer message he leaves on the Ground is called?
so I can change it
the timing is very precise
56 sent this to me
it's from CP2 dump but it should be new enoughish
THANK YOU
first one before the plus is the sheet title (big key)
second one is the key
third one in the actual text for the english game
sorry I don't have other languages
Other languages are dumb
Especially pt br
we live in an era of modmaking where mods are getting non-english transations

I didn't prepare for it with infinite grimm
GnG has taken so long to come out
I should probably rewrite it so it's actually possible to do
we've had time to translate mods

Early August
Auguest - Australian Guest
Meanwhile salt & sanctuary modding is in the dark ages with the only other person showing interest being this guy https://www.reddit.com/r/saltandsanctuary/comments/8tzgxw/boss_rush_mod/e1dld4v/?context=10000
Who I guarantee won't do jack shit if I make an api thing
tbh HK modding was in the dark ages until give or take 4 months ago
Cornifer + CARD + Sorry I missed you! If you're feeling lost, why not pop up to our store in Dirtmouth and purchase a map of this area? Available now for an excellent price!<br> - Cornifer
That's not an error, they replace those with new lines
what's the <page> thing?
is it when you press Z but the dialogue continues?
Yeah
Ok
56 it's not wrong
how many modders did HK have before you started
like active modders
2
It's a bit wrong
?
time to steal Blackmoth's language code thing
angle u dungo
and after october
Hidden dreams was when shit got started
everyone stopped
everyone ported their shit to grimm troupe and stopped
except like 3 mods
u
but I guess it was a better time than when HK modding started
fun reminder Kein sent the first message in this channel
Fun reminder I sent the first message in the iconoclasts boss rush chat
also this meme of a text file that's still in the modding drive:
Seanpr and Firzen have created an API that allows mods to be compatible with each other. Install the Modding API (will overwrite one file) and all the API using mods will work.
List:
Blackmoth (Gradow)
Boss Rush (KDT)
Charm Notch Mod (Seanpr)
Debug Mod (Seanpr)
Nightmare God Grimm (KDT)
PlayerDataTracker (KDT)
Randomizer (Seanpr & Firzen)
Then some mod deleted it and posted another
As poser first
I prefer the kein boss rush tbh
It's got that extra spicy bit of illegality

inb4 GnG comes out and y'all still just play Kein boss rush
Spielst du kein Boss Rush?
inb4 Kein finds his code in the Boss rush remade file and comes back for some more spicy DMCAs
inb4 GnG uses Kein's code
Eh if he was gonna get mad at people for taking bits of code debug mod would've gotten DMCA like 8 months ago
meh nobody here takes legal shit seriously except me anyway so w/e
and really I probably shouldn't be
mobile
get
stay woke

But you just linked the main folder
^
fuck
*fūck
ⓘt's 🅰 hⓘstºrⓘ↪🅰l 🅰rtⓘf🅰↪t
https://github.com/timoschwarzer/hollow-knight-mod-installer omg it's not in c#
'DeadHallownest.Descriptions(string, string)': not all code paths return a value?
add at the end a return getstringinternal
or something
you know it took me time to get gradows running on not-windows. not a lot of time, but some time. Java shit tho just works
even that random java malware someone posted in #art-discussion just worked
But people don't know how to click on a jar
People know how to click on an exe
Big improvement
package your jar as an exe
that just runs the jar
I think intellij can actually do it
which is amazing
That sounds like extra work
because it's such a meme
5
wtf
Add his body after neglecting to always be there 
if I made hksm csharp I would have had to make exes for linux, mac and windows
im too lazy
so java it is
- java probably runs on your microwave
so you can edit your saves whilst you cook your food
can java run on my potato
probably
@floral furnace change your text panel to an image panel
then you'd do like
Image staminaBar = imagePanel.GetComponent<Image>();
staminaBar.type = Image.Type.Filled;
staminaBar.fillMethod = Image.FillMethod.Horizontal;
staminaBar.preserveAspect = false;
and then change it during Update or FixedUpdate with staminaBar.fillAmount
which is like x/y
at least that's what i got from reading this
i tried copying the hpbar for experimentation but uhh
¯_(ツ)_/¯
but ill try this
again thx
make sure to change CreateTextPanel to CreateImagePanel
yw
also createimagepanel takes a sprite as the second arg so use like red or something for testing
aight ill do this... tomorrow cuz its literally late here

but yeah i tried fucking around with fillMethod and shit like that but doesnt seem to display earlier
im not sleeping yet tho

GameObject canvas;
CanvasGroup canvasGroup;
Image staminaBar;
Sprite fg;
GameObject fg_go;
public void Awake()
{
On.CameraController.FadeOut += CameraController_FadeOut;
fg = CanvasUtil.CreateSprite(Properties.Resource.bossfg, 0, 0, 960, 1);
canvas = CanvasUtil.CreateCanvas(RenderMode.ScreenSpaceOverlay, new Vector2(1280f, 720f));
canvasGroup = canvas.GetComponent<CanvasGroup>();
canvas.GetComponent<Canvas>().sortingOrder = 1;
fg_go = CanvasUtil.CreateImagePanel(canvas, fg,
new CanvasUtil.RectData(new Vector2(960f, 25f), new Vector2(0f, 32f), new Vector2(0.5f, 0f),
new Vector2(0.5f, 0f)));
staminaBar = fg_go.GetComponent<Image>();
staminaBar.type = Image.Type.Filled;
staminaBar.fillMethod = Image.FillMethod.Horizontal;
staminaBar.preserveAspect = false;
canvasGroup.alpha = 0;
DontDestroyOnLoad(canvas);
}
public void FixedUpdate()
{
staminaBar.fillAmount = (float)(Stamina.curStamina / 100);
canvasGroup.alpha = 1f;
}
I did try copyin enemyhpbars expecting there would be the bar underneath my screen but yeah i dont know much about canvas and images to execute this properly
Also yeah i copied the resources files and it appeared normally as a placeholder test
do you have a source I can check?
because that code seems fine, but that in itself is not enough
in enemyhpbars it's a component of each enemy
so if you're copying that...
and I use that enemy's position to calculate the size and position of the hpbar
yours would instead be static
I didnt add that entire block of code in any of my branch tho 56, cuz i was toying with it first checking if it worked
Yeah its about 12 here lmao
np
But really thx for the help
ahh i see
idk when I'll be home to help you tho
but I'd say try copying enemyhpbars structure
one main class and the component
11:44 AM here imo
11:45 PM exactly here too
nice
yeah i just need a bar for the stamina itself like underneath the health bars lmao
56 did you sleep
we can figure something out when you have the time
come to think about there i still havent added stam requirements for nail arts but ehhh ill handle that soon enough
get more sleep
that's no good 56
TRY HARDER
damn
Hahahhaa

but did you sleep papers
Yes
fuck
6 hours
not enough
Which is still far better than 56
effing millenials
the land of broken sleep schedules

11:30 pm to 9:30 am
no u
i gotta get up by 6 tho
How many years did Gradow have to master such a sleep schedule?
i sleep at 12am, i end up waking up at 9am, i sleep at 11pm and i end up waking up at 5am
12pm
Midnight
tactical typo
?
I am almost officially old
i mean i wouldnt complain i could tbh
I am officially old by my standards
What are your standarts
i am officially old by a two year old's standards
Kiddo stay quiet
u
25 is old imo
well you're a baby by mine
re
56 = baby
Mickely is the ancient one
32 iirc
Gradow is ancient
fireb0rn imo
how old is fireb0rn
we need to figure out who's the elder of the server
and the corresponding youngling
DMs
Mick for now
Fast is the elder
Fast?
fastatcc
what about direct messages
god master
oh do you mean DMS GOD MASTER
DMS is like 11 iirc
yes
shhh veru
also i think they said 13 or something
don't summon him here
real big think
Fake big think
Mention not the name that must not be said
TTacco how ancient are ye
Voldemort 
like, about to be 20 ancient
wow ancient
Ye art olde
yeee
11
Also iirc Lowkey was over 30 years old
or 72

xDDD
unironic XDs whooo
xD
ecksdee
xD > XD
xD > XD > xd > Xd
Why
xb
dx
XuX
oh no
Disney XD
XwX
;clear all #archived-modding-development
ˣᴰ
;ban all modding imo
/kill @all #archived-modding-development
too soon mys
g o o d i d e a
it's never too soon for Mys
never too soon
I just remembered
also when will we be able to ask the new TC member to remove FSMs for us?
I can just set The Seer to gone

56 will cry and actually sleep properly the day fsms get removed
Will GnG double the amount of FSMs, with 90% of the new ones being completely useless
delet this
Also will GnG add a bajillion empty bools?
reee
GnG will add paid mods
also reflection instead of setting 90 fields by hand when
G&G will add weapon skins and lootboxes
Pure Nail | Faded Pale (Factory New)
large think
is there a link to a mods page?
its also pinned here
Why isn't ptk a modder yet
i know the modder role is pretty much in line with being a prime time shitposter but you need some degree of skill to actually get it
(random text in japanese)
のなかてはまちららり
hi i am here to deliver you pain
that's such a lie this guy doesn't have any waits
they're all animations
unless they fixed him in LB
I can tell its fake anyway because Hollow Knight always uses Init
not Initiate
whatever that is
pretty cool... init
shrugs i don't really care.
thats fine you don't have to care mike
O.o
so the question is this, do y'all think in whatever game TC makes next they're gonna use FSMs?
yes
I'm betting yes but probably with more/almost all custom methods to avoid using fsm vars because they complained about those randomly changing
custom methods using unity serialized vars
but in playmaker
or they could just code the game
Well they lately did hire a coder
more like will became a coder
and since that hire theres still been 0iq code added to the game
tbh LB beta has quite a few improvements to various fsms
like fsms nobody cares about and nobody asked for improvements to
like FC
its too late for HK
next game will be better 
it's almost like it's their first game 
I don't really think they've learnt a lot tbh, I mean maybe the code is slightly better but we're still getting HealthManger.CheckInvulnerability or what the function is called 
let's hope jack improves the code then
who knows i might
i wish
do not
i hope jack saves us all from will
Anyone know how to call the original constructor when monomod patching it?
can you do the extern orig thing
If you mean this no
It doesn't like having a constructor that doesn't match the class name
And putting a return type on there makes it build but MonoMod doesn't find the function
The original constructor is 2 lines so it's no big deal to just copy it
public patch_SpriteBank(Atlas atlas, XmlDocument xml)
: base(atlas, xml) {
// no-op. MonoMod ignores this - we only need this to make the compiler shut up.
}
// Patching constructors is ugly.
public extern void orig_ctor_SpriteBank(Atlas atlas, XmlDocument xml);
[MonoModConstructor]
public void ctor_SpriteBank(Atlas atlas, XmlDocument xml) {
orig_ctor_SpriteBank(atlas, xml);
Everest.Content.Process(this, XMLPath);
}
from Everest
@rain cedar
Cool thanks
I think this might not work with stuff that's in a namespace
dnspy is showing a really funky name on the original constructor
And it's not getting called properly
everything in Celeste is in a namespace
Alright guess I suck then
I've got this set up as far as I can tell exactly the same as the posted snippet
public Game1() : base() { }
public extern void orig_ctor_Game1();
[MonoModConstructor]
public void ctor_Game1()
{
orig_ctor_Game1();
GameContent = Content;
ModLoader.LoadMods();
}```
@rain cedar MonoModConstructor forces the orig_ method name to be relative to the [MonoModConstructor] method
meaning that if you apply it on Something, it's going to be orig_Something
although... I lied
oof
turns out I just found the reason why ^ isn't working
for all those months, I thought that ^ was the case, but wondered why it didn't work
and guess what
this is wrong
I get that stuff is gonna have orig_ on it, I meant that the namespace is included in the function name on hover
I'll fix that tomorrow
by the way, you might want to join the MonoMod server
Yeah probably a good idea
It's linked in the MonoMod GitHub repo's readme - not going to link to it because I don't know if this falls under spam
b&
oh no
💯
modding is short for moderating, right? 
modderating
modding is short for shitposting
^
anyone know what fsm i should check to see where in the process of getting wings crossroads gets infected
I checked 7 that all had 'double j' or 'double jump' in the name and couldn't find anything
check crossroads on every frame
Wasn't it dream nail?
no its dreamers and wings that cause infection
maybe it's set at the hardsave
there's no hardsave at wings
o
Verylean very game knowledge
oh lol i didn't even realize that was veru
theres a softsave
damn it really works
Especially if they post crap like that
crap like that
Thanks
its probably not one flag
half the shit in crossroads probably checks against wings / dreamers
yeah the other problem is i have no idea what i'm doing
There's a pd bool crossroadsInfected
I wouldn't be too surprised if it's not just that
i'm literally looking at FSMs in the viewer and looking for something that says infected
But there's a good chance it is
does crossroad get infected if you get given wings randomly in randomizer
or does picking up whatever is at wings do it

:yeslikethis:
is there any way for me to quickly find where that bool is used?
cause if it activates based on lost kin and not wings that'd be nice
do you have mingw
whats a mingw 
unix command line for windows
On.HutongGames.PlayMakerFSM.OnEnable += (orig, self) =>
{
orig(self);
foreach (FsmState state in self.states)
{
foreach (FsmStateAction action in state.actions)
{
if (action is SetPlayerDataBool setBool && setBool.boolName == "crossroadsInfected")
{
Log(self.FsmName + " " + self.gameObject.name + " " + GameManager.instance.GetSceneNameString());
}
}
}
}```
Something like that Krythom
I guarantee that doesn't work as is
wow the installer updating is great
wtf HK discord accepted an emote
Add the lettuce 

yes
yes
56 wut u mean by installer updating
Infinite Grimm is outdated. Click update to install the update
idk the exact text
but it's great
Do you have to update the xml every time a mod updates?
yeah
Guess nobody will ever know when my mods update
Too much work
That's ok I'm modding worse games now anyway
hi modding worse games now anyway
Hi, nice to meet you
wut u mod
Salty boys
mod ians adventure
I can't it's too poorly made
At least it has code
Also lol 90 line
That's a pretty weak switch
They've got much worse
what the fuck
eww
oh my god
The funny thing is this probably runs really well
Despite how horrible it is
const ints and switches are both pretty fast
yeah
The game is locked to 60 because it has a fixed timestep
Maybe I should unlock it to test framerate
Oh no nevermind dnspy is stupid
omg
why
Wait no it does it's just out of order
how does this exist
I mean - I prefer this to reverse engineering FSMs anyday
but, still
lmao
Bonfire mod link?
what was the tool again that allowed turning off the edge darkness on rooms?
or is that not a thing
i know you can turn off the character darkness
The 1.0.2.8 mini debug has that but I don't think anything on other patches has been released
i'm just checking out mantis village chest room
reddit post found a breakable object up inside the ceiling, so i wanted to see if there was a room up there or something that went unused
but i can't see anything on 1.2.2.1 with the darkness border
if anyone's interested in checking on 1.0.2.8 cough Krythom cough
this save is in that room
@rain cedar is the mini debug posted on the drive? I'm downloading this patch now
Damn speedrunners want everything to be instant
Hi everyone, is there a place one can read what each mod do?
i.e, QoL mod for instance, or debug mod
Some of them will have a readme that tells you
I downloaded avanging angle exec above and it shows a list of mods but not explanations
Trying to find a way to make this fabulous game easier because honestly I am getting tired of having to repeat 15 minutes of games 20 times to pass an area
have you completed the game?
far from it
I would suggest having beaten the game on 100% before getting any mods
it kills the fun
that' the thing. I can't. It's way too fard for me. Looking for a way to make it easier
Debug Mod is probably the best for you
ok how does it work?
as it allows for changing of gamespeed and nail damage
also, go to #archived-modding-help
and maybe pop in #hk-help
install redwing
it makes the game a lot easier by making most common strats a lot more powerful
but it's not like a cheat mod, like how debug mod is
that's my opinion @gaunt ocean
lightbringer makes the game a little different but overall a bit easier. bonfire makes it so you can grind to make the game a lot easier but without grinding it's slightly harder
and all 3 mods are fully compatible with each other
well not fully, they all work together but redwing and lightbringer damages are not buffed by bonfire so it may make stuff a little bit weird and unbalanced
they will run together but aside from redwing and lightbringer they aren't designed with eachother in mind
So as a first run, trying to keep the game's best intent in mind but easier for someone like me who isn't good with bosses, what would be the best combo?
infinite hp i guess
infinite hp debugmod isn't the worst idea
but idk it might just lead to you wailing on bosses and never dodging
well they're already considering cheating. so we're kinda past that
yeah but here is the thing, I want my game easier but that doesn't mean i want to have infinite life.. i still actually PLAY the game 😃
so then play the game?
I'd say just do redwing then
i dunno. we don't have options that aren't going to break the experience, really
thanks Avenging Angle you have been really helpful
and the base experience is already a pretty gradual difficulty increase. I'd say debug mod tho. can try a boss a few times normally. then if you're having a really hard time, turn on infinite hp or something
or put a dream gate down in front of the boss room so you don't have to run back
something like that i guess
dreamgates, it's a mod or that's part of the debug mod?
that's base game
smh u beat the game in 40 minutes what do you know about sucking at it mickely
lol
i played it casually once upon a time too. was very impressed with the difficulty curve
Well I speak from experience as someone who lost two save files to mantis lords.
and one to hornet 1
redwing tells me it wants to install blackmoth with it. what is blackmoth?
it's a dashing mod
I'd say if you want a more similar to vanilla experience say no
but if not it's a really fun mod
what are your system specs and settings? i'm just curious if that's maybe holding you back with input lag and such
ok! what about the QoL mod, what does it do?
I say the base game is enjoyable and not way too difficult
and I'm the person who died 40 times to Hornet 1
I died to mantis lords twice on SS on a gtx 1060 :P
mantis lords are tough-ish super early game if you haven't played a long time
but yeah if you're only getting around 30 fps
that will make the game actually harder
like actually a crazy amount harder
I have a good rig, it's running super smooth. What's holding me is that I am just plain not that good with this kind of game. And at46 my reflexes aren't anymore what it used to be at 20. And with kids and family life I don't have time to waste diying 40 times on hornet 1
that's fair
that's fair
^
^
but the game reminds me of super metroid and it's gorgeous
so I really want to play it... I even don't mind the grinding but the constant repeat-die is really getting on my nerves
Yeah. that's the first game it reminded me of too, and I loved that game as a kid.
Yes I played it back recently in a pretty good SNES emulator and it was great depite the low res graphics
so.. anyone knows what quality of life mod does?
Speedrun related things iirc
ohh i see
thanks I am eager to try the game with redwing - and maybe lightbringer
so is it normal that with redwing I have an orange circle around me??
yeah
well that's a bummer
why?
shit
i understand
Debug mod then imo
it's more gameplay than mood focused in design, for example it serves a gameplay purpose.
Increase nail dmg?
or bunfire, I can grind i guess
Doesn't bonfire get really tough like halfway through?
Make the orange circle bigger every time someone complains
I want to see the exponential growth
Or was it super easy now with the new curves
I need to get it redesigned
so it looks better
imo all the other fire abilities look good if maybe should be differently colored
but that one looks kinda bleh by comparison
I like the fire when regaining health or when dashing, but the circle kind of gets me off mood
it's definitely not by design trying to preserve the original HK mood which is a darn shame if that's what you're looking for.
well, for a first run, I'd rather keep the game look and feel as close as intended originally, it's such a masterpiece
nothing will preserve the original game better than debugmod (aka your little cheat engine) and just using it to say increase your nail damage a little bit
but what you gain in mood you may lose in gameplay (having all those cheats at your fingertips may be mighty silly)
Celeste cheat mode was well done tbh
idk how people would have found it without decompiling the code
People got so fucking butthurt that it doesn't disable achievements though
No AA not the car thing, assist mode
but... the car thing is literally called cheat mode
I do
Got em
oh then I'm dumb
I've never played Celeste, but I've heard about assist mode implementation. And it's really good
But muh achievement rarity xd
Cheevos are pointless anyways
I've never touched assist mode
How dare you
but it's a neat concept
Lol
I want my Celeste achievements to have lower % to engorge my e-peen
Give the fake gamers fake achievements only I get real achievements
OK so this may sound stupid but how do I control cheat mod? I see a bunch of stat on my screen with no cursor
Pause
this is half the reason why people get so upset at the idea of dark souls having an easy mode. they don't want them casual scums getting the achievements they have.
I couldn't care less about achievements
How do I unhide the cheat stats after I have hid the screen?
F1
well I guess this will do but i wish I could make it easier without going to infinite life or stuff like that, it kills the game
You can just up your nail damage a bit
Maybe just go from 5 straight to 21
Since that's the max damage with nail upgrades
or maybe 5 to 9 and then increase it once an extra time for every nail upgrade you get
Yeah I guess straight to 21 is kinda nuclear
and anyway, ofc you couldn't care about the achievements it's the "hardcore gamers" who are 13 and have 0 life and don't want other people enjoying their games that do. they're the ones who get upset by these kinds of things.
Hey I just thought of something
with the debug mod, is it possible to "save" right before a boss?
sonic mod 0.9 speed
Your CustomEnemySpeed thing could make bosses slower, right?
yes but me and papers were talking about it in the redwing server
and it would be much easier to do this:
game speed 0.8
knight speed 1.25
And about saving: Kinda but not really
There's an ability in the game called dream gate which essentially lets you save anywhere
You can give yourself that if you want
but only if you know you're about to hit a boss
Yeah but most bosses have fairly obvious arenas
true, and debugmod does tell you when you're in a boss room
It does?
maybe only when the boss is dead
Oh right the boss respawn thing
I don't mind dying because I didn't know a boss was comming
What I mind is dying to 49 times after that
For casual gamers like me, what makes it enjoyable is 1) a save point always close to a boss (nothing is more frustrating that having to play 15 minutes to go back to that same spot where you'll die again before you can even get a change to learn the boss attack pattern) and 2) generally easier ennemies (less HP for them or less HP loss for the player)
Alright then if you click these 3 buttons you'll have the save anywhere ability set up and it shouldn't mess with the game progression more than a little
To use it hold the dream nail key and down to place a save, then dream nail + up to warp to it
For lower boss hp the closest thing in this is upping your damage if you want to try that
hey Sean
Hello
setting game speed to 0.8 and the Player's speed to 1.25 will work in making enemies slower, right?
this could be a generally easy to make mod that works as an easy-mode
In theory yeah but it might be hard to get everything about the player working at the increased speed
So physics might be a bit jank
might need to also alter things like the dash length for example
Oh yeah you'd totally dash farther
set dash length to 0.8 as well?
Yeah that's probably good
thanks I'll try that
for bonfire, will it disable the places where the game lets you upgrade your nail ? like if the first upgrade to your nail goes from 5 to 9, will it replace it with the grinding ? If I bring my nail to 6 and then get the upgrade, will it upgrade to 10 then?
I'm not entirely certain on how bonfire works but I don't think it replaces it entirely
Ok that compiled easy with the game reference added but the decrease stacks over time
Should've seen that coming
Enemies basically just sit still
oh cmon 0.8 isn't that slow
No but 0.8^inf is
How else do you want me to mod rb2d?
Idk sounds like work
woah they renamed "Infected Knight Dream" -> "Lost Kin" in the newest beta
Bastards
@copper nacelle why isn't lost lords on your github
Probably decided he hates open source
probably because of me
sorry
ever since I committed rainbow floors to mantis gods
hehehehehh
I don't hate you even though I have to admit those rainbow floors are disgusting
I also added just setting the floor to a COLOR
because what's more disgusting is the invis floors
and if you think that's disgusting then it's YOUR fault because you can pick literally any color under the Radiance
You should work on this instead https://github.com/seanpr96/Salt.Modding
Move away from 56
It's such good code though
modding apis are way over my head in terms of functionality
lostKin = GameObject.Find("Infected Knight Dream");
if (lostKin == null)
{
lostKin = GameObject.Find("Lost Kin");
}
meme code but it should work
TBH I'm probably not gonna mod any game other than HK and when I get bored of modding HK that'll probably be the end of modding for me unless another game is equally interesting.
Like objects are recycled all the time
you should mod subnautica, THAT's another amazing game
Never played it
then you are in for a treat
$25 is a lot for a game
it's automatically disqualified from me modding it on the basis of it not being on my system
Especially one I'm not super interested in
Oh speaking of different systems
Salt and Sanctuary is MonoGame on Windows but FNA otherwise
Huge pain in the ass
whaaa
few games deserve it. Subnautica for me is in quality in the same zone as HK
🤷
I blame Ethan Lee
that fuckn meme of a human being
I mean just look at this website URL http://www.flibitijibibo.com/
Does he want people to never go there?
if you notice his portfolio is almost all XNA/Monogame/FNA stuff
possibly all
not 100% sure
MonoMod magically turns MonoGame stuff into same name FNA stuff at least
But the actual mods need to be recompiled
http://www.flibitijibibo.com/index.php?page=Portfolio/Ports#53_celeste.txt
Shit I should check if mods for this are broken then
Damn rip
No just talk about all modding here like I do
Celeste server probably has active people in it though
I don't want to mod celeste
Salt and Sanctuary server has one other active person lol
Disable achievements in assist mode
oh I just realized I can steal 56's lost lords code by looking at all the random screenshots of it he posted in here and other random servers
Incoming DMCA
@copper nacelle 👀
celeste modding works fine on both XNA and FNA
How do you get around compiling separately?
you reference the FNA dll instead of XNA and it works ¯_(ツ)_/¯
Seems like a good way to get missing reference errors on windows
nothing in XNA isn't in FNA
infact the only issue I've ever had is with the XNA.Game.GameTime class
What's wrong with it?
the windows version of Celeste I assume points directly to Microsoft.XNA.Frameworks.Game.GameTime so when you try to load the FNA definition its like nah bro
but when you reference the xna version it says duplicate references so :^)
Alright I'll try building the windows version against FNA in a bit
I dunno if 0x0ade does anything magic to get mods that reference FNA to work on windows
but on my end its just compile mod and it works
I can reference MonoGame and compile for the FNA version fine
The problem is the separate dll mods that get loaded
They get missing reference errors unless they're compiled specifically for the right thing
I'd ask @bronze temple hes only on appear offline 
You really like to ping him
well I could just put any message in celeste modding sections
Wow favoritism
Wow I didn't even know that shortcut
Kinda useless because usually if I want to switch server discord doesn't have focus anyway
Yeah this is no good
Whether I reference FNA or MonoGame for the main thing it works out
Probably some MonoMod magic
either way he complains if I bother him in celeste server about hk stuff saying "im in the hk discord too you know"
theres probably some monomod flag you can set
I don't know exactly how monomod works but you could search through everest https://github.com/EverestAPI/Everest
heres a commit that mentions that class https://github.com/EverestAPI/Everest/commit/582bac62c70674cbcd9399e51b24b5c144a3ad8f
saying runtime relink from FNA to XNA
MIT is GPL-compatible, right?
yes
Just gonna steal most of this then
@compact sedge re
Hello good morning
good idea
@compact sedge u dungo
they renamed him before the beta
1.3.1.5 has him as lost kin
Sean what are you modding in saltybois?
boss rush probably
add new spells imo

best saltybois mod would be to make longjump an actual upgrade
<@&327844709244469261> remove FSMs
56 is banned confirm
this is so sad can we demodder fiftysix
u
n
56 is preparing to unleash an anime move
@leaden hedge I'm only invisible when I'm mobile, or about to go AFK
so half the time 
@leaden hedge also, when did I complain about you asking a question in the wrong server 
@rain cedar @compact sedge uh...
fun fact: MonoGame was so broken on Linux and MacOS, Ethan Lee started writing a SDL2 backend for it
but it didn't end up getting merged
thus FNA was born
they've just recently moved to SDL2 tho


that's not a complaint D:
oh wait maybe... oh that makes a lot of sense then
dang
anyway til
since they have a version of their game packaged for fna now couldn't they build that for windows
and keep all the versions the same?
or alternatively could someone developing a modding API who wanted all the versions to be the same do that?
@leaden hedge @rain cedar regarding the XNA / FNA magic:
MonoMod has got a neat little cesspit of code called the "relinker", which is responsible for two things:
- Fix references. All of them, no matter what.
- Apply the entries in the relink map.
The first point is why MonoModding a mod compiled against FNA into a XNA game works just fine*: Unlike MonoGame, FNA's non-extended API matches 1:1 with the XNA 4.0 API.
MonoMod goes through every reference, including those added by the .mm.dll, and "re-resolves" them against the game's dependencies first.
Regarding runtime mods and getting them to work: Everest mods can be compiled against a "split" Celeste.exe + Celeste.Mod.mm.dll, which requires us to "relink" the mods to point to the final Celeste.exe properly, before loading them. This occurs at "runtime" when loading the mods.
Furthermore, the second point allows you to bypass the high dependency of the input assembly's (here: loaded mod's) dependencies, allowing you to map everything from one assembly to another replacement assembly. Meaning that we can relink a mod from XNA <-> FNA during the same step as we relink it from (Celeste + Celeste.Mod.mm) -> (patched Celeste)
*: Doesn't work if a mod / patch uses one of FNA's extensions. It's why Everest ships with a text input helper using FNA's TextInputEXT or a XNA-specific WinForms fallback: https://github.com/EverestAPI/Everest/blob/master/Celeste.Mod.mm/Mod/Everest/TextInput.cs
@compact sedge ^
if you're willing to create shims between FNA and MonoGame, it's possible
if you do base.x() in a patched function which is x is it recursive or does it call the unpatched function
@copper nacelle recursive
you can bypass it though
// We're hooking the original Added, thus can't call base (Monocle.Entity::Added) without a small workaround.
[MonoModLinkTo("Monocle.Entity", "Added")]
[MonoModForceCall]
[MonoModRemove]
public extern void base_Added(Scene scene);
public extern void orig_Added(Scene scene);
public override void Added(Scene scene) {
Level level = scene as Level;
if (level?.Session.Area.GetLevelSet() == "Celeste") {
orig_Added(scene);
return;
}
base_Added(scene);
Add(new Coroutine(StartChasingRoutine(level)));
}
@copper nacelle
I've experimented with allowing the base method to be called more easily, but it has only caused issues as it would require a good enough heuristic
or flagging the method call
ForceCall is required so you don't end up with a callvirt recursing into the overridden Added
Remove is optional

to be tbh