#archived-modding-development
1 messages ยท Page 143 of 1
very important feature ๐
is there any way to grab a level name from within a scene
cause i'm guessing randomly
also, if you're taking suggestions
y e s
sure
I assume these are the object names?
are there also fsm names cause
how about adding the tags as well?
i can't tell which one is control atm
^
i was totally not guessing and checking at all
this is literally a godsend
not sure which tag name it is talking about, is it the name variable? or something else?
ill try name and see if it works
filename format is tag, gameobject, fsmname, checksum.json
oh
so it is
so we prolly need only gameobject and fsmname
monobehaviour extraction takes a little bit so I don't know how this will affect performance but it shouldn't be too bad
look at this piece of shit
why does it have 11 healths
yeah a lot of it is duplicated like the watcher knights are all dupes
is it ok
A N G E R E Y
ik i'm like asking a bunch of stuff
but are you able to resize the right column
also this fsm action view is god itself
seriously
god itself
where were you my whole life?
56 cryin right now
u should too ttacco
@compact sedge e
yeah, the original fsm viewer 56 sent me wont even run for some reason
cause it's win10 only
ye
I use the web only
how do you live
i dont 
and tbh just dump them as needed
PrintSceneHierarchyTree is my middle name
and my dog's name
and my firstborn's name
o
56
what was the fsm for THK scene again?
idk i clicked randomly
kek
I mean
the one you investigated for Kry a few days ago
might be worth looking at it again
something something chain
that one time we found out it literally has a function to subtract and compare ints
like
wtf
these things
final_boss_chain it is
what the efuck
my fsm picture
is nsfw
good shit
but the new viewer actually has 3
god
fsm viewer but doesn't require microsoft edge when
well microsoft edge rendering tech
ok so uh do you know what states are doing the bad
which bad
making soul tyrant gameobject disappear or resetting it
uhhh I have no context, so I have no idea what you mean
inactive doesn't eat components right
uh so I was trying to apply a custom speed to him and he'd speed up and his fsm waits would be reduced
but they went away after a few seconds
did you change all the wait sets
my dude
also give me the list of Waits cause finding waits is still effort
@compact sedge exist
does this look better?
yes
it doubles in memory lol but it works
scared to see what happens in resources.assets
also what's deactivate
ya know it didn't break
I may have to just manually read the hex because its taking 2gb for resources.assets
๐
also aa deactivate isn't an existent gameobject
what attack fucked it again
also do you guys need edit support too?
uhhh the one where he teleports to the middle before then teleporting to other places
idk that's vague af
I know
uh let me go in the game and record some, gimme like 10 minutes cuz I gotta get my website on github
when tf does he go in the middle
|---->|
|up----->|
| v |
dive
| o --> o |
shot of some sort
idk
tbh gonna need to record some video cuz it happens too fast
so I'll do that in a bit
ok launching game now
sorry
had to get this super important shit online https://github.com/natis1/radiance.host
world might have literally ended otherwise
eachother isn't a word
send a PR
no

ttacco pls
im trying to kill soul jerk over here
fuck gonna have to walk over
in ancient basin rn
i should make a parry mod
make everything parryable
projectiles are parryable
stay woke
heres with the fsm names
do you want the source code? its kinda ugly I started on this yesterday and rushed to get it done
imo put it on like github but yes
ok I have video so I can figure out where it happens
ok one spot where it happens
is right after he teleports out after diving
I'd post video but it's 9.5MB
no that's incredibly dumb for a video this short and stupid
really makes u think
considering you can't just embed it
unlisted
stay wokest
i just use nofile if the vides over 8mb
here's one where it happens after he TPs out after the dash across screen
I think it just happens whenever he tps out
that's the laggiest video i've ever seen
I have it adding the component on a 15 second delay
so it doesn't apply right away
anyway nothing I can do about it I have 1.6GHz cpu speed and simplescreenrecorder is single threaded
I could use obs but effort
not really I assumed those were animations
also whatever the fuck this is doing
only string in the thing is Next Event
idk
can you ask TC in the secret modding chat I don't have access to?
sometimes the variables dont show up I'm not sure why
they should be in there for big memes
still investigating that :/
anywhere here's your source code https://github.com/nesrak1/HollowKnightFSMView
56 port it to non windows10 memes for me
someone give this man a medal
nesrak1/nes/hotdogwithoutmeat
yes
be glad I didn't use the c++ version thats completely windows only
no u
the original uabe assets tools is purely windows, at least with the c# version you can kinda port it
new Wait(fsm, 0f)
no you were talking to him cuz soul mage ain't got a spell control fsm
but I was a dungo
yes
@dark wigeon i built it from the repo w/ no code changed and it crashes when i open a file
You need cldb.dat in the same dir
ah
Probably need to put that in the readme
i copied Mono.Cecil back over as a test and it didn't make a difference
also has .exe.config and .pdb
but yeah
o
huh its crashing for me too
yeah still a crash
wait the cldb.dat
wait wrong folder
yeah that fixed it
x64 and cldb.bat and Mono.Cecil.dll
idk if the last one is needed but i put it in for good measure
yes it is, its how it gets fsm data deserialized from assembly-csharp
is cldb.bat created from anything in the repo or no
it was actually generated from the unity player exe, derpopo (creator of uabe) generated it with a tool he made
No it helps manage reading assets files
MainWindow has most of the code
It's only under uabe folder because I copy pasted the whole class from uabe
i'm trying to get multiple files
https://github.com/nesrak1/HollowKnightFSMView/blob/master/PlayMakerFSMViewer/MainWindow.xaml.cs#L160 here's how you load an assets file
Or wait, that may replace it
I'll have to look tomorrow, might have to change a few things because I think the manager only loads dependencies rather than specific files
ok
I'll do the unity studio thing tomorrow too
Like a list with all the levels and you open it up and the fsms are there right
yeet
also opening level 397 - lost kin spawn balloon - clicking on one of the states
crashes me
What line/file is the crash on
wdym
idk
i was just using the exe
without a pdb
should i run it in like rider w/ debug on
or something
You already had it in vs right
lemme crash it first
Also if you end up seeing a ? Like ? Enum it means I haven't implemented the decoding for that type
System.IO.EndOfStreamException: Unable to read beyond the end of the stream.
at System.IO.__Error.EndOfFile()
at System.IO.MemoryStream.InternalReadInt32()
at System.IO.BinaryReader.ReadInt32()
at PlayMakerFSMViewer.ActionReader.ActionValues(AssetTypeValueField actionData) in D:\home\Documents\GitHub\HollowKnightFSMView\PlayMakerFSMViewer\ActionReader.cs:line 38
at PlayMakerFSMViewer.MainWindow.SidebarData(Node node) in D:\home\Documents\GitHub\HollowKnightFSMView\PlayMakerFSMViewer\MainWindow.xaml.cs:line 502
at PlayMakerFSMViewer.MainWindow.<>c__DisplayClass11_0.<LoadFSMs>b__1(Object sender, MouseButtonEventArgs e) in D:\home\Documents\GitHub\HollowKnightFSMView\PlayMakerFSMViewer\MainWindow.xaml.cs:line 286
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.RouteItem.InvokeHandler(RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.EventRoute.ReInvokeHandlers(Object source, RoutedEventArgs args)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.CrackMouseButtonEventAndReRaiseEvent(DependencyObject sender, MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
idk
Yeah what I expected
End of file, usually means an array got read bigger than it was
I'll look into it tomorrow
cool
lets you build it and run it
copies the .dat and Mono.Cecil pre-build
I'm a little ashamed of making an attribute that looks this ugly
But it works
It was a pain in the ass getting this to work with only primitives, but I don't think MonoMod offers a way to call custom IL modifications other than attributes
lost tyrat
soul tyrant
My favorite dream boss is lost tyrat
anyway I think it's possibly
\----PFSM StateName: TeleportQ
ruining it 56
oh it deactivates it
and then reactivates it
Dream Mage Lord\Tele Out Anim
@copper nacelle that's the bastard causing all the trouble but IDK specifically how to deal with it, could you take a closer look
possibly
idk
actually can you tell me what the SendEventByName on "After Tele" is for me?
it's giving me the spooks
I just don't understand anything right now
maybe they were right maybe I did lose my higher thought.
I'm almost at the point where that sounds like a good idea unironically
sean
it would... completely defeat the point of my modcommon component though which this mod is supposed to show off
It's ok at least you're not trying to make general purpose IL patch code
gl with that btw
Hey I've already got two that work fully
For replacing magic numbers with array length and for deleting sections of IL
for the next version of DeadHallownest:
NPCs that can be removed easily (Game already does the work it just needs a little push in the right direction)
Leg Eater - eaten by Divine
Millibelle - left the Bank, should be destroy along other Layer 11 enemies
Nailsmith - Deadified
Cloth - set her to Met everywhere and then left Dirtmouth
Cornifer - set him to met everywhere, leaving only the note behind (TBA - change the note's
Hornet - I uhhh.... already destroyed anything called Hornet
Mister Mushroom - set him to met everywhere
Quirrel - Setting the Epilogue to done does the job well, except for in front of the Teacher's Archives
Tiso - Dead After colosseum
Zote - ded in Grenpath
Bretta - left Dirtmouth
Grey Mourner - Deadifidified
Seer - Ascended Deaderifieded
Moss Prophet - set to ded
Unn - as he (she?) only appears once and it is to spew the charm at you, if I set the event to done the charm should be there and Unn not appear anywhere
Myla - Infected and then also d e a d
Entirety of TGT - set NKG so super mega ultra hyper deadifiedificated
The Old/Last Stag - remove the bells. If he can't be called there's no need for him to be killed
Semi-Easy (Game does most of the work, I just need to set a few things and won't have to remove them):
Mid-Wife - As after she was hit she doesn't appear again unless the room is re-entered, if I set her to have retrieved every time you enter the room she wouldn't appear at all
The Hunter - set him to have broken the floor and then remove him
Dung Defender - if he's asleep in the Basement I can just remove that and not deal with the rest (popping up in the arena)
Normal (will just have to destroy them):
Jiji (Possibly Jinn)
Iselda
Little Fool
Lemm
Salubra
Sly
Tuk
Nailmasters
GrubFather
Emilitia
Mask Maker
Snail Shaman
Willoh
Difficult ones (I can't just remove the NPC)
Bardoon - will need to remove and the body in the background and the tail
White Lady - will need to either:
Remove the white Tendrils, but I believe that those are a part of some sprites
make her not open her eyes at all - just a Corpse on a Throne
oh pls set the white lady fsm so she keeps her eyes closed pls that would be glorious
wow spam
u
what about me?
u
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me
men'tn't
nn3โฃn'tn't
High tier modding discussion
u
u
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me
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no
Someone end me
10/10 patch file
Nevermind cecil is godlike
This attribute actually works
namespace Modding.Attributes
{
[MonoModCustomAttribute("MakePublic")]
internal class MakePublic : Attribute
{
public MakePublic() { }
}
}
namespace MonoMod
{
static partial class MonoModRules
{
public static void MakePublic(MethodDefinition method, CustomAttribute attrib)
{
method.IsPublic = true;
}
}
}```
@rain cedar does [MonoModPublic] not work?
Oh, okay ๐
Also, great job on RemoveBetween
But why are you using one-elemented arrays?
Ah right
It actually looks like MonoModPublic doesn't work
I think I see your issue
You have hardcoded MonoMod.MonoModWhatever for HasMMAttribute
But MonoModPublic is in the MonoModPublic namespace
@bronze temple
Oops
Wait nevermind I'm just misreading stuff in visual studio
Thanks for telling me, gonna fix that when I'm at my PC in an hour or two
But I would've thought that it conflicts with MonoModIgnore
I should probably move a few things into the post-pass anyway
Uhhh
neglect, ritual, don't buy the blessing
Dead Hallownest
@copper nacelle apparently a few of the files have a version 2 tag with a different format so I've updated that https://github.com/nesrak1/HollowKnightFSMView/releases
if there will be a mod workshop for hollow knight in steam, will you move the mods there?
so
Millibelle escaping is BankerTheft
which is, for some reason, not a bool
but an int
is it 1 or 2 for her to have left?
also, I can't find the bools for
Unn - set him/her to have given you the charm
Myla - infect her
I hate FSMs
same with unn
FSMs b a d
ok
and I haven't even worked with them like at all
all you're doing is checking for GetBool
use nes' tool boi
also, what is the Seer's Ascention bool?
theres like 10 bools about seer
i think its near dream
dream reward 9?
probably
I think those are each of her conversations
although you get nothing from ascension besides an achievement
DreamMothConvo1...?
for dead hallownest will the enemies be alive?
so it's a walking simulator
so a walking simulator
not that they're all sad but a core mechanic is that you're the only person left
don't spoil the ending AA
at least that's how it is in say, valley, everyone's gone to the rapture, stanley parable, gone home, the beginner's guide, and that one murder one I forgot the name of
vanishing of ethan carter
I HAVEN"T PLAYED EVERYONE'S GONE TO RAPTURE LET ME STEAL IT ALL
well, I did go through the Stanley's Parable
so is beginner's guide
but I can probably go again soon
I stand by valley as an underrated but awesome game.
ye that one
I know it's made by the slender people but I swear they actually put effort into this one, it's like actually good and it has nothing to do with that old shitty meme
well, HK already conveys a feeling of loneliness
with the dialogue and lack of enemies I'm trying to amplify it
you know what I just thought of
there's signs all around the game
I can use those as well
yeah
coo
when i play this will there be a point to me going around and checking everywhere or will just completing the game give me a good idea?
well, Elderbug will ask you to explore
oh ok
exploring a place is done after visiting the Boss Room
Game ends after you give him Delicate Flower
Ok, changing Cornifer's card to say
I'm leaving this note, hoping someone will come across it. This place is emtpy, and has been empty for a long time.
I'd suggest you turn back and go, for there is nothing for you down here. But if you truly wish to, explore deeper. Perhaps you will find something I've missed
I will
imo finish ur mod first so it's more original
ok so uh soul tyrant's fsms never get reset but his fsmvars (fsmint fsmfloat etc) do
oh
I will
do y'all know what kind of fsm thing would cause that
is there a reserializevars thing that can be called by an fsm?
maybe a state that sets the values?
dunno
I think you can check all fsmactions using dnspy
yeah
So, according to @copper nacelle's .txt file including all texts, the Card Cornifer leaves behind is called... CARD
but setting Card didn't work
am I stupid or am I dumb?
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
this is from the .txt file
papers, u on pc?
yeah
I mean, windowsmachine
I am on the windows...?
the dump is accurate afaik but the problem is https://github.com/natis1/infinitegrimm/blob/master/infinitegrimm/infinite_tent.cs#L48
Yeah, I've considered getting it
you need something like this
where you check both they key and the sheet
there's a unity dumper thing I can't use but you probably could
to get all the up to date ones
and unity studio which works on all OS but does iirc require 64 bit is another way to get it
HOW ABOUT I CHANGE THE NAMES OF PLACES HAHAHA
you can
how easy is it?
all caps
and the Key is CARD
But aren't some Images?
well that explains why it wouldn't work
ok
so literally the same as that text file
that means what I thought that however you're doing the string thing isn't right
send code?
<entry name="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</entry>
now I gotta go
omg I figured out what it is im an actual dungo
welp
CustomEnemySpeed 3 is happening
because it has to at this point
these are everwhere
ruining my velocity changes
also gonna add customs for random length waits
look I'm struggling with code
i knowing about code
shut
WHY ARE THERE TWO OF THESE?!!!!!!
what's the difference
actually I can look
WaitRandom:
Delays a State from finishing by the specified time. NOTE: Other actions continue, but FINISHED can't happen before Time.
RandomWait:
Delays a State from finishing by a random time. NOTE: Other actions continue, but FINISHED can't happen before Time.
first one doesn't sound very random
RandomWait
public override void OnEnter()
{
this.time = Random.Range(this.min.Value, this.max.Value);
if ((double) this.time <= 0.0)
{
this.Fsm.Event(this.finishEvent);
this.Finish();
}
else
{
this.startTime = FsmTime.RealtimeSinceStartup;
this.timer = 0.0f;
}
}
WaitRandom
public override void OnEnter()
{
this.time = Random.Range(this.timeMin.Value, this.timeMax.Value);
if ((double) this.time <= 0.0)
{
this.Fsm.Event(this.finishEvent);
this.Finish();
}
else
{
this.startTime = FsmTime.RealtimeSinceStartup;
this.timer = 0.0f;
}
}
very different i see
yeah one uses floats named timeMin and timeMax and the other min and max
they both use the same OnUpdate code btw
wow i just found a bot with its youtube api key online
is this sheo
nvm it has its discord api key there too
I remember when you posted your github password in an image.
you're not wrong
discord, gitlab, github, facebook
and twitch
cause those are the only things i use on windows
Can I petition for TC to only use RandomWait because if they use both WaitRandom and RandomWait it means I'm gonna have to write more code for no good reason
can we also petition them to use one check for falling instead of 50 million
or to not be constantly resetting fsmvars inside their fsms
no wonder they complained about them seemingly resetting all the time
because they just leave random SetFloat and SetBool everywhere
fsms spawning fsms
fsmss
fsm^2
anyone have the link to those treehouse interviews
found it (wasn't there)
because if you do SetFloat in your FSM and forget you put it there, it's gonna override the old float value
bigmeme
;invite
@fair rampart ok
wait what
this patch made it so you can hit him during the balloon
so last phase just shriek him 4 times during balloon and tank 2nd nkg
wow nice
it helps that NGG doesn't work on lifeblood
cant let people win
also believe it or not I thought of that and came up with a fix for it... but it's kinda poorly implemented so you might still be able to do it
does it reset his hp when balloon ends
yes but only on the last balloon
because pretty sure you'd kill him in balloon if thats the fix
but also I changed it so the second one doesn't do non-spike attacks until after the balloon is over so you aren't forced to pogo the final balloon
because pogoing the infinite grimm balloons without taking damage is hard
as I said it's poorly implemented now, and as it is now what you can theoretically do is "kill him" (do 800 dmg) and then die before his hp is reset
mind you you can't actually kill NGG anymore but nevermind that
well 3200 damage is a kill
idk if you can do 800 dmg just using spells just in the balloon phase but if so then yeah you totally can kill him
gonna fix it tho thanks for letting me know

you have 9 seconds
I think
and the spikes do 4 damage
so be sure to dodge those
4 damage what
and there's no save spots for shrieking
fwiw, for the other balloons you are encouraged to and able to do damage during the balloon phase.
but for the final one I don't want that to be possible
just downpatch ig and beat ngg that way ez
no one is doing it anyway
ez, just have a full soul bar and mostly full health bar after doing 2400 dmg with a spell charm loadout
ez
I think you can do 9 casts
which 7 flukes + 2shrieks should be exactly 800dmg
if its only 8 casts you'd have to do 4/4
Whats ngg and nkg ???
Grimm?
nkg = nightmare king grimm
i think even harder. really undersells how hard ngg is
and you went down to brumm probably right?
And he told you to do a thing?
I take it you did that thing?
Well now's the time to start
wait what?
are you like not even on the troupe patch?
Hornet isn't so hard? Are you kidding me? When was the last time you saw a boss with such agility and quickness? Hornet puts the game on another difficulty level, and we will be cursed if we ever see a boss so challenging again. False Knight ends runs. Gruz Mother ends runs. Hornet ends your gaming career. You can keep your hardcore boss battles. I prefer games that are fair.
probably don't wanna be in here, this channel has spoilers, as does everywhere except #off-topic
Idc lol
Speaking of which, I'ma give up on working on Soul Tyrant to update my grimm mod since people are playing it now
casual boss name drop
wow SPOILERS consider urself blocked.
I apologize, it's not a very radiant thing to do
spoilers celeste climbs the mountain madeline
spoilers theo dies in infinity war
Whose this madeline you speak of

wait i mean 56 lives
madeline is a mountain
That wasn't her name on my save
Celeste could climb madeline but could she climb herself?
that really makes you think
(only with the power of the void heart)
she had to dreamnail herself in a mirror
is canon
(what if celeste and HK have the same plot)
No you're right, they're completely different. One is about realizing your true power through introspection and climbing up using the power of a dash and the other has hair physics.
more like claw
is this the "new" lara croft
one lets you wall climb infinitely and the other is about bugs
is this bugs life for the psx
fun fact btw 56 you can climb walls forever
neutrals are free
well all jumps are free but neutrals don't push you so far away from the wall that you lose height
i mean doing them is easy ๐ค
it should be but I'm bad and play on a controller
like literally everyone
especially the controller part
what
f / t / u / right alt is left / down / right / up

num1 is jump, num2 is dash, num3 is grab, num4 is pause and enter is enter
using wasd / arrow keys for 8hrs in a row
is asking for RSI

gotta have your hand in a really neutral position and keep your wrist straight 
Hopefully TC doesn't find ANY other ways to change enemy speed
Oh who am I kidding there's probably like 15 other ways I haven't accounted for
can you find one place where that is used for enemy speed
woo I can finally rename my mod from InfiniteGrimmMod -> InfiniteGrimm

I couldn't before because I used to have a class called InfiniteGrimm
which meant that I couldn't name the mod InfiniteGrimm because the modname is determined by the class name
and there's no override for that

I'm realizing one day I'm gonna probably want an anglelib
and also to make infinitegrimm a component on grimm instead of on gamemanager
tbh i was considering making my own common which i'd keep as a git submodule
Grimmfinite sorry
idk how I'm gonna do it yet if I ever do it but I want to make it eventually down the road for a few reasons:
- I want a gpl3 place for all the code I copy between my mods
- LanguageGetHook is slow and doesn't follow load order properly so merging them into one instead of using a bunch would be faster.
- Better mod integration and moving all my reflection to one library is good for my personal sanity
number 2 in particular is gonna be required if I wanna override blackmoth lore (or I guess I could fix that bug in modding api but why fix shit when you can work around it)
more reflection everywhere thanks
nothing like more required libs for people to download
so people can get mad at me when their shit breaks
because they can't read readmes
compile in your common everytime ez
what with like ilpack or something? eww
if I could statically link shit in c# like if it was a sane language I mean
more like
it would make this a lot easier of a problem to solve
no not for building it, consider runtime
I update my common thing and suddenly I have to rebuild all my mods
and then
someone using grimmchild upgrades with an older version of my common library than infinite grimm
gets weird shit happening because they have two different versions of one assembly
@flat forum do you have a remote idea when your mod might be done? Now that I know it's an actual thing with structure and not just a hey look everything is dead I'm actually looking forward to playing it
5
5 time?
yes
@compact sedge but it's just in the mod assembly
they wouldn't interfere
afaik
eh I'll figure it out later
Cool I can wait for 5 time
Cant seem to make the image panel to work so i made a compromise with the text panel instead temporarily for now
if (Stamina.curStamina > 100)
{
barLines = "||||||||||";
}
else if (Stamina.curStamina > 90)
{
barLines = "|||||||||";
}
else if (Stamina.curStamina > 80)
{
barLines = "||||||||";
}
else if (Stamina.curStamina > 70)
{
barLines = "|||||||";
}
else if (Stamina.curStamina > 60)
{
barLines = "||||||";
}
else if (Stamina.curStamina > 50)
{
barLines = "|||||";
}
else if (Stamina.curStamina > 40)
{
barLines = "||||";
}
else if (Stamina.curStamina > 30)
{
barLines = "|||";
}
else if (Stamina.curStamina > 20)
{
barLines = "||";
}
else if (Stamina.curStamina > 10)
{
barLines = "|";
}
else if (Stamina.curStamina > 0)
{
barLines = "";
}
text.text = "" + barLines;
this is more efficient, clean and readable right? /s
can u delet this
also u dungo
at the very least do
text.text = String.Concat(Enumerable.Repeat("|", (int) Stamina.curStamina / 10))
thank
thank, but i did this also for meme purposes after seeing a code seeing that guy that made like 30 fucking switch cases each
oh wait i found something even better
text.text = new string ("|", (int) Stamina.curStamina / 10))
but i was originally planning on doing something like running a seperate class that would run a coroutine just to calculate it
ALSO didnt know a repeat function existed 
hey 56 can you tell me using ur discord injections magic what the color code of the modder role is
thanks
@tranquil glen Hey! I'm really happy someone is interested in what I make.
I made a list regaarding what I need to do, for now having done the first thing and working on the second currently. Sadly, I have no idea how long these will take.
Here's the List
First is me removing enemies (and other living hazards) - Done
Second is me removing NPCs (working on it right now)
Then is adding Elderbug Dialogue
Next is adding more text - to signs and stuff
Then comes removing Sounds
After that is adding Sounds to replace them (the Deepnest crawling ambiance -> Wind)
Next 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)
Then will be adding items received from shops as shiny things on the ground and managing other problems (Stag STations, for which I ant the bells to be broken, chests and Geo reated stuff)
Finally - the official release, making sure I haven't missed anything
Ok cool, sounds like you've still got a ways to go, take your time with it and make it the best you can, was just wondering because it seemed interesting.
Yeah, don't worry
Definitely gonna play that when it's done
I will try and finish it before GnG, but if I fail (or do it, like, August 20th), I will spend some more time polishing it
GnG is a myth
gng never
who needs gng
That got a release date right?
when they have dead hallownest
gng is just a myth
Huh
something about godseeker or whatever
new romance options
according to the january trailer
and yeah I thought that was a team berry meme tbh
Can I date elderbug?
New game mode is just Elderbug%
I wanna date grimm
or to be more precise, I want to date the nightmare heart
But IDK how to do it. I was thinking radioisotopic dating but maybe it would be easier to look at how many flames it has consumed to figure it out.
Ok real modding question, to change somethings sprite would I have to actually write code that retrieves a different sprite than normal for that object or could I just go into some file somewhere and edit an image?
either but the first one is better
Makes sense
cause you could edit like
one sprite in grubberfly's elegy
and it'd require resources.assets to be replaced
which means no compatibility with anything else that wants to do that
And does anyone know what determines the color palette? Cause like in that image I sent a while back the room in fungal had the like filter of waterways on it and I thought it could be cool to mess around with that
if (music == on)
{
music = off;
}
Ok Thank
look at AudioManager
just a sec
also maybe masterMixer idk
also HOW THE HELL DO I KILL THE SEER AAAAAAAAAAAAAAAAA
set her fsm state
well, as much as I hate FSM states looks like I'll have to deal with them
F S M
what is there on Layer 13?
that's where TC keeps all their memes
Attempt Number Fart at killing The Seer
attempt number Fart was successful
PlayerData.instance.mothDeparted = true;
Starting removing of The Nailsmooth
inb4 someone plays your mod and instantly gets the nailsmith murder achievement
I got that by mistake by downloading a 6 flame save
well, the mod is how I got neglect
Nailsmith not yet ded
anyone have a save with a dead Nailsmit?
Nailsmooth can you pls do the not alive kthxbye
PlayerData.instance.nailsmithSpared = false;
PlayerData.instance.metNailsmith = true;
PlayerData.instance.nailsmithKillSpeech = true;
PlayerData.instance.nailsmithKilled = true;
aaaAAAAAA
tbh why don't you have a getbool log
ok here's a really stupid question but I just wanna be sure
if a for condition is not met at the start, it won't run even once, right?
do
{
} for
good because I have some sketchy string splitting code I'm testing for lag reduction by just destroying a bunch of stuff
the new less laggy tent
did you just destroy everything
not yet
just destroy everything that's not grimm and add in your own floor
I'm finding gameobjects I can safely destroy and testing how they look in game
mantis gods ez
I even destroyed the heartbeat
which I think includes the whispering but gonna have to test
consts when you decompile them
why are you decompiling your own code
too lazy to open the modcommon project

I'm making sure I allowed the modder to set a starting dance speed above the maximum one (which even though it's not good should be allowed)
which I did thankfully
this is turning into the most disgusting thing ever
nsfw
there's about 100 more I haven't gotten around to removing yet
I wonder how much GPU power each sprite renderer takes
I think getting rid of the moving ones - the pulsating heart and audience the lag would be mostly gonr
well the port is complete but I'd still like to balance it
Ok
I want late game infinite grimm modern to be more tolerant of lag and mistakes, but faster so you're more likely to make mistakes.
I think currently IG is too strict
Can you check on what layer Millibelle is?
but not fast enough
In the SPA
fuck ima gonna have to update modcommon aren't I
cuz nobody else will
update the drive link I mean
I'll do drive stuff first and check for you after ok papers
Ok
And this assembly is for all the people who complained about lag on infinite grimm. I haven't added any new features yet (other than lag removal) but try it out. Ideally but optionally with Hollow Knight priority set to high for best results.
Also uh PSA if the newest modcommon is broken that's my fault. Sorry. Blame it on me. It works on my machine but I'm not on windows and have no way of testing it on that OS.
Excuse me, is the Debug mod installed by the API Mod Installer and Manager in the pinned massages out-dated? It seems that it cannot scan enemies properly. If so, where can I download the latest version. Many thanks.
So I have the mod installer, and it's easy enough to figure out what to do (at least I haven't booted up the game yet, but it seems to all be working fine) but I just wanna know if there's an easy way to figure out the gist of what a mod does, since the names don't generally lend themselves well to telling me exactly what it does. Is there an easy way to do this, or do I have to manually search the names of all of the mods to figure out what they do?
Anyone has the link to the latest boss HP bar mod ?
oh sorry
Ok
Lore for Dead Hallownest
Things go about roughly the way they do up to the Infection
are you making an hk equivalent of cave no story
If i'm interested in playing it should i read it?
imo play it when it comes out and get the story then
yeah think i'll wait
I'm getting real hyped for it as well papers
Papers stop teasing us
Papers, Please
[rejected] - Mod does not come from a valid city.
Glory to Arztotzka
Well, I took Blacknoth's language thing the first time for GodSlayers
And now I just copied that
I do need help with setting all chests' FSMState to open
Because
Uhh
FSM I will never understandify
And maybe replacing stuff
Sounds and Bells for now
But that's for a bit later
should i put the debug mod w/ hp bars on the drive
cool
DMCA inc

Lmao gradow why would you make sharp shadow let you dash through walls
I'm playing randomizer with other mods and I found it and keep getting stuck oob
Like maybe do a check to see if you'll be put on with the dash and if it will stop the dash short
That seems difficult but that way you could dash through thinnish walls and not have the chance of getting stuck oob
tbh what it should do is let you dash through hazards without taking damage instead of just letting you go through all walls
like through spikes or thorns
It would be easy to check if the player is outside the scene limits
Basically impossible to check if you're in walls though
that's why in my opinion that's what it should do
since you can skrrt OOB by ignoring hazards but you can't really do it into walls
in something like
int i = 5 ^ 2
is ^ the xor operation or the exponent operation?
in c#
but
its .pow
just cast it
but it might be rounded down
what about round nearest
so that if my double value is x.00000001
or (x-1).99999964
I don't have any weirdness
anyway ech
Math.Round(Math.Exp());
this is bad
who designed this shitty language
c# is great
this can't be efficient making the computer do double math and double rounding just to multiply a few ints together
then multiply them together yourself
with what, a shitty for loop
for (int i = exp; i > 0; i--){
myInt *= startVal;
}```
i think that'll be slower than normal math.pow 
pretty sure int exponents is a thing in x86



