#archived-modding-development
1 messages ยท Page 145 of 1
?rank the best
null
?rank sean
null
Hey guys, gonna hang out in here today
I mod all the things
good
Pop quiz what's better for calculating execution time?
DateTime
Stopwatch
Trick question
both
You both suck Stopwatch is way better
fuck
DateTime isn't accurate at all
welp, Iโm out
yes
also, Sean
I can't make the Moss Prophet do the not alive
the trigger is the infection of the Crossroads, but I don't want to ifnect them
and I also don't went to hear about FSMs
why wouldn't it be 0. It clearly optimized out that useless for loop
because FSMs Bad murmur
doesn't it look different when it's infected tho
Yeah
oh yeah I fixed the weird error that you get sometimes when using certain APIs
the one where the net framework is 3.5 but it says 4 anyway
I refed mscorlib from the Vanilla folder in the building of the API and it fixed it for me at least
is this really gonna require recompiling all mods though
no
Took too long to fix it I already lost interest
Atan2 is the name of a library function provided with a variety of computer languages that computes the inverse tangent function with two arguments, invoked as \operatorname {atan2} or, in some languages, \operatorname {arctan2}
fun fact
atan2 gives you the actual angle
not
as you might expect
the actual angle only for angles from -90 to 90 degrees
given how arctan works
Huh
fine by me
fine me
I mean yeah it's fine there's plenty of extensions that do it for you
It just seems super shitty to make you pay for different colors in the css
eh tbh it's a free website and it's not even a good website to paste shit
so
w/e
You could easily make a script that would do that for free
you could easilly self-host a paste website too for free
That's a crap solution because nobody will use it and you'll still be on pastebin frequently
Script to change the css is good though
Pastebin does what it's supposed to do just fine
sure but there's so many paste websites who wants to bother making css for them all
Like the service is just as simple as hosting text
besides like... does night mode really matter for browsers
99% of the internet is light theme
You're not going to be there looking at the page anyways
I think you're both missing the point
I don't actually need night mode
It's shitty to put it behind a pay wall
@wintry rune why
Why doesn't C# offer a better way to do this?
I mean this meme shit is in the System dll even
i mean if you're sending that many parameters, maybe you should just put them into an array 
Infinite grimm only shows up once nkg is beat
I beat NKG, I installed the mod using the API installer and it says it was successful
So the tent should be back
Only Divines tent
Did you install modcommon
Yes it installed it with Infinite Grimm
Oh well let me restart HK
Again
Works now, I also got the mods to show up to the upper left corner
Thanks for your help
So you installed the mods with the game open. Lol
No
I installed it, then opened the game
It didn't show up, so I checked if the path was correct and just re-checked the checks
It works now
Also it crashed because I was on public beta
to the next version of InfiniteGrimm add:
Fire Pillars where the fireballs of the uppercut fall
during his fall & Dash attack, where he falls spawn a fire pillar
or where he ends his dash
Also make fire pillars appear in between the spikes
do the mods work on 1.3.1.5
yes
and the floor is lava
no u
And the whole arena is flooded with acid
and instead of bats, he turns into a bunch of 
my name is hate
No Ur name is Gradow
MY name is hate. Short for Hated by everybody
grubberfly vs impossible infinite grimm
OhOk
is an immovable object vs an unstoppable force
Grubberfly's Elegy, except it's active all the time
hey AA wanna help me make the ultimate grubbermoth/fly?
uhh
and find it's completely useless
what could possibly make it more ultimate
my idea with that was to make it so that when you get Grubberfly you actually become the Blackmoth
and by that I mean
the void tendrils that spank (
) Radiance at the end
Ooohhh
my idea was to make that version of the knight playable
won't it be easier to just use the normal Void Tendrils
oh hell yeah that sounds pretty cool
also an attack
that's why I needed to rework the movement of the grubberfly
idk how much stuff is in the sprite sheet but I think we could make it work
Well
yeah
I can look at the Sprite Sheet
afaik there's only it floating there and spanking
or ask papers to draw you new sprites
spank boi
uhhh
we could potentially use the shade
and use the void thingy at the end for the attack animation
by the way
AA
regarding the questions surrounding the Darker sprites of the Knight
isn't that just Shade Dash?
Ok, the shade from the final thing is in the MC sprite page
along with every other Knight sprite
problem is, it's over 8MB and I can't post it
KDT did you do any further work on that sprite recolor thingy?
way too lazy to reanimate the knight
is it ded
imo blood knight
theres way more near the top
isn't bottom left thorns?
maybe
I assume he means these sprites
I don't use it so idk
oh those
FotF?
fotf healing, no?
that one doesn't appear
anywhere
I have the sprites separate
if anyone can animate them
if you wanna check where it appears color that area completely bright pink
so when you see your knight turn into a pink square
it wouldn't surprise me if they wanted fotf have a background effect
and write a number in black
(that is, in case I haven't deleted them yet)
but couldn't figure it out with drawing shit tonnes of sprites 
seems like the most obvious solution
nice black background on a 50% pure black sprite
I like that
it's not me that made that
is that vengeful+shade?
I mean
not the one that animated it
I have no idea what this is, but it could be used I hope
no sure if it's finished tho
whoever animated did an awful job
thats the jankiest animation I've ever seen it pops all over the place
those aren't cropped right
should've erased this
https://cdn.discordapp.com/attachments/327461802311155714/471382340052975637/1531115493089.png this one has bits on the right
but now, animate it yourself, fix the things
I dunno
I'm not sure if I have the whole thing still
let me check
this should be the thing
and I should have
jsut a sec
well, I appear to have deleted it
use that one and crop the Dual spell out
you think you can manage?
wish you lots of luck with it
rip asesprite doesn't let me export to mp4 or gif
and I really don't feel like setting up ffmpeg just to prove I can draw rectangles around sprites better than some random person
ouch
Oof
if you're exporting from unitystudio, it looks like it only reads the rectangle, and not the actual polygon
oh
https://clips.twitch.tv/UninterestedEnjoyableCroquettePupper add to rando logic when
Yeah it's nothing new
yeah. you can't get anything with this
fun fact, with NGG some of the spikes actually spawn out of bounds, so with one tiny tweak it could be made a LOT harder
don't worry I'm not a monster
ngg is staying at its current difficulty
spikes setup so they are roughly the same distance as vanilla with a little more on average iirc
so you wouldn't get like 5 spikes really close to each other
if you actually wanted to be a dick you could only spawn spikes around the player instead of the entire screen
uumuu style attack where theres electricity (in this case fire) following you throughout the fight

does the damage hero component even work?
this is all it has in it:
using UnityEngine;
public class DamageHero : MonoBehaviour
{
public int damageDealt = 1;
public int hazardType = 1;
public bool shadowDashHazard;
public bool resetOnEnable;
private int? initialValue;
private void OnEnable()
{
if (!this.resetOnEnable)
return;
if (!this.initialValue.HasValue)
this.initialValue = new int?(this.damageDealt);
else
this.damageDealt = this.initialValue.Value;
}
}
how could it do anything
ok
that would explain it then
I wondered how a component that's a monobehavior with 0 behaviors could act
how does a struct with no methods do anything
have you heard of our lord and savior analyze
no
so what I said ๐ค
yes
it has a collider, right?
wdym
colliders have a trigger bool
OnTriggerEnter2D or something
that makes them not physics objects
i.e they don't block stuff
just get a random DamagesHero component
and get its collider
and see what it has set
kdt didn't you write a boss? how'd you do the damages player thing?
ok it works
but the hazard respawn is back at the start of the map for some reason
turns out setting it to layer 11 makes it an enemy or something
also figured out the hazard respawn thing
i used damageshero with a trigger
I don't even know where the mod half of the boss is
VS only lists the last 10 projects loaded
you don't even have like... a projects folder or something
where you dump all your projects?
I do its C:/Code
ech dumping stuff on the root of your system drive
less stuff to type
/code
who likes shit bitrate videos?
u
also jesus that framerate
that's actually near unwatchable
more like cinematic
modding on lowend pc is interesting experience
you ever hate everything
at least i can play at good fps
I ignore lines that are like that
10% margin of error's my rule
I got old shit in this code folder
ok so I figured out colliders and sprite pivots
and they've confused me forever but I finally got them down
if the pivot is not 0.5, you need an offset equal 0.5 - actualPivot
and... don't try rotating it or you will break everything
deathwalls now work and they will screw your day up. Don't get knocked into them
also idk why they aren't 100% opaque
what code generates your texture
uhh some magic meme code I wrote a while ago for redwing
probably just a bug in that
gonna set alpha to 1.0 and see if that works
no even with that they aren't 100%
material color?
ok uh
crap
I need help
anyone ever tried extracting a single frame from a clip from a tk2dSpriteAnimator?
basically there's a thing with an animation that I wanna split up into two animations.
and uh idk what the best or easiest way of doing this is but I need this so people can see where the spikes are gonna be without getting hurt by them
what are you making?
I'm trying to make the spikes pause for a bit before coming up
otherwise it'd be really unfair
but the problem is their entire coming up animation is all done at once
in one single animation
which changes their hitbox the whole time
also, check Discussion
regarding PoP
no
it is never over
it is a randomly generated endless corridor of pain
just to see how long you can last
well, just make it pick a random room from WP based on where you enter from
so, entering from below you'll end up in any random WP room you enter from below
same for entering from the right and left
and I'm 99.99% sure it's NOT GONNA WORK
eventually
appraise this code for me 56 and tell me what you think the chances of this working are
I'm not even joking if this works
I will
idk what I'll do
I will rename my discord name to fsm god
don't worry no fear of me having a dumb name
cuz it's gonna break
uhhh
it sorta worked
but it didn't work thank god
it didn't throw any exceptions which is bizzare
what do you mean sorta?
it spawns the spikes but never moved them upwards like it should
I sorta figured it out
each frame can have an event on it
and when the animation hits that event it changes the fsm state
it's all very confusing and a PITA to work with actually
0%
what's the Grey Mourner called in the game files
Also, @copper nacelle, make it so that whenever you start the Lost Lord fight you start with full health and Soul
^
anyone coming to help me burn TC Headquarters down?
also, before I do - any idea what the sound of Centipedes is called, when outside one of the Centipede rooms in Deepnest?
Gross?
I'm down
Just saying this FSM viewer is as rad as radiance
it's a useful tool
Psst look at shade cloak and see when it sets the save
It's before giving the item
Rip
Unless that's been changed for some reason since 1.1.1.8
For the worse though
submit a bug report to their email complaining about it
Wait so Sean you looked at it on patch 1.1.1.8?
Cause maybe on 1.0.2.1 it was after and then they changed it
1.0.2.1
Nice patch
WR holder in every all glitches category doesn't even know the patch all glitches runs use
sean take back elderbug%
I don't really have any desire to play this game right now
And if I speedrun again it will be nmg because superslides ruined the game
Wait what patch is it
rip
1.0.2.8
Ah I mixed together 1221 and 1028
2249
42069
did you somehow make your name even smaller?
i love having actual font rendering
tbh too lazy to find and install a font that has all the unicode stuff
I mean uhhh
fonts are bloatware
ah, thanks!
nice meme
have fun when conrad retires and getting pinged 1000 times when he who shall not be named shows up to spam so everyone pings you to let you know
tbf its been a while... so its easy to bet that hes given up
it's usually just one ping to benji tbh
inb4 waiting for GnG to be out
plus hes fucking obvious anyway, he stopped trying recently and just gets deleted in less than 10 minutes
I don't even know who you're talking about
Mute the pleb channels and there's no issue
haramboi
sean has every channel muted except #archived-modding-development-staff
this is objectively the best channel anyway
oh not this channel
unhighlighted
Nice
Not woke enough to access
the only channel I'll ever be modder on is 56's meme channel
If you sub to me I'll make you a mod in my server
There's no mod role so I'd have to make one
Extra special
too poor and my parents don't have amazon prime, sorry.
ez trick
then sell your house then
use amazon prime's trial
The link is clickable for me Sean but it doesn't take me to the channel
idk but probably
Maybe mobile gets to see it
maybe... mobile app is kinda broken so not surprised
Can confirm mobile doesn't see it
Kry is a secret #462199380049395712 confirmed
so uh, how do I do a new page in a dialogue thing?
like what's the escape code for it
consider the dialogue
"Come no closer, ghost.<page>I've seen you, creeping through the undergrowth, stalking me.<page>This old kingdom... A terrible thing awakens. I can smell it in the air...<page>I know what you are. I know what you'd try to do. I can't allow it."
what do I use to actually make a page
<page>
Probably
it's page
<entry name="HORNET_OUTSKIRTS_DEFEAT">...So strong...<page>You could do it, if you had the will.<page>But could you raise your nail once knowing its tragic conception? And knowing yourself?...<page>Then do it, Ghost of Hallownest! Head onward. Burn that mark upon your shell and claim yourself as King.</entry>
< I think is literally '<' unless I'm mistaken
yup
less than, greater than
wait
what's this dialogue
<entry name="HORNET_INSPECT_IK">The remains of a wanderer, long deceased.</entry>
Hornet is dead confirmed
or the opposite
kinda sounds like it's her examining the Knight
or the Knight that drops cloak
anyways, looks like something of the upcoming hornet dlc
The new gng mode is hornet that's why it's taking so long
Wow how did we not see this sooner?
Early 2018 โข
yeah it's for the mothwing cloak guy
how do you know?
also, Sheo has some unique dialogue that no other nailmaster has
<entry name="SHEO_NAILSMITH">Oh, look who's joined us! We have quite a merry crowd now, don't we?<page>This fellow came wandering in to my hut, quite distraught and on his own quest for a new calling in life.<page>We talked, and found a common love of creating and building and honing a craft. So now we make art together!<page>It's good to have company, I hadn't realised how lonely I was. It's like being with my brothers again! Stay with us, if you like!</entry>
oh right
I've never killed him
I hadn't realized it said "nailsmith" and not "nailmaster"
I got the achievement from downloading that 6 flame save
I killed him cause he wanted me to and how would I know he'd go be painted
I killed him first playthrough too
AA did you change the in-game title screen for IG to actually say Infinite Grimm?
nice!
I got a boss I'd like to make a "God" version of
how is your component coming along?
uumuu god
Marmgod imo
Uumuu god is just regular uumuu but it only dies if you do the two cycle damage rotation successfully
my component is pretty stable and works really well (casual bragging)
Dung defender but his dung balls are marmu
I expect 0 abi breakages in the future even if I add new features to it
but rn I think it's pretty feature complete
if you have suggestions though let me know and I can look into it
which boss are you doing
Is this a valid suggestion? https://github.com/seanpr96/Salt.Modding/compare
yes
It's the create PR page
salt and sanctuary port
lol
how about
I wait a year for all y'all modders to create awesome toolsets and then do something for it
worked for HK

Working on it
Mawlek BOIS
spamming spit and swipes all over
lovely
all while jumping all around
๐
just beautiful
make spells do half damage
so I have to figure some way to circumvent that
you can set the enemy health with my thingy
or track its damage taken over time
if you wanna limit the damage of any one attack to say 20
wait 56 are you making a "god" version of lost kin?
yes
but since mawlek is a pretty early game boss... It kinda gets even more shredded than the rest
like, sure, spells make WK way easier
but it's still a fight
@river eagle https://www.youtube.com/watch?v=szqYstrukTQ
i've changed a good amount since the vid
tbh I wanted to do something a la some RPG games
and make Mawlek immune/resistant to spells
My favorite part of that video is that half of it is getting to the boss
and give a bullshit lore reason for that
it does sound feasible
so track damage and if damage is done and a spell hit instance was fired then modify the damage to less
since I actually first found out about HitInstace inside the TakeDamage method
or was it the Hit method?
or just make all spell hitinstances do less damage while in that scene
what? it's not like there's any other enemies there
and it'd work
^
case AttackTypes.Spell:
this.fireballHitPrefab.Spawn(base.transform.position + this.effectOrigin, Quaternion.identity).transform.SetPositionZ(0.0031f);
break;```inside TakeDamage(hitInstance)
I could just check attacktype
int num = Mathf.RoundToInt((float)hitInstance.DamageDealt * hitInstance.Multiplier);
if (this.damageOverride)
{
num = 1;
}
this.hp = Mathf.Max(this.hp - num, -50);
if (this.hp > 0)
{
this.NonFatalHit(hitInstance.IgnoreInvulnerable);
if (this.stunControlFSM)
{
this.stunControlFSM.SendEvent("STUN DAMAGE");
}
}
else
{
this.Die(new float?(hitInstance.GetActualDirection(base.transform)), hitInstance.AttackType, hitInstance.IgnoreInvulnerable);
}```
You know what would be a good mod?
Using reflection to hook everything in the On namespace

check the return type using reflection
you mean "everything" everything?
if it's a bool return random true/false
not only methods
hook hooks that hook hooks
so you want Visual Studio Community Edition usually
yep
and you want dnSpy https://github.com/0xd4d/dnSpy/releases
which lets you look at the game's decompiled code
oh ๐ฎ
here are some example mods
thanks
did I miss anything?
started a convo in #archived-modding-help but #archived-modding-development has better pins
oh ok
modder role makes #archived-modding-help invisible
btw AA where can I find that component?
it's in ModCommon
Quick change the name of it so gradow's shit breaks
sean how's S&S modding going
It's a pain in the ass
working on level editor now and this is what I've got so far

How can I change the cost of a charm? ( of course if it is possible)
save file editor
hm
it's located in pins
Right. Cuz online things can't alter files you're uploading and downloading to be malicious.
I'd rather trust something from someone I know than some random online thing. This probably isn't malicious either.
It's good to be cautious. But sometimes too much caution is pointless
theres probably a more pythonic way of doing base64
which is why its not my implementation
oh I've not looked at the js one
only the python one
The code in the old one is different.
yes
its just a cstring header
which java nor python can read
as far as I know theres no bugs related to that
well thats what the header says
it says the following data is a string of length x
but its pointless to parse that as the string without that is the length
have you considered the existence of code blocks
yeah
```language
// code
```
yields
export function RemoveHeader(bytes){
// remove fixed csharp header, plus the ending byte 11.
bytes = bytes.subarray(cSharpHeader.length, bytes.length - 1)
// remove LengthPrefixedString header
let lengthCount = 0
for (let i = 0; i < 5; i++){
lengthCount++
if ((bytes[i] & 0x80) == 0){
break
}
}
bytes = bytes.subarray(lengthCount)
return bytes
}
KDT, how do you remove the LengthPrefixed String? Does the Java BASE64 function disregard any non BASE64 characters?
The last byte in the LengthPrefixedString can possibly be a BASE64 character. I think that's why he changed it to that method.
mimedecoder ignores all none base64 characters
You should update your code if that's a legitimate bug. I would personally do it a different way. Remove the non-base 64 characters. But, since the last byte can be a base64 character. I would check the length. Since BASE64 encoding results in a length that is divisible by 4 (4, 8, 12, 18, etc). If the length is not divisible by 4, remove the first item. I think that should work.
if you have any questions about the component at all ask me anything gradow.
There's also some documentation that I need to update on it. All the functions and stuff in it are correct but the docs was from before I added (optional) constructors to my structs to let you better configure it.
if you find me a save that doesn't load then I will 
I will think about the probability.
I checked my saves. A lot of do start at 0x54. But not all.
nope
guarantee the editor you used
fucked the json
all saves start with this string{"playerData":
00010000 00FFFFFF FF010000 00000000 00060100 0000C0A6 146C4962 42676B37
Does C# format the JSON the same way?
I meant ordering.
yes the ordering is fixed
although ordering doesn't matter
as everything else is a child of playerData
"PlayerData" is root?
Yup, ordering won't matter. AES uses 16 bytes I believe.
The first 16 bytes should always be {"playerData":{" , which is 16 bytes.
Another byte and this rule would be broken.
you can set the block size for aes
it is 16bytes
but it doesn't have to be
but yeah no one has ever reported not being able to load files, but I'd fix it if you can even make a theoretical save that wouldn't load (assuming the data inside of it is valid)
I think there's an array that contains your save spots.
The 103% I downloaded in help was around 600 kb too
There is an array with your checkpoints.
So if you play on a save file longer, the bigger it gets. I think.
is there any downside to everything in existence being public
What does "persistentIntItems" contain?
thats sceneData
well the bools are for breakable walls
almost none of the ints are actually related to save
or loaded
like ```
"semiPersistent": true,
"value": -1,
"id": "Soul Totem mini_horned",
"sceneName": "Crossroads_35"
just says the last time you entered the scene crossroads_35 you didn't hit the totem
I've never seen an actual save go past 300kb
I dunno if its valid
it doesn't start with the normal string
so I assume its been editted with the js script
I used the online thingy.
inb4 the online save editor makes saves way bigger than they should be zzz
Yup, he doesn't minify.
I changed the wrong thing. I'll fix and verify before handing it over.
I changed the "geoRocks" array, I'll try the other array.
99% chance the only way to get a save large enough to make the final byte go into the 2X is by using the online editor
pretty easy fix is to minify your arrays
which is probably why he has the fix for strings
Does anyone know if it's possible to mod hk on a console, besides pc
so switch
yeah
you can't mod on a switch
ok thx
you can technically mod a switch
make it run linux and then run modded hk on that
but no one has made a mod for switch and the process of making them would be cancer
no way in heck is HK modding ever gonna be an official thing on switch tho
nintendo doesn't want you running non-approved binaries on their system
that file size 
Yes, the size was intentionally increased.
this is what that file thats intentionally large actually serializes too
which loads fine in hksm
the only way to make a save that won't load in hksm is to save it incorrectly
I could inflate the size to the point where it serialized to 700k.
isn't the online thing using a port of the python script
which it self is broken and I had to fix
It was recreated. Much different than the Python one.
this thing I mean (which thanks to some fixes I put in is now functional which is more than it used to be)
still would recomend KDT's thing tho
Yah, I know.
if you can
oh you just put 243038 characters ontop of a 100% save
and it still loads fine
yeah im sure we're fine for a long time
It does things differently behind the scenes.
Previously```python
def getLength(input):
# lenBin = format(332184, 'b')
lenBin = format(len(input), 'b')
lenBinReverse = lenBin[::-1]
dataLen = math.ceil(len(lenBinReverse) / 7.0)
data = list(range(dataLen))
for i in range(dataLen - 1):
data[i] = lenBinReverse[i*7:(i+1)*7] + "1"
data[-1] = lenBinReverse[(len(data)-1)*7:len(lenBinReverse)]
output = list(range(dataLen))
for i in range(len(output)):
output[i] = int(data[i][::-1], 2) # doubleCast()
return bytes(output)
Now ```js
// LengthPrefixedString https://msdn.microsoft.com/en-us/library/cc236844.aspx
export function GenerateLengthPrefixedString(length){
var length = Math.min(0x7FFFFFFF, length) // maximum value
var bytes = []
for (let i=0; i<4; i++){
if (length >> 7 != 0){
bytes.push(length & 0x7F | 0x80)
length >>= 7
} else {
bytes.push(length & 0x7F)
length >>= 7
break
}
}
if (length != 0){
bytes.push(length)
}
return bytes
}
ah ok
Formatting looks horrible.
Changed.
KDT, did implement the bug fix?
Yes, yes. No one will likely encounter it.
i mean the save you gave me is valid and loads in hksm when saved correctly
you have to use a tool that saves files incorrectly to encounter it
KDT what else do you work on beside HK
yeah by adding several thousand bogus entries
i.e. a save you couldn't actually create
pretty sure this isn't a valid save 
yeah im fairly certain it doesn't store the history of anything
Someone help my vs broke
I don't have that version
And it wouldn't fix visual studio forgetting half the useful syntax anyway
My DebugMod repo is just fucked
I can open other projects with ternary and shit and it works fine
someone overloaded something as a troll 
uninstall vs 2015
uninstall vs 2017
install rider
Sean last time that happened to me, clearing ReSharper cache fixed the issue
@copper nacelle is this a bug in your language sheets dump or did TC really put the conversation in the key field and then leave the actual string field blank?
If it's the latter then gr8 programming on the last one
<entry name="HEGEMOL_CONVO_1">...Bound...For brood...For child...</entry>
those are alright... as is the top one
I wanted some alright ones alongside the broken ones
I'll try to get those for you
<entry name="<br><br>Remember our bond... our sacrifice. For the kingdom's sake... for the one we must protect."></entry>
<entry name="HEGEMOL_CONVO_1">...Bound...For brood...For child...</entry>
<entry name="HEGEMOL_CONVO_2">...Fair bargain made...</entry>
<entry name="DREAMERS_INSPECT_LURIEN">A sleeping figure lays atop the stone plinth.</entry>
<entry name="HEGEMOL_CONVO_4">...For her...</entry>
<entry name="HEGEMOL_CONVO_5">...For her...</entry>
<entry name="HEGEMOL_CONVO_6">...For her...</entry>
<entry name="Talks about her history: As part of the agreement for her alliance and her role as a dreamer, King gave her a child (Hornet). Was she allowed to keep this child or was she taken away?"></entry>
<entry name="How long has passed? How long have we slept?"></entry>
<entry name="DREAMERS_EC2_1A_2">What compels its climb out of the darkness? What compels its return to this sacred kingdom?</entry>
and... So it is
anyway I can see why nobody has tried rewriting lore before
there's just so much text to read through
Which is surprising because this game didn't feel that way when I played it
but I guess I skipped a lot of it
hey if anyone needs a UI designed for a mod i can help
i need practice designing UI anyhow
Any mods to play as a different character?
like... a mod to play as grimmchild or sheo or something?
if so... not as far as I'm aware.
There's mods to change the knight's moveset. Lightbringer is one such one and I've heard good things about it.
Whats the debug mod
It's a mini cheat-engine
How do you apply a mod exactly lol
there's a mod installer
pinned to #archived-modding-help
the channel where you should be asking these questions
Sorry
So how do i access the nail art fsms?
HeroController.instance.spellControl.InsertAction()
allowed me to access and create a new call method for the spell states by using spellControl but i dont seem to find a nailArtFSM or something equivalent in HeroController
oh wait i think the fsm viewer can provide me the details probably
@floral furnace cs HeroController.instance.gameObject.LocateMyFSM("Nail Arts")
Thanks again mr number man
ye
can you mod hollow knight for the nintendo switch? (ik this is a dumb question)
ill probably just get it for pc
where is boss rush?
In GnG
In 1.2.2.1
isn't there a mod for it
It's not updated. Because it's becoming vanilla in GnG
downpatch or die
Downpatch to 1221
Hollow Knight - Downpatching the game using the Steam console - by seanpr
And then install the api for that version manually
also 56 isnt
GameObject go = HeroController.instance.gameObject;
going to do the same anyway?
any idea what the Grey Mourner is called in the game files?
silver sad

list of other NPCs that Dead Hallownest made dead:
Leg Eater
Millibelle
Nailsmith
Cloth
Cornifer
Hornet
Quirrel
Tiso
Zote
Bretta ?
Grey Mourner
Seer
Unn
Myla
and those were all NPCs the game killed anyways
no edlerbog die
eldrbog liv
edlerbog is an important part of the l o r e
ye

you saw nothing
brazilian
battle royale
baskin robbins
**
ok
so uh I use \n instead of <br> and it works for my mods. Is there any reason I should switch to <br>?
<br> gets parsed to \n at runtime
No idea
doesn't look like it's parsed at all, most likely skipped over
from what I can tell it looks that that part may be handled by text mesh pro
editor is coming along though
Cool. Is it wpf?
yeah I was going to go monogame for you linux users out there but the gui options sucked
I know libgdx but there's no assetstools for java
I know c++ and I know qt
unity editor works fine on linux ๐ค
I don't think wine works with wpf
but I don't know how to make a level editor
unity editor works fine but that's unity editor
it doesn't or I'd have the "modern" fsm viewer
trying to make this one easy open and easy edit without having to export to a project and somehow diffing changes
wait couldn't we use that c++/.net mix
I know c++ and I know qt but idk how level editors work but I'd be happy to do one in c++ and qt if I knew how
use some lightweight c++ engine and then use the original assetstools
o wait nvm the original assetstools is windows only
c# is your only option then
how about
after redwing cp1 and all the other stuff
I go back to working on my dream project of making a roguelike about trees
what is cp1
content pack
I can always switch to monogame after the editor is finished as the code is mostly the same
I wrote my own texture extractors and stuff so none of it is native like what asset studio uses
fna but yeah
fna is crossplatform in practice
monogame is in theory
thanks though
really appreciate the work
only rooms are working right now, check out other places
I really don't know why it does this
tc good coders
but most of it is objects being misplaced
that's why
oh that
That looks like a really fucked up room dupe but that's just the first room in crossroads right?
sick
Rooms might just look fine because they're in general smaller
Check a larger one like grimm's tent
Idk the scene name
Assets/Scenes/Grimm/Grimm_Main_Tent.unity
yeah
why are shortcuts in windows not symlinks
but directory junctions basically are
wtf
or Grimm Nightmare
lol
nice
is this void
I don't see the difference
I think there's something called _Scenery I still need to implement
is it just me or does 1.2.2.1 start up faster
like the please don't close while saving?
yeah
lol this is the hornet 1 boss scene
but it is
would probably look alright with the proper background color
makes it hard to debug sometimes
although I'm pretty sure it's just the floor that's missing
see tent above
they might be interchangably be using unity sprites and tk2d sprites but it's kinda hard to check
I have a debug picker mod, you guys have a dll loader right?
yeah
no they definitely do use both
^
for sure on npcs
along with animated sprites
nice
so they could be possibly using it for the world?
idk
just check one of the scene dumps
like in the grimm nightmare scene all the animated stuff is using a tk2dsprite
but also
theres an object called "Grimm Sprite Cache" that has a tk2dsprite on it
what about this https://github.com/AvaloniaUI/Avalonia
it looks cool
TC really inconsistent about if there should be a space after three dots
also they've found the best way to make a dream message box pop up twice as often
who needs weighted lists
tbh I almost wonder if they forgot they already wrote that one since it's the 5th and first entry
speaking of 10/10 code:
Enemy Dreams + INFECTED_KNIGHT_1 + ...
Enemy Dreams + INFECTED_KNIGHT_2 + ...
Enemy Dreams + INFECTED_KNIGHT_3 + ...
Is there a mod that keeps the effects of Kingsoul after it became the Void Heart?

