#archived-modding-development
1 messages ยท Page 148 of 1
Break me like one of your FPS machines

does it not
oh I forgot
sorry I'll fix it
it doesn't set the lag flag with ngg enabled and that's a bug on my end
huh it should work
try the other reduce lag 56
oh well crap I must've messed somethign u p then
did you open the save, 56?
yeah
is spinfinite meme updated yt
makes sense
ngg is making me want to take my own life
nice
@compact sedge still breaking in same place?
uh unless you made a new version then yes, but it's not in your code
and I know because I searched your code for the string it breaks on and couldn't find it
ok I'm 100% sure if the reduce lag mode does nothing in NGG then it's because of an exception being thrown so lemme fix r qucik
oh wait I know
you can't start a static Coroutine from a monobehavior that isn't instantiated, can you
?
yeah no exceptions it just doesn't run
the beautiful part about it being static tho is I can just copy paste it
private + static = the perfect duo
delet this
in all seriousness I love private static, maybe a bit too much
๐ซ๐ซ๐ซ๐ซ๐ซ๐ซ๐ซ๐ซ๐ซ๐ซ๐ซ๐ซ๐ซ
put the coroutine in a different class which isn't a monobehaviour idk
wait
what's the problem again
the coroutine doesn't run if it's in a different class and idk if that's why it's breaking or if I'm just a dungo
huh
GameManager.instance.StartCoroutine
maybe is different bug
100% is different bug
Anybody know how to create UI elements? I can't even get a rectangle to render on screen.
early 2018
end thyself
this
anyway literally need to do 3 things and IG is done 56
@rustic stag
var canvas = CanvasUtil.CreateCanvas(RenderMode.ScreenSpaceOverlay, new Vector2(1920, 1080));
DontDestroyOnLoad(OverlayCanvas);
GameObject background = CanvasUtil.CreateImagePanel(OverlayCanvas,
CanvasUtil.NullSprite(new byte[] { 0x80, 0x00, 0x00, 0x00}),
new CanvasUtil.RectData(new Vector2(500, 800), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0,0)));
StartCoroutine(CanvasUtil.FadeInCanvasGroup(canvas.GetComponent<CanvasGroup>()));```
Oh uh...
Just randomizes things. Changes things like movement/attack speed/healing/damage etc. at random
wtf was it not even loading ngg
holy fuck I'm a dungo
I set the wrong thing to true
finally we can agree on something
in json file
wow nice
Why it mad
if you don't have a behaviour already for the start coroutine you can use the gamemanager i guess
UnityEngine.Object.DontDestroyOnLoad
Thanks
I should just delete infinite grimm classic
it's crappier in basically every way
and it's gonna be a nightmare to maintain the code for it
Is there a reason why the fly boss in forgotten crossroads is incredibly difficult and different with light bringer?
can't you get to salubra from the other side
yeah
So in other words. Just don't fight her until endgame?
yeah
I just finished the area with Crystal heart upgrade and I have 10k geo and I really am trying to find a place to spend it. I was gonna spend it on salubra but I guess it's too hard. Where would I spend geo since it's locked?
I can't think of a place
I'm just hoarding glim
say glim again
glim again
It's autocorrecting Geo to glimm and Geo's to glim for some reason
:SalubRat:

tDogRat4
tDogRat49
ok anglelib is a dumb name for a library
I need a better one
If I wanted to be descriptive I'd just call it the synergy mod but pretty sure that's already the name of somethign
when they say raw... they don't mean it's like untreated sewage water right?
@copper nacelle
despite all his rage he is still just a tDogRat in a cage
maybe I'll call it anglelib just because I'm a narcissist
and I'm not expecting anyone else to use it for their mods anyway even though it's a public library with useful functionality
I say go for it
because nobody has before me made a (Hollow Knight) mod that integrated with another mod best I can tell.
ok
cool
And now somebody tell me why StartCoroutine doesn't exist
As in a hook?
no as in you need to move all your code to a MonoBehavior and then start that monobehavior with code that looks like this https://gist.github.com/natis1/043d80259df05a3267556b24eac82d27
see the second file: what-next.txt
spot the bug in the official rider documentation code
nice n
code that compiles is suboptimal code
just alias errors to fix them
then laugh as someone down the line tries to figure out why code does strange things
@compact sedge What am I supposed to be adding to the Start() method?
That's what I assumed. But I must not be doing it right because it didn't work after compiling.
ok things to consider.
- Make sure there's no NullRefs in the constructor for your class
- If you're adding hooks with Start(). Don't add any
AfterSavegameLoadHookorNewGameHook
- Probably a good idea to not do much besides add hooks with Start because Start doesn't run right away and if you need variables initialized instantly it's best to do them in the class constructor.
- check Player.log or whatever it's called on windows
for exceptions
output_log.txt
Alright, another question. Log() doesn't work now that it's an a class extending MonoBehaviour. Alternative?
Make an accessor for your Mod class and call Log on that
I am lazy. That works.
don't worry seanpr I'm moving all my private static functions that I use more than once like log to a single public static class
Ok I wasn't worried
oh and rule number 5) never follow my coding style unless you hate c# as much as I do.
Inline ifs
Lower camel case function names
Inconsistent use of multiple newlines for spacing
Disgusting
my spacing is all over the place
Also lol just noticed this crap
redwing_pillar_behavior
the fact I'm on light theme probably isn't the worst part of this image
The stuff he hasn't changed looks fine
true
until you realize I never use interfaces or type params
To be fair they have fairly small use cases
Okay, now that I have the MonoBehaviour thing sorted out, it's still doing this.
public void Overlay
isn't it fsm
ech ok I'll just add it to hitinstancehook
just added function calls to the actionreader so ๐
rip fsms, they only get one parameter per call
also it stores every single possible type of parameter then uses a string to decide which one to read from

I can't hear you, did you say: "just copy some damage calculating code from redwing to apply fury by hand?"

fixed fotf for you and the binary should be smaller too
also made the settings version change again for what is probably the last time
so enjoy that
oh also I fixed anti lag mode in NGG and also made it less laggy even without that just by deleting the second nightmare heart + crowd
Ughh help
OverlayCanvas should be a GameObject
Also idk the full structure of this but make sure it's non-null
Kinda weird you have the static variable and the local one
I made it a GameObject but the error remains.
And I need to stop compulsively making things static.
Error should be gone
I agree. It should.
๐ฅ
but yeah overlaycanvas should be a gameobject
and it shouldn't be static either probably
Perhaps I'm misunderstanding then.
Are you not saying I should change
UnityEngine.Object.DontDestroyOnLoad(OverlayCanvas);
to
UnityEngine.GameObject.DontDestroyOnLoad(OverlayCanvas);
no
Oh I'm dumb nevermind I figured it out
just use UnityEngine.Object.DontDestroyOnLoad tho
don't use UnityEngine.GameObject.DontDestroyOnLoad
Thanks guys
actually don't take style advice from me
This is in a MonoBehaviour so you don't actually need to qualify the function at all
Can just do DontDestroyOnLoad straight up
Oh neat
i can't fight hardmode ig in the new version
it has the normal mode title thing
it's too easy 
and it's the normal mode fight
you haven't beat normal yet?

Play time one hit, is best mode
the bug you mentioned does happen to me
No pufferfish makes it way better fight
wdym
it's the normal mode fight
ok fine I'll kill myself and try to test
thank
I was doing a normal mode one hit to test that onehit worked
irl or in game
nice
ban for not testing in hard mode
huh hardmode doesn't work or rather it works but it doesn't display as being in hardmode
ok
u mean 6 hours
This one might be functionally the final binary. Might clean up some code but it should be in practice what gets released and uploaded to the drive in a few hours.
it should fix that issue
among others
and also fotf in one hit mode
it does a lot of damage. I probably got that 15k score in like 8 minutes and that's with sloppy play
also as for that pillar bug. play on lifeblood beta. I can't get it to trigger there so it might have been patched.
idk I guess 56 can add a section for it ยฏ_(ใ)_/ยฏ
I'm too lazy to uninstall redwing to get some scores
ree
oh also before the final version I'm gonna fill up the player's soul before they enter the fight
it's triggering for me
re
Does anybody mind telling me what do the values in this actually do?
new CanvasUtil.RectData(new Vector2(500, 800), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0)));
The easiest way to set those up in my opinion is:
First one as the size of the item
Second one irrelevant
Third and fourth are an identical vector defining position
fury effects don't trigger but its damage does @copper nacelle
it works tho so idc
are you on one hit mode
yes
do you have fstrength on too or just fotf
both
thanks
56 does it not work
on the newest binary
and if not can you please send a output log or something
is the one you sent to graig different
it's slightly newer it's the 1.0 one
it shouldn't have any fixes
but it should work 100%
works for me anyway
the one before that didn't work, didn't get to try the one you sent griag
gtg to an appointment rn but I'll try the other one and then send you the log when I get back
Alright well, the new version of infinite grimm is now out and on the drive for anyone who wants it! Finally, after 4 months, version 1.0
These are the actions right? and insertAction in modcommon is the one that inserts your method inbetween these right?
yes
aight ty
oh wait so if i put 0 at the 3rd arg of insertaction it would place it at the top right? i cant remember what 56 said
ty ty again
@floral furnace I'm about to push a new update for the enum and function calls soon
n i c e
Apparently \ don't work in mobile, sorry for ping
i dont mind really
y e s
I'm gonna call my library "Angle Integration" because math jokes but also because it describes what it's trying to do.

how hard would it be to get custom mod name strings for the log function and version info?
you can't?
and didn't you already get the name thing
consider
new public void Log
wokest
hhhhh
reflection
using System;
using System.Reflection;
public class Test
{
private readonly string foo = "Foo";
public static void Main()
{
Test test = new Test();
FieldInfo field = typeof(Test).GetField
("foo", BindingFlags.Instance | BindingFlags.NonPublic);
field.SetValue(test, "Hello");
Console.WriteLine(test.foo);
}
}
works fine
ok will try out
I hate fighting with the modding api but the entire reason I'm making angle integration is to fight the modding api instead of sending prs to it like a more reasonable person

Should finally work now without those area load issues, forces G Slash to be Spin as well, nail charge should be really fast now. Slash Dash is unchanged
attacking disables the spin but spells and movement should still be normal, also i havent given spin and gslash at the start by default so you need them from the nailmasters first before you can use them (i should probably give them by default from the start dunno)
PS as much has gradow said i should name this into Beyblade mode i dont wanna change first cuz i might fuck the functionality or something, should probably rename it sometime
@hollow pier
y e s
btw you lose it on hit unfortunately so i should change that in the future
i think most of the problems stems from forcing it to go from Inactive directly towards Cyclone Start
otherwise youre supposed to be allowed to enable/disable it on attack, also charge speed for now is automatically fast so the nail masters glory charm wont do jack shit of a difference, so dont bother with it
what if I want fury damage on nail arts
you don't


fuck I was gonna make it into a XML file but effort
that's just while you have one key
to reduce nesting
I'm adding and others tho
change it back 
or move it into a dict
why would you have nesting at all
string Description(string key, string sheet)
{
string ret = Language.Language.GetInternal(key, sheet);
if (sheet == "Cornifer")
{
switch (key)
{
case "CARD":
ret = @"Blah Blah BlalaBlalalah.";
break;
[...]
this thing
Um
yes

what
its just
Dictionary<Tuple<String,String>, String> dict;
hell you don't even need to do that probably
just doing
Dictionary<String,String> dict = new Dictionary<String,String>();
dict.Add( sheetName+":"+keyName, ret );
//then to get it out just do
if( dict.ContainsKey(key+":"+sheet) )
return dict[key+":"+sheet];
@copper nacelle It appears that, something in your changes completely breaks the game. Fix it
This is what I get every time I try to run the game with your rewrite on
literally tested it before pring
you have your project reset to .net 4.5
cease
do you have the .net 3.5 sdk
I dunno, maybe
๐ซ
is there a boss rush mod for 1.3.3.7?
Papers, see how I do it in blackmoth imo since I added support for three languages
Yeah, I went through it, but it was somewhat confusing and I'm gonna have to make a bit more careful, detailed go through it again some time soon. The Current method with several keys is working for me tho, so I'll probably finish all the text first
if you'd like, I can help with that
It's on the list of things I need to do for redwing
but I'm gonna try to not make her bullshit broken
bullshit broken setting when
can you actually rotate her laser attack
ยฏ_(ใ)_/ยฏ
๐ค
rotate every attack constantly
add 2 temporary "phantom radiances" that do the same attacks as her side by side
change boss screen to ฯ radians/sec
but uh it's important for lore reasons she be tough and I'm hopeful that I can balance her so that with all those fire abilities she's as hard as she'd be in vanilla
I could make her standalone as well
yeah
she'd be a lot harder without redwing stuff
like you think the best part of redwing is all the fire stuff but really the infinidash is what let me get 15k on IG onehit my first try
fuck it add NKG in the bullshit option too
if i was actually good at coding mods i wouldve just made shitpost mods like shitmodsts instead of making quality mods anyway
shitpost mods are easy to make. I probably spent 70% of the time on shitmothst just fixing bugs... ironically
but like it's a shitpost so I didn't have to
but then having good knowledge allows you to do shit like permanent t posed animation, sprites being fucked all over and audio mix being more horrible
idk how to do any of that but I haven't tried
make a mod that sets game volume based on how full the soul meter is
In the debug mod, is there a way to have two bosses fight eachother
Thanks
the only way you're doing that is probably rewriting a bit of both bosses
is spinfinite supposed to pull everything towards me
@floral furnace
NKG with shockwaves when?
u
Cannot, busy killing everyone in Hallownest
is it possible to initialize a mod with a constructor?
like this?
and if not is there a nice way to ensure these vars are set right away?
instead of making modern_mod extend mod could I just create an instance of mod as a variable?
like, public Mod meme = new Mod() ?
well it works but now I can't override initialize
can someone who knows c# explain to me what the heck I'm trying to do and how I should do it?
object initializer big think
not that I can tell what you're doing to be tbh
also shouldn't mod be abstract
I want a mod class that includes a struct that stores info about it.
that's really all there is to it
and I want that struct to be created when it's initialized
or at least as early as possible
like as a ctor ideally
aren't static ctors ran before any code is ran in the object
so put that in the static ctor ๐ค
if I use a ctor like in that screenshot I get this:
[ERROR]:[API] - Error: System.ArgumentException: angleintegration.modern_mod`2[TSaveSettings,TGlobalSettings] is an open generic type
Parameter name: type
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Modding.ModLoader.LoadMods () [0x00000] in <filename unknown>:0
oh is that because just making the class causes a mod to be created?
so just having a public class modern_mod<TSaveSettings> : Mod<TSaveSettings> where TSaveSettings : IModSettings, new() somewhere in my code is too much?
basically my question is how can I move all but the first line of this code to the base class while still having it not require an argument on the ctor (since the modding api doesn't allow that)
nvm figured it out

has that guy from the subreddit wanting to remove heartbeat noises said anything yet?
mods with spaces. is this the future?
you mean like the Modding API
modding api cheats
anyway apparently even with a load priority of int.MinValue it still loads after debugmod, mantis gods, and modcommon
so explain that atheists
and does anyone know why that happens?
slow
load prio doesn't affect order they are instantiated.
is the only conclusion I can come to, esp given infinitegrimm is supposedly loading after grimmchild upgrades
omg I bet it's based on file name and because I have lowercase names they load last
angleintegration.dll
dreams.dll
grimmchildupgrades.dll
infinitegrimm.dll
redwing.dll
yeah that checks out
DLKHYPE
@compact sedge Priority affects the order of Initialize calls
Not instantiation order
ok thanks also wow
So you have like, almost every IG world record now I guess and you're about to get world's first NGG completion so gj on that.
thanks
but tbf im not even close to killing them yet
the first 2.4k is nothing compared to the last 800
seriously tho your skill at this fight just is insane to me.
and if you want if you turn on hardmode you can just practice the last 800 dmg.
it'll probably make getting to 3200 harder but it might make it easier to learn how to dodge, if you even can dodge, that phase
yeah i'll prob do that
I'm playing randomizer, and the only abilities that I have are mantis claws and focus soul, I'm in the failed tramway and I don't think I can get out, anyone know of a way?
Looks like I need the dash or double jump to reach he ledge that would let me out
Just quit out
@cunning lagoon do one hit timed mode on nkg
Someone else needs to do it too
I got like 7.5k you should be able to beat that easy
I'm aiming for 10k next time I try it
i will try to get a good score one of these days
but i've been mostly focusing on ngg lately
Fair enough, I might try that out again too but I don't find it very fun heh. That final phase is cancer
yeah
the pillar bug just happened twice in a row reee
it only seems to happen at the beginning of the fight
gradow did u fix the saves mod
is it doing the gravity pull towards you thing? cuz yeah that happens sometimes actually, most notably on hornet
fuck me I let an old awful bug back into infinite grimm
can you try this quick hotpatch @cunning lagoon I don't have time to publish it tonight but if it works I'll publish it first thing tomorrow
ok
i don't even know when it happens
it should be this, the original speeds weren't being restored on scene exit and it's possible nkg retains these speeds
I think I remember having that issue in an older version of IG but thankfully I had the foresight to add something to my infinite enemy component to fix it so it should be a 1 line fix
if you wanna test it easier set the damage to increase dance speed in the config file to be very low
like around 250 or so
and then die after getting to like 500 dmg
will do
it seems to be fine
yeah i think it's fine
it's hard to tell tbh
i'd say it's fixed
@warped sinew race to 10k? 
(i don't think i can do it tbh)
lpt if you reduce the starting damage of the NGG spikes it stops grimm from using his spikes attack which is an attack you can't attack him back on.
also since doing so technically makes the fight harder it's represented by a plus at the end showing that the grimm you fought was harder than the regular IG.
high risk high reward but it seems like something you'd be good at
also I'll upload the dll then
ok new version online and on the modinstaller
that sounds like an interesting strategy
if i ever got good enough to dodge the ngg spikes consistently it would be very useful
it's not intentional but I didn't remove it after I thought of it
because I like the idea of it
also the new NGG spikes are designed that if you dash at the right time and have shadow dash you will always dodge them
because I don't want them being bullshit or unfair
but with that said the timing is something you def have to learn and hard to get down
that works too I s'pose
Yer I'm down for that sweet 10k race!
I'll stream it in a few hours, me failing to get 10k all night :)
Yer I saw the hot fix.
isn't one supposed to, like... sleep at night?
only humans sleep tbh
sleep is for the weak
once you ascend there is no need
y'all better sleep and not worry your poor friend Papers
You alright papers?
yeah
ok 
maybe graig will have gotten it when i wake up 
@flat forum perform a sleep
I just did one
do it again
it's 9:33 am now
DO IT AGAAIN
ye
the settings on the latest Infinite Grimm are so much fun
aww thanks
^

it's super fun
ok, let me make a Bomb mode thing
it should start out painfully easy, the rocket into difficulty once you reach a certain point
that's exactly how it works now
bomb mode? For grimm or someone else?
heh spike
my theory, dunno about practice though
is 7k is a huge muscle memory spike. but once you get it down it won't be too much harder
it's mostly the fire pillar + spikes that gets me tbh
Grimm
kdt's trick and I'd highly urge you to copy it
is to prejump
just short hop
so that the lingering pillar bottoms don't burn you
it's not the lingering fire
it's the pillars coming out at the same time as the spikes do
oh I see
but now that i know that you can dash through them it should just be getting that timing down
yeah tbh I made it that way with the shadow dash because I figured that that attack combo could be undodgable otherwise
this is a dumb question but you did add new attacks right?
uh no or not really
I made his spikes randomized like in NGG, I put death walls on the edge of the screen
I made the spikes go at the same time as him as in NGG but much easier to dodge
and I made it speed up along with the player by increasing the timescale to infinity
basically like the sanic mod
ahh i see
but the last one of those changes
makes IG hardmode never impossible to beat
but it makes it impossible for humans at a point
so no more 240k scores
you underestimate dl

timescale follows a smooth exponential curve so it takes much much much less damage to get to 1.3 than to say 2.0
tbh I never thought I would say this 56, but DL is better than trinomi at NKG
he never fails to impress me every single time
he got 60k dmg without any cheese strats on hardmode and only died because of occasional lag spikes
true
veru got 22k and later 60k both with cheese
yes
DD is very good even at max speed
shade soul in the middle of bats
oh right dd
wokest
dd is great
iframes or nothing
damn 39k without dd is even more insane
~~aa whens the new attack of multiple grimms like this sweeping horizontally across the screen like radiance's needle sweep attack
~~
spawning lost kin actually lags the game
i tried to spawn an additional one during his dive
no
don't even
try
the other part about this is this: you posted it literally a day after veru posted his video on how to break the fight and it was literally the second score over 15k since the mod came out.
maybe if i keep an additional one oob or something
so I totally didn't believe you when you said you did it without spells or unn
and I was totally wrong
well the problem with spawning a second guy is that it has a bunch of crap o nit
do what ngg did
and lock its fsm state
so that it can't move or attack
by using change transition and remove transition
i'd rather add 60 more combos
the normal mode 70k one
to be tbh
ok
wow so what you're saying is get veru to make a video on mantis gods
only if it's 6 hours long
normal mode is now as hard as hardmode but slightly easier because it caps at 30 hits to stun so it's now the ideal mode if you wanna make a 6 hour video.
thank god
because I thought y'all were going mad after watching a 1 hour video
let alone 6 hours
i was originally gonna just take the normal mode record because it looked really easy
but when i saw hardmode was a thing i had to try it ยฏ_(ใ)_/ยฏ
do you speedrun the game by chance?
adn when i read on the readme that every attack was supposedly dodgeable at every speed i just didn't believe it tbh
i had to try it
i don't
huh
When I originally made the mod it was for me and me alone
and I thought regular grimm was tough enough
so my "normal mode" was for me quite difficult indeed
and I only made hardmode after posting it in #archived-modding-development and seeing very quickly people getting scores in the 10k+
:ech:
and I had thought like scores about 6k were basically impossible at the time because NKG was so tough to me
Definitely have gotten a lot better at the game since then though. And by that I mean now I have crutches in the form of the redwing mod
more like
my dude
i mean what
i haven't slept in forever
I don't mean now
oh
I mean, eventually
sure
what did you do papers
omg u monster
after GNG comes out we'll have a Lost Lord when channel
Ok
lower "DamageToIncreaseDanceSpeedByOne"?
play it now
at least papers left one hit mode off 
gonna try paper's settings and then try and get lost lord to a release state to be tbh
or at least a beta i'll actually put in #archived-modding-development state
what gear are you supposed to have for mantis gods
k
soon i'll get 50 like modinstaller
how is it?
The Bomb mode
why is the mantis village pitch black
m a n t i s
g o d s
๐ค
there's a setting in the newest version if you want the normal arena and stuff
is it supposed to be normal mode
@flat forum
you need to edit the config file and change the floor color
just play a bit
until you activate the bomb
play Bomb mode liek you'd play normal mode
until you inevitably die before even reaching 1500
??
there's no way to do bombs with sanic setting because I haven't set it up that way
well for one 56 is still on IG 1.0 and not 1.0.1
oOOOhhh
hhh
well then
no 56 is just very good
get the latest one
he doesn't notice the difficulty
the one in the drive is 1.0.1 the one here is 1.0 but has the needed patch
wow
and did you try it?
hhhhh
gdi
i hate it when i have dnspy open
and try to use the installer
and it just dies
also if this is gonna be like
2x speed nkg
fear
no
because. like a bomb, it activates at a certain point
turned away while taking the screenshot
and I can't just use the settings to make it go insane afetr a certain point
death
difficult
took me like 6 tries with an op fire mod
shut
i still can't believe niko did it hitless
wtf he did it hitless
it is tho
yeah niko did it hitless
idk how
he deleted his channel and left the server tho
jesus I came out of the fight with 1 hp
6 minute mode
I mean
hhh
no
i could add a refight feature
it doesn't count down before ending the fight, it just counts up
I'm not doing that
if you want that set your time attack mode to like an hour or something and do the math yourself
Ok
nobody cares how long they've survived except I guess you and if you really wanna know I guess just start a stopwatch on google or your phone or use the speedrun splits app
okok
HMM
do you have hardmode on
no
i was using paper's bomb thingy
wtf
i swear i copied this 6 times
but the files differ
effect should activate at 750
also, I think the name of the Json file changed, are you sure you're using the correct name?
heh
InfiniteGrimmMod.GlobalSettings -> InfiniteGrimm.GlobalSettings
InfiniteGrimmGrimm
oops
heh
Don''t reaload ?
no the file was changed
my editor is just telling me it was changed
u dungo
your settings version is 7
but it's 8
i saw multiple 750s
still have no clue what's gonna happen
reach 750 damage
how big can a hollow knight mod get anyways? new charms? new bosses and areas?
uhh
all my assemblies are about 170KB total combined and that's with 0 assets
which I think is pretty massive
Lightbringer is the largest mod yet IIRC
enemy rando is the largest mod
and rando 2.0 is the second largest
and probably boss rush or debug mod after that
I mean by content, not by file size
and then redwing
and then lightbringer
I'm talking just lines of code
not actual file size
wtf did i just witness
actually infinite grimm might be larger than lightbringer at this point
probably is
and how is this hard-
what did you witness 56?
death
how far did you reach?
I deleted 800 lines of code in IG yesterday and it's still massive af
1k
tomorrow imma probably get infinite grimm because i need more NKG in my life so tomorrow can i have some help in modding-help because ive never installed a hollow knight mod before
uh
is there some strat i don't know to the second phase of the mantis gods
it's literally as easy as download and run gradow's mod installer
don't touch the floor
jumping
the floor is lava
ok sounds ez
it's pinned to #archived-modding-help
unless you're on a mac then no
because tk2d is a piece of shit
accurate
this is my favorite line of sprite code
GameManager.instance.inventoryFSM.gameObject.FindGameObjectInChildren("25").LocateMyFSM("charm_show_if_collected").GetAction<SetSpriteRendererSprite>("Glass Attack", 2).sprite.Value = Sprites["Charms.brokestr"];
the tk2d texture replacement was somehow less ugly
gameObject.GetComponent<tk2dSprite>().GetCurrentSpriteDef().material.mainTexture =
Lightbringer.Instance.Sprites["Muzznik"].texture;
yes
how much health does the second phase have
my bet's on 3x
consider removing the spikes from the normal arena
so they are functionally the same
oh true
they have died
agony
i just hugged the wall and shot fireballs at them
the first phase is reaally fun and fair
i'll do it hitless tomorrow or something
you can't refight them in the same savefile 
yeah i should probably fix that
infinite mantis gods
I think I said somewhere a long time ago that I was gonna make infinite mantis gods
I decided against it sorry
but
only because I decided to do a rainbow floor instead
AA
setting DamagetoincreaseBlahBlah to less than 1 breaks the mod and just spawns normal NKG
gee I wonder why
i had tried messing with the battle sub fsm
but like
once they get synced
you can just pogo forever cause they're that fast
I can't set it to like 0.01 hurr murr
memetegers
sick that's great
wait should i just remove them
or should it so you can just walk on them
for the memes
add spikes to both arenas





