#archived-modding-development
1 messages · Page 171 of 1
pain
i'm gonna shriek once then double hit shade soul twice
then get to full soul and transition w/ nail w/ that
then spam shade soul
imagine going through all those hoops just to beat a piss easy boss lol
just dont get hit lol
the mod installer seems to be stuck in an infinite loop of downloading and then saying "completed" then doing it again

:grub:
:grub:
why would you type :grub instead of :think
idk
i am very much considering a markoth buff mod
running as admin does not fix the issue
delet
im definitely buffing elder hu
first things first
he can no longer go invulnerable
MOAKNSFIJNDFSOInjwefklmjnweklgnewrnjofknewrvillijnwirgnjwerlkgm
I DIED TO PURE VESSEL
hitting ok removes the lol.exe and then restarts the process again
ofc u did
ah that's bad
nice aa
now you have to redo everything
rip
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
fuck the lack of checkpoints it's 60 minutes of joke bosses
and then pure vessel
and then abs rad
it probably would've been a good idea to get some practice beforehand
pv is a joke boss tho
ur face is a joke
ptk savage
hes actually easier than like half the panth
so I guess I basically can't use the installer then, I guess, nice

where did you download it from?
both versions (pin and moddb) caused the same issue
hey gradow
i'm getting the same issue
i just have the old version pinned to my taskbar

but yeah opening the installer makes it download itself infinitely
and I beat him first try in practice mode
oh dear
works now
all good now
I don't trust this app
yes
:effort:
slight pain
tbh
i was gonna make a python script to do it
for changing shasums
Xhuis it should be fine now
@fair rampart

let's find out
@solemn rivet
makes u :think:
xhuis it'll auto-update
won't make a difference
is there an installer for making mods
can I just install mod right into vs
time to smash this like button https://i.imgur.com/g6JaeP3.png
you should have seen the old ui
so now how make mod
it was even uglier than the current ui
i'll try to compile an example mod
which file should I reference as the API - is there a new dll?
uhhh
if you built it, it's whatever you build
if you download it, it's on Managed
Assembly-Csharp.dll
odd, the 1st example mod now just compiled on the first try
I suppose that means it's working
¯_(ツ)_/¯
let me make something quick and dirty from scratch to make sure it works
ok turns out PV is very weak to jumping
as is thk
thats what happens when you push the truck
I swear to fuck if my gpu is gonna die less than a year after I get this pc
probably just overheating tbh
enter your credit card information to see more
they are
If I ever need another laptop my next laptop is gonna be a used thinkpad for sure
I really can't wait to build my new pc later this year
but I hope I don't
eww no
because I hate laptops
I have an ideapad
it's shit
don't
for starters, it has an internal battery for some reason
LOOK OUT GUYS! 
The Pale King needs your help to seal the Radiance and save Hallownest! 
Find your parents' plastic card, and type the 16 numbers and date on the front, and 3 numbers on the back.
The Knight is counting on you! 
1234-5678-9012-3456 69-69-69 420
5656565656565656 05/06 753
and literally after 1 year the battery simply started swelling
i too enjoy being a mindless husk
at this point I'm a mindless being who fights hollow knight bosses purely on instinct.
I've almost ascended
do radiant markoth
never go full hollow
the world of higher thought is a world of c# programming.
reminder that haskell exists
hmm
@solemn rivet maybe add an "open installation directory" button to the installer? just a thought
for hollow knight, I mean
steam has that
as does gog

I just want a quick way to see my mod list for stuff that isn't bundled with the isntaller
and I keep accidentally closing it
okay, time to see if babby's first mod works
I can do that, but... For non modders, that doesn't sound really useful
if I did it correctly this should make every nail hit instakill
also, it should add non-modlist mods to the installer as well
thankfully godseeker mode actually helps me here
yeah, sadly it needs a restart
haven't found an effective way to refresh the list
also, 9999 nail damage prolly won't work on nail bind
btw did you set PlayerData.instance.nailDamage?
yeboi
it won't work
the way it's calculated is a percentage with a cap
can't go above 13
got it
hecking darn
you could hook health manager take damage and send 9999 to orig
I'm surprised you actually got that working tbh
setting nail damage is a pos at first glance because of the UPDATE NAIL DAMAGE event
that the code doesn't tell you about
rip kb
just do the good old fashioned set nail damage every attack
kb is fine I think
always open soda very slowly
it hit wasd
rip desk then
and only a little
here's basically what I was doing
{
LogDebug("Attacking");
_tempNailDamage = PlayerData.instance.nailDamage; //Store the current nail damage.
LogDebug("Set _tempNailDamage to " + _tempNailDamage);
PlayerData.instance.nailDamage = 9999; //yeet
}```
thats why you dont drink coke
above that was ModHooks.Instance.AttackHook += OnAttack;
also no wonder your e key doesnt work
i literally just copied this from the example mod, bear with me
huh
the only thing I changed abo-
I'm surprised this works
hey, I got that desk a while ago
good desk
ended up giving it to my stepdad because I didn't have room for it
hey thats me in the pic
alas
kbm eh
I unplugged kb
it really is
I like your keycaps
ty
where is your numpad
nonexistent
it'll work if it's set at the start or something
oh
yeah
I had to do so much stuff to get it to work properly on the first blackmoth
smh
now with hitinstances everything is just piss easy
it isn't dealing the damage nah
set damage hero on slash go 
you can't see through the computer screen but I'm staring blankly
PlayMakerFSM.BroadcastEvent("UPDATE NAIL DAMAGE");
how skip absrad cutscene
why are you yelling
money
:(
wait dont you have nitro
i have no idea what any of that means
how do you use the big think emote
just

he thinks big
plug that after setting the nail damage
you're beginning to experience our pains
the FSM pains
: The name 'PlayMakerFSM' does not exist in the current context
wut
ref PlayMaker.dll?
i'll be honest with you here you're literally talking to a toddler with regards to c# knowledge
well, it builds now
you ever global emote kuro
so even if you set the nail damage that way, it won't work
because there's hidden code running in the background
and it only updates the nail damage when it receives that event
did people figure that out literally by trying random crap until it worked
no
not really
first, you can see the PlayMaker.dll in managed
and a lot of PlayMaker classes in the assembly
and namespaces and all that
second, you find a lot of fields that simply are never initialized, but you know they get used in game
for instance, nailDamage
it gets initialized by PlayerData.SetupNewPlayerData();
so the example mod is actually broken
but... That's it
oof
but we know that we can increase the nail damage, so there must be more code somewhere doing that
and that's basically how the early settlers found out about fsms in this game
753 was there
he can tell it better than I can
I got here shortly after
you open up the game
see that 90% of the code isn't there
then yell at Playmaker and FSMs
just hit midnight for me

seeya
u on the same timezone as 56
thanks for all the help!
I'm starting to believe you two are the same person
have the same desk and same time

used to have the same desk
right now I just have my setup parked on my dresser lmao

i wonder if you can make a mod where zote sings over all of the music in the game
i would listen to that for asmr
is this new?
I don't remember going black here
that's the beginning of the game btw
AA reported a similar bug with one of the elevators
so can you not wallcling to rad platforms
no, I said I'd do it if input remapping was fixed, then by the time it was fixed I was doing other stuff and I haven't really cared about hk
I didn't even download godmaster yet
@copper nacelle it appears in the API Lightbringer port you made it so you start with 1 less notch instead of 1 more notch?
off by one
also I have 5 masks to start when it should be 4
time for the MOMENT OF TRUTH
does my mod work..............
local king is yeeted
more at 11
ok so apparently something is resetting the 4 mask default to 5 in Lightbringer
might be something new with Godmaster
it's a bug as far as I'm concerned
hi is debug mod for HK and gods and glory update ready yet?
No
never realized just how much time that boss spawn and defeat anims took up
ikr 
@buoyant obsidian whoops
oh perfect
I added you to it too iirc
wow did you get big think
what are you saying are you An Idiot 
I have no idea where to respond
should get a notif tbh
I looked through my emails and did it
:hahayes:
strange
so, update the github and then when I'm finished making changes I'll message you and we can get it up in the drive?
ye

welcome to dlkurosh understands discord
whomst do i have to bribe to get blurry eyes
is there a hook for resting at a bench?
i'll get blurry eyes

Charm update hook xhuis
It runs when you sit at benches
And a few other spots
Idk if that's an issue
there's also On.PlayerData.SetBenchRespawn (or maybe better would be On.GameManager.SetCurrentMapZoneAsRespawn )
there's monomod hooks yes
my favorite and by far the most useful since there's no equivalent in the modding api
is
On.HealthManager.TakeDamage
for when an enemy takes damage
could arrays be stored in save settings?
err, it might not be called arrays in c#
it feels more efficient to have a list along the lines of
glorified =
{
1 = false,
2 = false,
3 = true
}
for tracking charm glorification
so that you can check if glorified[x] == true etc
this is pseudocode, obviously, not actual c# syntax, but I'm not sure if it's doable
no experience with that, but I can look into it
I don't think unity can serialize dicts, lists, or hashtables
just use array indices tho
Unity can't serialize shit
Randomizer serializes half the settings into a string before serializing it to the save file
It's really bad

long out;
for(int i = 0; i<len; i++){
out += glorified[i] ? Math.Pow(2, i) : 0
}
should work for serializing
Bitmask is cool yeah
asssuming the array is shorter than 64 entries 
additionally, uhh
except you can only save ints in the save file so you'll need 2 ints to hold 64 entries
well ints, strings, bools, and floats
charm descriptions appear to be changeable through a dictionary (according to lightbringer source) but is it possible to change these dynamically, or only at runtime?
dynamically
phew
it's a hook for when it gets the string
and you can put whatever function you want there and that hook runs every single time that string is displayed
or any string
long -> byte[] -> string 
delet
don't worry about writing efficient code tho, either efficient ram wise or cpu wise
c# is already inefficient and so is the game so unless you're doing big boy stuff you're not gonna introduce any real lag or slowdown
also, the charms appear to be ordered by number
bogosort is definitely not efficient in anyway
is there any way I can tell which numbers are which charms
uh there's a list somewhere that 56 has in his bookmarks
bogosort is the galaxy brain way of sorting
👀

heyo @copper nacelle, I call upon you
whomst
doesn't the modding api docs have that
it does
nice
where @
don't ask why the order is shit
hmmm
this doesn't account for dlc though 😒
tc pls
wait yeah it does
cuz godmaster doesn't add new charms LUL
too soon

I forgot I had a bunch of stuff unuploaded
do you host the docs somewhere?
I have nowhere to host them
I got u fam
but tomorrow because its late tonight and I gotta do a lot of hiking early
ok this is absurd who tf keeps downloading modcommon
why is it for every modding api download I get 1.5 modcommon downloads
maybe its actually a bot 
I mean I'm not upset. Modcommon is much smaller file size now. I'm just confused because like I was expecting modcommon DLs to be some percentage (less than 100) of modding api dls and that to indicate what portion of people are using mods that require it.
but right now it seems like 150% of all people who mod their game use modcommon
nice
maybe duplicates
so this very basic thing should work, correct?
public void OnHeroUpdate()
{
if(Settings.GatheringSwarmGlorified)
{
_langDict["CHARM_NAME_1"] = "Symbol of Avarice";
_langDict["CHARM_DESC_1"] = "Prized possession of a bug consumed by a greed that undid them.\n\nGeo dropped by enemies, including Geo created by other charms, will be immediately transferred to your hoard, instead of dropping onto the ground.";
}
}
I'm not gonna post every single code block I wrote here but I don't wanna mess up saves and the like
theres a hook
that lets you return a string when the game asks for a certain language string
basically the hook as input provides two strings. these are the sheet and key titles
and you return a string and that string is whatever the text should be
you can return the internal string and nothing get overrided or you can return a string from your language dict
I see, I see
one important question is: why does key come first and sheet second
top ten things science can't answer
I dunno
key more relevant to your hook
so it comes first
github can't render rst files neatly FeelsBadMan
but if you think about a multilevel dictionary storing all the strings, you'd access the sheet first and key second
or a multilevel anything really
fuckin code lmao
Language.GetInternal isn't working, what should I do?
answer: Language.Language.GetInternal
looks so much better locally
slaps knee
Language.Language.Language.Language.Language is the real meta tho
using Language;
if you wanna add the namespace
in 99% of cases sheet is useless
keys are almost always unique between sheets anyway
I write code under the assumption that there's keys with the same name across different sheets and that may be false but idc.
duplicate keys across different sheets is not a bug I want to have to debug.
time to build it
yay
we shall see if my changes work
hmmm
I'd like to peek into the game code to see how certain things work but I think that's kind of illegal and not actually doable so
if it is doable then by all means I would love to; perhaps that's why I even got dnspy
legally wrong != morally wrong
it was legally wrong in hallownest to betray the pale king, but it was the right thing to do.
my main reason is because I have a bunch of small questions (how do I play a sound? how do I create particle effects? etc.) and there isn't documentation for all of them
so I'd rather delve in myself instead of constantly shouting "HOW DO I X"
tbh those kinds of things are all unity
cuz that's just rude!
you're not getting any help looking at TC code to figure out how to do those
no it's that sounds and particle systems and game objects are done in the editor
there's no code for them you could even look at
oh yeah, I've done quite a bit of this stuff but I had to figure it all out by annoying the heck out of KDT and reading the unity scripting api
anything in particular you're looking for?
ok
but because I can't do that just yet the next best thing is to cause the charm to auto-glorify when the threshold is met
and a neat sound and particle effect to do that would help
well I can't help you with serializing sounds. the one time I tried copying code to serialize .wav it didn't work even tho it seems like it should have. You can use www to do it as well but that's an awful solution.
I do have code you can copy to play sounds and to do particle effects
big darn
this debug thingy doesn't work
{
PlayerData.instance.geo += 1000;
}```
meh
I keep swingin my big fat nail and no geo is added
did you make sure that hook was actually added. maybe the counter wasn't updated. add Log to your code
where your saves are in a file called ModLog.txt
you can also have them print in game
if you enable a stupidly hidden setting in modding api
edit the globalsettings file for ModdingApi where your saves are and add:
"BoolValues": {
"keys": [
"ShowDebugLogInGame"
],
"values": [
true
]
},
where the bool values are
well, it seems indeed that the geo effect did work
the ui isn't updated
as did the name/desc change once it met those properties
because its coded vvv good
now just to figure out the sprites and actual effects
to be tbh
does anyone think @copper nacelle would notice if I took his sprites and palette swapped them for some of the glorified charms
@copper nacelle pretend you aren't seeing this message it's cloaked
they're actually 753's sprites
o
753 gay

I don't actually intend to take his sprites or any other sprites from another mod lol
just borrow them
🔫
https://github.com/deadlyfingers/UnityWav I found this btw if you don't wanna make a scene.
it loads wav from byte arrays and you can load byte arrays from files which are embedded inside your dll
in essence you want something like this https://github.com/natis1/redwing/blob/master/redwing/load_textures.cs#L202 but instead of passing it to a Texture2D you pass it to an AudioClip using that UnityWav thing.
also we're now 87th place
new hk update
according to some person in #hk-discussion
but also #hk-discussion
¯_(ツ)_/¯
was it the beta?
the update came out about 12 hrs ago no and it's only windows beta branch unless it's something different
so there's been 2 betas this past day?
yes
ye
does it give absrad lens flare eyes
Yes but only for Zote
reference UnityEngine.ImageConversionModule
always the references ain't it
got moved to an extension
There used to be only a few unity dlls
ok next time someone dms me asking for tech support I'm blocking them
and once a sprite is changed, is it modified again?
They changed it last patch
if possible it seems a better solution to update the sprite once it needs to be updated and then not tweaked again
but if it refreshes to the old version every time it checks for the sprite that's different
Anyway I have 0 patience for people who somehow manage to tick all 7 of these boxes, and you count your lucky stars I'm not publically revealing who you are but you know who you are. Never do it again to anyone.
✅ DM people instead of asking for help in #archived-modding-help
✅ Tried installing it manually without installing the api.
✅ Tried downloading mods from github page.
✅ Couldn't take screenshots.
✅ Wanted me to download third party screensharing program.
✅ Illegal copy of the game. Probably not even an updated one at that.
✅ Only interested in cheating to ruin their own enjoyment
oh dear
if you are in this position I have two pieces of advice:
- if you're not having fun with something. cheating won't change that. Cheating always universally makes things less fun
- putting whiteout on your screen just ruins your screen and won't actually delete anything
So if i tick 6 of those will your help me cheat
no I'll just have 0.01 patience
are you jonny?
@boreal valve is this u
oh and advice number 3: Kirby Superstar is one of my most favorite games of all time. if you can somehow figure out how to use an emulator (maybe ask a friend who can tell the difference between headphone jacks and USBs to set it up for you) I would strongly urge you to try it out. it helped inspire the general design philosophy of my largest mod.
oh dear
I have the feeling that if the mod never gives the "finished initializing" message that something is wrong
@cunning lagoon hello me. How are you doing today? 
Wait
If DLK is me
That means DLK is the 3rd Best NPC in the game

I played through a lot of Kirby Super Star Ultra but never the original. Great game nonetheless @compact sedge
is there something I need to do other than just including the images to tell visual studio that the images in Resources/Charms are actual resource files
thank
Where can I find sprites from GM?
Asset studio
Where?
Asset studio
Where is it?
There's only Android
Yeah my mistake I forgot google stops after the first result
Yes
the moment of truth is upon us; this is what it looks like without the correct amount of geo/unglorified
yes!!!
Wow that was pretty fast
this is immensely satisfying
Wait what is that?
the actual gameplay mechanics haven't yet been implemented, but
charm glorification was cut so I'm seeing if it's doable through modding
Read the screenshot maybe aether
dude come on
read the message that just explained what it is
i'm a mod
also looks real good xhu
Are there more of these?
Yeah really this is super impressive progress for how short ago you started
atm the gathering swarm is the only one
Without experience with C# or Unity
I've used VS before and have a lot of programming experience so it wasn't horribly hard
copying a lot of lightbringer code helped too
but the main challenge here is actually, yknow, making the charm do its thang
since I dunno how to do that yet
Oh that's easy
Look into the GeoControl component
In dnspy
You can make it auto pickup really easily with a monomod hook
Also btw you can have this effect for your mod if you want me to send the code https://youtu.be/WpLtFLz8p3k
Maybe combine the two so it's instant pickup after destroying rocks in the scene
u think I haven't already found ur precious code...............
in any case, not entirely sure
I think a more elegant solution in this case would be making one hit fully destroy the rock and drop all the geo but I dunno if that's possible
kerr 
Should be possible but you'll have to look into the fsm for that
There's a search bar
Ctrl+shift+k
yknow, for having one hand seared by hot oil and another cut open by a tomato slicer in the same day, I think my coding speed hasn't been impaired too much
Fun
Is there a way to extract only the sprites from assetstudio?
Sort by type and only look at the section with sprites
so does GeoControl represent an actual r o c k y b o i floating in the world?
GeoControl is for the geo objects
GeoRock is the rocks
Although that one is mostly controlled by an fsm
I wonder if it'd be better to move the geo object to the player or just make them pick it up instead
assuming the methods were compatible it sounds fairly doable to just call the pickup
Well unfortunately there isn't a pickup function you can call
It just happens in OnTriggerEnter2D
ahhh
found it
hrmm
You would probably want to just add the geo to the counter manually then destroy the object
presumably setting the object's position to the player's position would work too, correct?
It has a secondary object on it "getterBug" that you want to remove too
That would work yeah but it might be annoying since it would play vibration/sound effects
they will hear their money clinking aND THEY WILL LIKE IT
I wonder if it's possible to have Void heart have Kingsoul effects
Or have both Grimmchild and carefree melody in one charm
Easily with some modding
Wonder why nobody made that yet
hmmm
well
it would appear that, yes, it does work moving the geo directly onto the player
but the problem is, the hitboxes are intersecting, so the player has to move a little bit
otherwise it just hovers on them forever
mmh
I couldn't get the counter to update last time I tried
and I want the sound to still exist so the player has some kind of feedback, as well
GeoControl does have a PlayCollectSound function
It's private but you can use reflection
eep, is there a var for the amount of geo in a geocontrol?
There's an int "type" which probably corresponds to small/med/large (1/5/25)
Also size but it's private
I would use reflection to get at the size variable since it has an explicit value instead of guesswork from the type
what exactly is reflection? it's new to me
It's a way to make private variables not private
using System.Reflection;
private static FieldInfo geoControlSize = typeof(GeoControl).GetField("size", BindingFlags.NonPublic | BindingFlags.Instance);
int GetGeoValue(GeoControl control)
{
if (control == null) return 0;
GeoControl.Size size = (GeoControl.Size)geoControlSize.GetValue(control);
return size.value;
}```
There's also GetMethod and MethodInfo.DynamicInvoke for functions
Works pretty similarly
I'll try that
and what'd be the method to destroy the object afterwards?
GameObject.Destroy(control)?
There is UnityEngine.Object.Destroy but this is a pooled object
So for most efficiency you will want to recycle it
Just call Recycle on it
It's an extension method the game adds
control.Recycle() then
I only tangientally understand a lot of the code I'm writing but I still thank you for explaining it and helping out
Yeah no problem
okay before I test this any further I should probably remove the debug thing that gives me 1k geo per swing
I have 43k now
Yeah don't want to accidentally include debug stuff in releases
even then, it's kinda hard to see if this is working when my geo increases by a staggering amount per attack
lmao
Fair
would reflection allow me to access the method to play the collection sound?
It would
private static MethodInfo ClinkClink = typeof(GeoControl).GetMethod("PlayCollectSound", BindingFlags.NonPublic | BindingFlags.Instance);
(code)
ClinkClink.Invoke(???)
here's what I've got so far
I'm unsure which arguments PlayCollectSound has
It has no arguments
But it's an instance method so you still have to pass a GeoControl object into Invoke
For static methods you just pass null
so ClinkClink.Invoke(self, null)
has no compile errors, so that sounds decently right
okie doke
well, the pickup works fine, but still no sound
unsure why that is
mod log shows no insights
Odd
I'd reeeeally like to have audio feedback to the player about it but I suppose it might have to be a necessary sacrifice
Nah it should be possible
Most likely scenario is recycling the object stops the sound
the sound plays before the recycle
perhaps I should wait a slight amount before recycling
will the code after it not execute until it's disabled?
Nah it starts a coroutine
Which is Unity's way of mimicking threading
It just runs some amount of the function every frame until done
a glance into dnSpy tells me that disable(x) both turns off the getter bug and recycles it after the alotted time
so it seems like the best thing here by a long shot
Yeah probably
well, it kind of works
but it appears that it is uhh
continually giving the amount over and over until it's disabled
ideally that could be solved by making it vanish fast enough but I'm not sure that would let it play its sound
Where are you running the code to give it from?
On.GeoControl.FixedUpdate
Hook OnEnable instead and it will probably be fine
Nah you want it after OnEnable
So that all the setup happens
Actually I'm not sure any of this setup matters
Only thing is OnEnable would undo some of the stuff Disable does
OnEnable doesn't want to play nice
Now it's throwing this
private void ProcessGeoUpdate(On.GeoControl.orig_FixedUpdate orig, GeoControl self)
They both seem to have the same arguments in dnspy, which leaves me somewhat confused
Change it from orig_FixedUpdate to orig_OnEnable
oh.
it seems that now it doesn't add any geo at all
perhaps it doesn't have enough time to assign the size
If you're calling the original method first it should be fine
right now it's ah
On.GeoControl.OnEnable += ProcessGeoUpdate;
(later)
ProcessGeoUpdate(On.GeoControl.orig_OnEnable orig, GeoControl self)
stuff
precise code:
{
if (Settings.GatheringSwarmGlorified && PlayerData.instance.equippedCharm_1) //with symbol of avarice, instantly transfer geo rather than drop it
{
GeoControl.Size size = (GeoControl.Size)GeoControlSize.GetValue(self);
HeroController.instance.AddGeo(size.value); //get a reflection of however much geo there is total, so that we don't lose any
ClinkClink.Invoke(self, null);
self.Disable(0.05f);
}
}```
I figured it was calling the hook after the original function
I guess non-api hooks don't work that way
Yeah you have to call it explicitly
well
after several hours of toil and debug
it seems, now, to finally work as intended
it goes directly into the player's inventory, with the correct sound
Awesome
so I think we can safely say that that is one charm glorifiable
and quite enough for today
I'm still unsure how I want the proper way to glorify charms to be
but for tonight, this is what we've got
unfortunately I have no way of knowing if TC intended for glorification to be a straight upgrade or a sidegrade so
Is this Dark Souls reference? 
it is mentioning it yes
ive already updated ModCommon, API and referenced Unity.Core, ModCommon, Assembly and Playmaker
Also is it me or did they split the unity files into several more files
ahh shit i thought the base UnityDLL was removed as it was splitted into more dlls, thanks
hmm, I wonder if it's possible to make the glorified grimmchild summon two grimmchildren
sounds simple in theory but it's always harder than in theory
sounds as simple as just spawning an extra grimmchild object i guess, until theres actually 100+ complications that pops up
btw are you just giving the glorified charms are you gonna make a system to acquire them
it's too early on to say but I'd like to have an NPC or location that you go to to glorify charms, but for each glorification you need to meet a certain condition
i.e. for gathering swarm you need to be holding 5000 geo (not consumed when glorified, though), for FotF you need to have either kingsoul or void heart equipped, etc
makes sense, a simple and boring way of doing would just be if x amount of wins in godhome you get one of them upgraded out of nowhere etc
maybe its possible that the NPC Godseeker (the one you dream nail to enter Godmaster) can be the source of the glory charms
It definitely is possible to hijack the dialog control
the godseeker seems pretty haughty and not really wanting to help you
the fluke hermit I have heard was apparently going to be tied to it so I could attempt that
my initial thoughts were to introduce an NPC called the Diviner/the Enlightened/what-have-you in Godhome that would do it
oh really didnt know that, ive never talked to him since i havent left godhome the very moment i started the dlc
Heres the dumb mod ptkyr also you can now use great slash since theres no point on disabling it anyway or whatever etc etc
@compact sedge cool-retro-term is god
It certainly looks neat!
56
yes
You see the people's demands
yes
Why do you stay idle and do nothing
I've been back since last week
Oof
I have to try and submit this paper for a journal
:agony:
Ye
~/Library/Application Support/Steam/steamapps/common/Hollow Knight/hollow_knight.app/Contents/Resources/Data/Managed

for the installer itself i think you'd have to bundle mono in a .app w/ a script
mac's mono version is like
bad
iirc
also mac people don't know how to use mono
aa give 🅱ersion
is .6 behind super behind
arch is on 5.14
the gui looks shitty on mac
Is there a way to just activate the bindings with a mod? So that the HUD shows it an everything?
Yeah, 56 made that mod graig
Oh the one I tried was like a half baked one
the hud can be weird sometimes but the bindings work
I'm 5.14 but I'm using the mono repo to be up to date @copper nacelle
ok
Also why nu sigma?
cause 56 in greek
and hal asked
5.8 on mac shouldn't be too bad
iirc it ran w/ 32 bit
can just add that to the MacOS thing
it'll probably run a shell script w/ a shebang
yoo
carbon isn't 64 bit but it is 32
mono --arch=32 ModInstaller.exe
ree
it said my path was invalid
gonna make a fake hk path

Yeah, sorry I won't be able to add mac support till like 4pm my time
that's fine
just wanna make sure it works other than the paths
woke
sick
looks fine
other than the ui being a bit weird
like super laggy and stuff
installing bindings worked
took 2 tries for some reason
also this
Rip
overlapping ig
other than that it works fine
which is great
rip gtg
time for actual 1st period
Linux ModInstaller? Can I make RU vers for it? (Just give me all texts)
yes modinstaller works on Linux, and I'm sure gradow would appreciate it.
tbh ui elements being messed up probably fixed somewhere between mono 5.8 and 5.14
the Hollow Knight invulnerability mod on moddb is actually made by TC (or at least an account registered under that name long before anyone cared about them). 
wait nvm I can't read this stupid page's UI
it got updated tho so thank god for that
tbh I once posted blackmoth under TC
because it's a terrible ui and I misunderstood a field
when it asks for "company" I thought they were asking about the game's dev company
Yeah it's more complicated than it needs to be
a few features that just make it needlessly complicated
mod to skip the pv and absrad cutscenes when @copper nacelle @copper nacelle @copper nacelle
soon tm
poggers
Doesn't qol do that?
they're not actual cutscenes
just the waiting for armor to fall off stuff
and rad to exist
i still dont get howmst the fuck trinomi got an empty hop in pv
ive been fighting him for a while and i havent seen one
what is cracking fellow gamers
maybe u go to #297468195026239489
Ok
Oк
hmm
I'm not sure what's a good thing for glorified stalwart shell
my first thought is making it protect from fatal hits unless you're at 1 HP but that seems awful niche
You could make it knock enemies away when you're hit
hmm, not too useful against many enemies.
maybe make it prevent the player themselves from being knocked back
Oh, or you could make it briefly stop time when hit. Give the player a second to think about what they want to do
oh did you do fury yet? make it a last stand thing where instead of when you get to 1hp make it be that if you go to 0hp it puts you back on 1 with fury effect
yeah that's one of the things I had planned
I already did a Fury thing tho
it just slowly boosts you the lower your HP gets
maybe use that?
only the finest variable names here at xhuis modding
private const float BASE_SPEED_CH_GLORY_COMBO = 12.5f; //glorified sprintmaster + dashmaster
private const float BASE_SPEED_CH_GLORYMACHINEWOKE = 13.5f; //glorified sprintmaster + glorified dashmaster```
is there a way to view all the shade spawn locations and where i need to die for the shade to spawn there?
Can somebody tell me why this makes me unable to pick up geo?
void GeoMultiplier(On.HeroController.orig_AddGeo orig, HeroController self, int amount)
{
HeroController.instance.AddGeo(amount * Random.Range(0.2f, 2f));
}
well wouldn't that make you be picking up less than one geo sometimes?
I think it needs rounding, yeah
Yes. It's just that the game won't allow me to pick up anything. It's not the float thats causing it though. I tried it with an int and the geo just stays on the ground
