#archived-modding-development
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make a whomstesque refund message
this looks like castlevania. I wanna play it
we lost aa today
its only like 1hr long
f1
oh nice so like castlevania for the NES but less difficult
check the pins
yeah f1 is a cool mod
okay thanks
nth is pretty cool
๐
ctrl + 1 is a good mod

sends me to the celeste tournament discord
i've seen shift + 9 is that a good mod is that somethin g i should try
why can't I go past ctrl+9

lmao i saw that
saw who the man over there
u
lookit him go over therehahah
ok just built a thing after writing a shitton of code. how many bugs do y'all think I added?
wait is nth active atm
he seems to be idle
ok
i can tell because of the orange icon
ok
ok I think I added panth 5 support and fixed all the things DL brought up but who knows with how I write code
I think I might have slightly overtuned steel tempest https://i.imgur.com/bwJRXTi.gifv
looks fine to me
looks too fast to me
looks too fast to me
looks fine to me
looks too fast to me
looks fine to me
cease
looks like bonfire mod
aka fine
bonfine
the attacks have 25% less damage, granted, but still
quickest slash
yes that sounds like a fair tradeoff
do you attack like literally as fast as you can mash the button
yeah but what if up/downslashes did 1 damage and side slashes were ranged but also did nothing
and also made you deaf
this tbh
this feels right
it should've been a rickroll
i don't have sound
ever?
no the gif
yeah but the point is to mix the two
whyd u kill him ;c
is that a slime
on an unrelated note, running in the 90s is a fucking banger
it's a gumdrop
it is tbh
i have no clue how the sprites work
is this why we don't have woke mod
no
looks balanced

wtf
LMAO
is this shitmodst 2
This was the first Hollow Knight mod ever
never finished or even releaased
Hollow Knight Repainted
wait i think the reason i didn't have sound is because yt was muted
told u
wtf
nice
oh
delet this
oh
but yeah to whoever asked it's as fast as you can swing
oh no
tfw
@ shadoe
sharp shadow charm
it drops nail damage by a quarter but I dunno if that's too light
nah leave it like that
wait so why do other people like not talk here
ill write a script that mashes the button for me
most people just stay in #hk-discussion arguing about what % of hornet is void
Woah uh hey KDT or anyone else who might know does adding a ParticleSystem automatically add a ParticleSystemRenderer?
I got this weird message in my log:
Can't add component 'ParticleSystemRenderer' to knightRadiantParticles because such a component is already added to the game object!
with this code:
knightRadiantEffect = new GameObject("knightRadiantParticles", typeof(ParticleSystem), typeof(ParticleSystemRenderer));
100% obv
this is supposed to be modding but half the time it isnt
Gra
yes
dow!
doh
graa
the burn on my hand is hurting aganiertb
a clear sign that I need to make more things
is this 56
aganiertb
agonyrtb
speaking of agony
my initial concept for thorns of agony glorify was a damage aura that did 0.5 nail damage every half second to enemies with nail range, but I dunno if that's doable
you mean dcrest
nah, thorns
make everything fucking die if you get hit
dcrest is cursed
you could make it do 1.0 nail damage every one second
That's already a feature on old patches
but no luck on the half damage
You could make thorns stay active forever
inf thorns is the best way to do hornet
i have no idea if this will work for you
"1600 (1600x1200) - This mode requires a high-end monitor and a high-performance card"
excuse me what
what
high-end 
does laser league just hate res
to be tbh only 3 res options in the ingame settings
one is 1536x864
it looks like a fun game
aaaaaaaa but if I print the scene gameobjects with modcommon it shows the boss as in that scene
using Scene.PrintHierarchy
meme
well at least I beat my last best score of 3 stars
but uh apparently none of the code I added worked
gj
also random bosses are in _boss scenes while the others are just in the scene
good consistency
I noticed that but uh
nuke meme
ok I have no hecking clue why my code isn't working
feck

I have no fecking clue why my code isn't working
darn
moth*rfucker
motherhecker
welp found a UI bug at least
also the difficulty to get 5 stars is crazy, it's basically about as hard as getting FC
what's fc
failed champion?
full combo
to get 5 stars rn requires less than 3 fails for every 100 hits
I might lower it a lot
but also the unicode star is almost as big as a tab
for some reason
is hk a rhythm game now
no it's dmc4
ah
I mean this is a rhythm mod
๐ธ ๐ฅ
ok it's actually adding the thing it's just false knight never actually uses the state I added
hmm
or Mato for that matter
wait a second is Mato the first one you fight?
or is it Oro?
oro is the first one
I have a really weird thought that they might be named backwards
that's the only possible explanation I can think of for why it won't work
the first one uses the dash slash
oro teaches you the dash slash
ergo the first one is oro
in code they're basically identical
Mato even has a state called "Call Mato"
so idk maybe Mato is actually Oro
ยฏ_(ใ)_/ยฏ
56 ur fast with the announcements react
can someone explain the lettuce
it's sean's twitch subscriber emote
twitch prime to be tbh
ok
having a bizarre issue
tl;dr glorification sprites only update for half the charms in the list
[INFO]:[Exaltation] - Charm 3 is glorified!
[INFO]:[Exaltation] - Charm 4 is glorified!
[INFO]:[Exaltation] - Charm 6 is glorified!
[INFO]:[Exaltation] - Charm 1 is glorified!
[INFO]:[Exaltation] - Charm 3 is glorified!
[INFO]:[Exaltation] - Charm 4 is glorified!
[INFO]:[Exaltation] - Charm 6 is glorified!
[INFO]:[Exaltation] - Charm glorification set to False
[INFO]:[Exaltation] - Charm 1 is NOT glorified!
[INFO]:[Exaltation] - Charm 3 is NOT glorified!
[INFO]:[Exaltation] - Charm 4 is NOT glorified!
[INFO]:[Exaltation] - Charm 6 is NOT glorified!
[INFO]:[Exaltation] - Charm 19 is NOT glorified!
[INFO]:[Exaltation] - Charm 31 is NOT glorified!
[INFO]:[Exaltation] - Charm 32 is NOT glorified!
[INFO]:[Exaltation] - Charm 37 is NOT glorified!
[INFO]:[Exaltation] - Charm 1 is NOT glorified!
[INFO]:[Exaltation] - Charm 3 is NOT glorified!
[INFO]:[Exaltation] - Charm 4 is NOT glorified!
[INFO]:[Exaltation] - Charm 6 is NOT glorified!
[INFO]:[Exaltation] - Charm 19 is NOT glorified!
[INFO]:[Exaltation] - Charm 31 is NOT glorified!
[INFO]:[Exaltation] - Charm 32 is NOT glorified!
[INFO]:[Exaltation] - Charm 37 is NOT glorified!
relevant code is uh
{
foreach ( int i in CharmNums ) //num num =^.^=
{
CachedSprites.Add(i.ToString(), CharmIconList.Instance.spriteList[i]);
}
Log("Created cached sprites for all charms");
}
foreach ( int i in CharmNums) //okay I want to die after writing that first comment
{
if(IsGlorified(i.ToString()))
{
Log("Charm " + i + " is glorified!");
CharmIconList.Instance.spriteList[i] = Sprites["Exaltation.Resources.Charms." + i + ".png"];
}
else
{
Log("Charm " + i + " is NOT glorified!");
CharmIconList.Instance.spriteList[i] = CachedSprites[i.ToString()];
}
//CharmIconList.Instance.spriteList[i] = IsGlorified(i.ToString()) ? Sprites["Exaltation.Resources.Charms." + i + ".png"] : CachedSprites[i.ToString()];
}```
that calls each frame
(yeah it could be more efficient I'll optimize later)
56 just had a stroke reading that
u right
well I'm at a loss here
is this
hallownest's hit new pastry
public global int[] CharmNums = new int[] { 1, 3, 4, 6, 19, 31, 32, 37 }; //the charm numbers that can be glorified go here for sprites and the like
how about now
ee
ee
funny story
5
555555
it doesn't because I was literally too lazy to determine the substring arguments I would need
so I just did the whole file name lmfao
PAINNNNNNNNNNNN
Call Mato is unused even tho the fsm thing seems like it should be used considering it claims to be called after Death Type
cachedsprites is the path to the vanilla sprites for the charms, so that either
- I can see at a glance if it's glorified
- I can allow the player to deglorify if they want without having the sprites stuck as glorified until reload
ok that makes sense
most of this code is probably awful but it doesn't affect my performance so I'm not going to care until I need to optimize
why's the else there tho

why would it not be
no reason for it unless you've already implemented deglorifying imo
well I had the log there because I couldn't figure out why I was having issues
might still need it if this patch doesn't fix it
can someone ping me in #297468195026239489 rq
I haven't actually implemented proper glorifying yet, I just smack the H button to swap
what's the problem tho
J swaps between wyrmfury/shadefury sprites
oh right
basically, only a few charms would have glorified sprites
did it throw
it turns out it's because i overgeneralized but for FotF I had 6_king.png and 6_shade.png
it was looking for 6.png and didn't find it so it had a stroke and gave up
ye
check output_log whenever something goes weird
half the exceptions are found there
I also could have just used a normal int check instead of all the tostring stuff but I wanted to make it easier on myself so I could do stuff like this
geo control
what
note this part
it means I don't have to memorize every charm # or refer to them, I can just punch in the name
if that's not backed by a dict i will kms
there's lowercasing in the check itself so it doesn't mix up string casing
got bad news for u bud
delet this
done
like I've mentioned a few times, I'm a giant c# baby and have never properly used the language before now
well, that's not true, I did some terraria modding
is this fabsol
private bool IsGlorified(int i) => IsGlorified("" + i);```
bam
now kill the tostrings
ternary cmm
I was previous using a IsGlorifed(blah) ? x : y but I dunno if that style of if check is the devil or not
burgers fries shake coke nuggets
haha yes
is "" + i faster than i.ToString()?
fair
bug report for debugmod on pressing f5. @rain cedar
also have some slight spaghetti afterwards for the fury of the fallen flavors
why isGlorified && setting
is the setting the toggle?
also ToString is faster apparently
understandable
Eh
I don't care
Anything past 1.2.2.1 really I just don't give a shit
That's the last viable speedrun patch
1424 seems pretty viable for 112%
of course, even though I have tons of charm glorifications implemented now I still don't actually know how to implement glorifying them
Steal a shop fsm from somewhere and modify it
I understood most of those words
come on even i know what an fsm is

finite state machine
uh 56 is this the proper way to make an fsmvar?
timeToRestartCD = new FsmFloat {Value = timeToRestart, Name = "timetorestartCD", RawValue = typeof(FsmFloat)};
no
just having Value = timeToRestart causes everything to break but idk what else to add
var re = new FsmVar(typeof(float))
{
floatValue = 10f
};
is there a way to play fancy sounds or not
I want wyrmfury to protect from one fatal hit per rest and I dunno if I can give good feedback on that
i have zero idea how to do that
same
CanvasUtil
I mean I can't help much beyond that but it can draw images on the screen
that's like me asking how to make a cake and you say "flour"
not that I'm faulting you for trying to help
you want code?
create a canvas
then create an image panel
then set the image content on the panel
naw, don't waste your time writing up code that ain't even for something you're making
nah dude I already wrote code for like all of this
basically for your image you do Sprite.Create
and you put a texture which is the actual image and a rect which probably is just the size of the texture.
and is this done every frame?
and you already should have code for making textures since you have custom sprites for your icons
no just once
when you load in an area
sceneloaded hook then, one assumes
and then you can just set the image opacity to 0f when it's not active
with Sprite.color = Color.clear;
the rect is for subtexture sprites
in the case of a texture that only contains one sprite, yes it is just the size of the texture
tbh I make one texture per sprite even in animated things because it's easier for me.
at least when I'm doing it in assembly
in editor having massive spritesheets is easier I assume
But anyway create image panel handles all the unity stuff for you which is always nice and for the RectData nothing there matters unless you're rotating it except:
the first vector which is the scale, probably want 1f, 1f
the last two vectors which are the position of it on the screen. if you set the two position vectors to the same like I did they will represent the middle of the image.
its super easy to do spritesheets in code if you have your sheets setup correctly
that requires making a spritesheet and e
why bother when I can just add 4000 png files to my assembly.
its usually just
for( int i = 0; i < numSprites; i++ ){
x = i *spriteWidth % sheetWidth;
y = i *spriteWidth / sheetWidth;
new Rect(x, y, spriteWidth, spriteHeight);
Sprite.Create(...)
}
iirc
i mean if you wanted to save on vram and speed up gpu calls you'd pack them as tightly as possible into a 2^n square texture
but you probably don't care about that if you're just loading a bunch of pngs into memory Kappa
I'll care about it when my mod starts actually affecting performance which will be never because computers are fast and c# isn't that inefficient.
well c# doesn't even matter here
(and also because I will never serialize every single enemy in the game)
its gpus that are slow at reading textures
so here's what I have right now
I have literally no idea what to do from here
but I will attempt to figure it out
Well I develop all my mods on what is possibly the lowest end GPU that can play HK at a good framerate. it gets only around 40 fps in ToF at 1080p and I have to drop it down. I fight basically every boss at around 70-80 fps and never more for the most part.
no need for that wait tho. you can do it on the load scene unity hook
just make it when you load your mod ๐ค
I suppose the actual icon it would be around the Sprite.Create(
and make it invisible when the gui is also invisible
but I'll need to screw around a bit to figure that out
I use WaitForFinishedEnteringScene. am I a bad person?
not sure how to transform a sprite into a 2d texture
other way around
you make textures into sprites
textures being serialized images basically
there's already code that creates sprites from all the resources elsewhere, would I be able to use the sprite from that?
well supposedly I need to be using a sprite for this UI element
my friend I have LITERALLY no idea what I'm doing
I'm doing this all by ear based on blind luck
i'm shocked I've gotten this far already truth be told
I'm shocked you know how to use coroutines.
but also
if it works and it's dumb
it's not dumb
I have only a vague idea what a coroutine is
I assume it runs alongside of the main thing instead of inside of it
it's just a function that runs, and then stops when it hits a yield return, and then runs again.
it doesn't run in parallel so no need to worry about race conditions or anything silly like that
unity runs all the coroutines one after another in order.
some order, idk which order
is there a way to modify the image of the gameobject for the icon once it's been made?
it obviously needs to change once the hit is absorbed
you mean the Image?
this one, ignore the comment
WyrmFuryIcon.GetComponent<Image>().sprite probably
unless that returns the actual Image directly which it might
nope it returns the panel, so yeah its that above
so this should in THEORY work
Yeah I change sprites in the same way for randomizer
string iconPrefix = Settings.FotFShade ? "Shade" : "Wyrm";
string iconSuffix = WyrmFuryDeathProtection ? "Icon" : "Broken";
WyrmFuryPicture.sprite = Sprites[$"Exaltation.Resources.{iconPrefix}fury{iconSuffix}.png"];```
Are you definitely calling SceneLoaded?
Oh wait string parameter
You're using the ModHooks one
Idk if that works, nobody uses that
UnityEngine.SceneManagement.SceneManager.sceneLoaded
let me try seeing if it works in Initialize first since I'm generally unwilling to override
That's a hook too though
ur a hook
probably old habits ingrained into me from other code where not making your own thing/taking the safest route usually broke everything ever
well I mean
it works
LMFAO
btw the last three lines in your iconload function you don't need to copy from my code. They're for filling a combo bar (Type.Filled basically lets you enter a fill amount and only that portion of the image will be visible). In rectdata your image size is set at 300f x 100f which is why it looks so stretched out.
yeah I imagined
not sure where best to position the icon though
below the soul bar one assumes, but
although if you want a hacky way of hiding the image you could keep it and just set fillAmount to 0f
instead of setting the color to clear
pretty sure you can just disable it
probably that's another way to do it
there's probably 1000 ways to make an image not appear.
canvas.GetComponent<CanvasGroup>().alpha = 0f lets you set the transparency of everything
and I think canvas.GetComponent<CanvasGroup>().gameObject.SetActive(false) prevents it from actually processing it which is probably the best way to do it
or just store the gameobject in a var and then no need to run GetComponent
which is probably faster than running GetComponent
but tbh none of these optimizations matter
you'd be hard pressed to make the game run any slower than it already does, unless you plan on making a thousand of these icons.
and having them all show up at once
yeah but with the canvas group you can use the
CanvasUtil.FadeInCanvasGroup(canvas.GetComponent<CanvasGroup>()) coroutine to make it fade back in nicely 
is there a way to check that other UI elements are hidden?
GameCameras.instance.hudCanvas.gameObject.active
Probably
you should be able to find a reference to a sprite thats also on the hud, instantiate a new one, set its parent to whatever you instatantiated froms parent and change its sprite + position
I see
I'm quite happy with this
here it is after already triggering
thanks y'all for the help with getting this damn thing set up lmao
looks good now, except for that it stays up when the inventory is open
Heyy, thats pretty good
ey angle im doing this right?
fireball = HeroController.instance.spell1Prefab;
fireball.transform.Rotate(0,0,0);
fireball.Spawn(HeroController.instance.transform.position + new Vector3(0f, .6f, 0f));
a glance tells me it might work, but you'd have to test ingame
yeah its casting it normally but the rotation doesnt happen
thats rotate
not rotation
you should probably rotate the game object that fireball.Spawn returns
as fireball = HeroController.instance.spell1Prefab; is almost guaranteed to be a shallow copy
kk ty ill try that
okay its rotating the sprite itself but im trying to rotate where its headed/direction instead
pretty sure im fucking with the wrong property 
you are
would 2-notch hiveblood for glorified be too strong?
I'm not sure if 2 or 3 notches is better here
noice
i honestly love how quick slash is literally just the WP sawblade
how much did you scale it from?
ST makes you do a lot less damage per swing but you can basically mash the swing button and it swings as fast as you can press
what do you mean scale it from?
Are you making a mod?
mhm
currently calling it Exaltation, trying to implement glorification through modding
also isnt there another float that affects attack length? iirc
though I'm still lost as to how they'll be glorified
not sure about that
I think it may just be charm hardcoded
also isnt there another float that affects attack length? iirc
thanks :>
mostly just made as a learning exercise as I haven't really messed with c# before
I think for one of these I want to make it instantly restore soul when sitting at a bench when you have salubra's blessing (so you don't have to sit around while she screams at you) but I dunno which one
qol ๐
Glorification was an inside job /s
I think this looks fittingly salubra-y
kinda strange, but I have mostly just colorswapping tools
this is for soul catcher right?
what stat changes are you giving it?
also i think i know why i cant rotate the fireball direction, the spell prefab already has its own action for when youre facing left to cast it to the left, and facing right to cast it to the right
I'm planning on mostly just the resting change since SC as it is is already quite efficient
it would also overlap with grubsong which gives you more soul on hit depending on missing hp
makes sense
Looks cool but you can clearly see it was modified by just color swapping..
Maybe if you were to color different areas of it induvidually it'd look better
I'll have to look into it when I next wake up
That's probably the one I'm most dissatisfied with, really, the rest are quite good
Using a mask tool + layers really helps
ooooh pretty
Those are really good
If I were more arsty I could make them myself, but those are both modifications of existing ones
you can try asking for art discussion tho right?
First one is FotF upgrade, by being darker and having outlines around white eyes; second is Sprintmaster recolored, with the nostrils removed and eyes rotated
And yeah, I could, but I don't understand art concepts well and struggle to learn
I struggled hard enough getting the dang HUD working
last time i made a ui, only made a text one and... and basically said fuck it lmao
Protects from one fatal hit
so youre doing fine as it is
one fatal hit and then you gotta rest?
ye, similar to baldur shell and healing
oh so you replaced the baldur UI icon for that?
stalwart shell too
the glorified version reduces 2-mask hits to 1 mask
3 to 2, 4 to 3, and so on
may be too strong but I'm currently unsure
perhaps I'll make it so that it can use up soul to negate damage instead
50% per mask maybe, only absorbs one mask per hit
50% to block a hit
it'd be basically doing the same thing but with a cost
healing's a lot less easy to do in stressful situations ye
for PV and NKG I never healed at all, just used soul on spells
ye, glorified version also increases soul on nail hits depending on lost health
I'm going to have to do a balance pass before I go much further because some of these charms are far better than anything in vanilla
grubsong + elegy every second hit you dont take damage
plus with soul from nail hits
some like dashmaster which is just 1 notch cheaper aren't bad, but grubsong becomes a better soul eater after 3 masks of damage for 1 notch
Todo: 1% per mask on grubsong instead of 3%, stalwart shell soul cost
the rest should be ok
shaman stone being a flat buff might need addressing as will steel tempest effectively removing swing cd
that's for a time when it's NOT 6 am though
yes dont be a 56
h
also 56 i think the reason i cant rotate the object is because the SpellPrefab has its own FSM that has the Cast Right and Cast Left which pretty much dictates where it goes, so i did some digging up on its fsm and hierarchy
and tried doing something like this
castfireball = HeroController.instance.spell1Prefab.LocateMyFSM("Fireball Cast");
then hopefully i can manipulate castfireball's state with this
castfireball.GetAction("Cast Right", 5)
remove the FSM's rotation actions
this means it got removed successfully yes?
something something, no lore something
also no point in removing those actions cuz apparently the prefab is unaffected
clone the prefab and then remove them
by clone you mean
GameObject fireball = HeroController.Instance.Spellprefab1
yes?
no that's just a ref
ohhh its
GameObject clone = Instantiate(HeroController.Instance.Spellprefab1)
according to the docs at least
the clone?
so in pseudocode terms
- clone with instantiate
- get the clone's fsm
- delete the needed action from that fsm
- dontdestroyonload
- setinactive?
I think so
wait so i have to do this while in game? the instantiate i mean, not at the Start() method? nvm i think im just tired which is me asking all of these dumb question

Nice, well done!
ive been searching for tutorials and been moving stuff on my code for like, close to 5 hours already jesus
vid when
literally i only removed the sound, i havent done the spell scale size and the rotation direction
but hey 1 down.... 50+ more to go
How is the gun model
Uhh i havent started on the sprites stuff yet
~~and inb4 its gonna take 2 more weeks for me to fix that
~~
something something the last 10% takes 99% to work on
how do you become god at fsm do you dip yourself in a vat full of them for 10 hours straight
i dont see the problem with that then /s
You have to be held by your heel so as to not be entirely consumed by the FSMs
And you have to wear an fsm-proof vest
But if someone shoots you in the heel you lose all your powers?
Anyway.
Hello everyone. How did you all get started on modding? The Steam community is currently full of people asking for changes to Pantheons and if Team Cherry don't implement anything I want to see if I can mod the game myself.
Xhuis u here?
Anyway, we have a modding api which is a slightly modified assembly of the game which allows us to inject our own code
there's documentation for it... Somewhere
Personally, I recommend opening up other people's mods and looking at them
there's a few mods on GitHub you can check out
and he ded
also I'm really sorry for yesterday 753
the shithmodst2 plans were just too saucy and I couldn't help myself

Thanks, I appreciate it.
On a somewhat related note, who is currently maintaining the Randomizer Mod?
sean, as always
I might need to put some shitmodst mechanics into Lightbringer
u mean the play lightbringer part
replace the actual lance with that text imo
so it's a meta game
you're shooting "play lightbringer" into enemies
it's code for shilling your own mod
So essentially 56's Ur Mum Gay mod but with Play Lightbringer instead
just overlay play lightbringer on every spritesheet
Godmaster was good, but not "Play Lightbringer" good
Verulean played through all of HK twice for Shitmodst, he used an old save for Godmaster
One is an update that doesn't change the game enough to make people wanna start from the beginning and the other is shitmodst
Does enemy randomiser work in god master? And more importantly, work in the eternal ordeal???
does grey prince zote have the same HP on all difficulties or is the wiki not updated yet?
ok so the wiki must just have it in there as a placeholder
Huh I'm getting not shit at this game.
Which panth is this
Inserted action into [Brothers.Oro][nailmaster][Call Mato]
panth 1
ofc
Combomod 0.1 now works with every pantheon and (probably) pauses when it should in all cases.
in all the ones I tested it worked but I might have missed an enemy
I would appreciate testing and balance feedback tho
or any feedback
^
But sheโs not
or is she?
Hornet is void
No sheโs not
Yeah she is
No
I canโt tell if your memeing or not
Really I don't give a shit I just think it's funny one of the #hk-lore nerds is over here
Y'all have a 5 page essay about hornet not being void
Hilarious
It was pinned yesterday but it looks like it's gone now
ok well I guess I'm gonna FC trial 1 all bindings and if I do it I'll release Glorious Combos.
no way in hecc I could fc any of the other trials tho
I have ascended with gorb!
what?
is that just a language thing?
oh
wow aladdin made gorb
ok all bindings mawlek is actually really hard
no just dash

if you play him safe he's free
can I play him safe and still get hits in every 6 seconds?
just dash lol 4head
hit him all the time and step back a bit when his scythe glows
rinse and repeat
if he spits you pogo him 3 times and go back otherwise he might jump on you
its literally normal mawlek but slower
oh wow ok
u ever thought about how all binds has less damage but it takes longer
it might even be faster than normal mawlek
because you have spells
unless you fight mawlek with spells in your playthroughs in which case u gay
It's ok I understand you completely
english is hard
It's just like business days
well I beat mawlek now to figure out oro and sheo. this is harder than I thought. probably can't fc it or ever get 4 stars.
oro and mato
does anyone here know why the zote theme unlock doesnt appear on my other computer with the same save?
yeah. cuz you didn't do it on that computer
you have to complete the challenge for it to be logged in the system registry
it's not stored in the save file
...Zote theme?
the title screen
even for all new enemies and panth bosses? nice
i believe so, i havent tried it yet
We should have like.... a modding announcements/updates channel
so we have a log of when and if things are updated
speaking of announcements. I just added Glorious Combos to the mod installer!
yeah good idea
just read every message lol
actually if they ever add a modding announcements channel I won't be able to speak in it
so
ยฏ_(ใ)_/ยฏ
But yeah my combo mod is out or something idk
Is that a pinned msg Angle?

Combo mod
lol I can't pin messages and I don't think "a new mod is out" is worth a pin
not even for lightbringer
Is the shade health set in an fsm? I can't find it
shade doesn't have a healthmanager component?
modcommon gameobject dump of it
or just check
shade.GetComponent<HealthManager>();
and see if it's nulll
ModInstaller
rip
Look for heath_manager or health_manager_enemy iirc
don't call my version weird 
I never do speedrunning so I forget that people actually have fun playing the game that way
Check bonfire/blackmoth's older versions
Wow rude
I used those then
hey you get your enjoyment however you want. it's just personally never interested me
It shows all bars instantly, without hitting stuff
Door
Then its not meme
it would be neat if someone made an infinite pv mod
It's the memest of memes
it would be neat if you did that js
um
i don't have any knowledge of how to make mods
is the modinstaller itself not working or are the mods not working
the first one
ok
i had that problem before and i just reinstalled it
have you used mods before?
install?
reinstalled as in redownloaded modinstaller and ran it again
hm
What error
verify steam integrity
i don't have steam hollow knight
is there any knowledge on how the playercontoller instance var focusMP_amount functions?
GoG?
yuh
it appears to function normally with an override of 33, but setting it to 25 makes it take double soul instead
it's rather bizarre
you forgot to set the path to gogs path
@fair rampart it's the SOUL cost for Focus
that's why I'm confused
if that were the case, setting it to 25 should make it consume 25% soul, no?
no
but it makes it consume 2/3 of the meter instead
it's a flat number
SOUL is not a %
^

so what is 25% of the soul bar in those terms
b/c "33" takes up 1/3 of it
you see my confusion here
Petrichor delete ModInstaller folder in appdata and try again
the focus amount is set on rest
on rest 
starting with a full soul meter
Xhu I don't remember the specifics, but you can check how I change focus cost on bonfire
Soul meter might change 11 by 11
It does not
no?
oh, fun
it appears to consume exactly 2/3 of the bar as it drained exactly 2 soul vessels to refill when I put on soul vessels and tried it
you have some nice games there
perhaps it's just not capable of handling values below 2/3?
Uhhh
no because i have mine set to 1 and it only costs 1 soul to fucus
but my thing looks different from yours
did you make a new file then try to focus
You can check it if you want to, it's on my github
because save files also have a soul cost for focus value
try it then come back
supposedly this makes it use all your soul
//note to make this work with less than 33 soul, you will need to change the focus MP amount
public float FocusCostCalc(){
return (float)PlayerData.instance.GetInt("MPCharge") / 33.0f;
}```
no idea how that's supposed to work...
and like I mentioned, it would not change the values because it updates on rest when the charm is equipped
I've set it to other values above 33 and had it change fine
not sure where to get the save file from either, but I'll look around for a hook
gimme a sec

manually
which would be how
it would seem that I am already changing the save file variable
pins
pd.focusMP_amount = WearingGlorifiedCharm("InmostFocus") ? INMOST_FOCUS_HEAL_COST : BASE_HEAL_COST;
pd = playerdata
of.... modding help
i think has the step by step
and a video
so you can learn how to copy/paste
like the pros
Ctrl+c/ctrl-v for days
writing your own code ๐ด
copying code 
copying code with clicking only 
might have found the issue, in fact
I was checking for glorified inmost focus, which doesn't exist, because inmost focus is glorified deep focus
let's see if this fixes it
Uh hey guys. I know it's scummy but I was wondering if someone could help me with the infinite health cheat ^^; I have no idea how mods work.
not updated yet I don't think
Infinite health? Which mod is that?
hmm, now it seems to draw 25% soul correctly but then drops it by another 33%
i have a better idea
this is so bizarre
you can make yourself invulnerable through your save file
I don't know if that will help tho.
Petrichor if you can't wait for me to get home and fix the installer, just rename your folder to Hollow Knight
Flower get the debug mod and enable infinite health on it
How would I get the debug mod?
Installer in pins
๐
@solemn rivet

Uh which pin?
well, now the focus amt is setting correctly, but anything that isn't just 33 will consume 33 extra soul after the heal
Uhhh
did you try making a new file
I didn't need to because the save file's focus cost is changed
this is what it looks like in the save file editor without changing a thing
Xhu check the focus method in dnspy

