#archived-modding-development
1 messages · Page 183 of 1
yeah that 100% needs to changhe
speaking of which
should i be using stuff like debug or healthbars for my p5 run
13
wow if it was 1 higher greatslash would oneshot aspids
does it?
I'm like 99% sure
it shouldn't if it's 13
it should be mathematically impossible
they have 35 hp, no?
pure nail + great slash = oneshots primal aspid
they have 35 health and i checked that with debug
because 13 * 2.5 = 33
sharpened
yeah we dont have 21 damage
and saw "primal aspid great slash"
I know they have 35 hp because I made max level grimmchild do exactly 35 dmg to screw them
just believe in urself and your faith will do the rest of the damage
haha thats great aa
heck
no swearing 😡
tbh DLK it makes sense to restrict even seemingly innocent mods such as hpbars
i'd say debug is more innocent than hpbars
because they take away stuff like figuring out who is who in boss fights with multiple enemies
as long as i stream it and dont touch debug it does nothing
I mean people do runs with hp bars and nobody complains
hpbars actually gives some p useful information
yeah
but you can cheat silently with debug
I disagree that it's that useful tbh. kinda antiuseful if you change your strat half way through
AA I mean like
not that im even close to winning that anyway
take Oro+Mato
if you're not used to telling who's who, you can't easily predict their nail arts
tbf in that specific situation its easy to tell them apart because each one has a different nail art
but with hpbars you can just keep track of their hp
and that becomes a non-issue
yeah, they do
but the charge is the same
don't they look different
or is it not?
I know
that's what I do
but, again, hpbars help with that
it' s not cheating, but
some might consider it so
yeah
ok
it's like those Hearthstone addons that keep track of your cards
so you know which cards are left in the deck
I don't even think hpbars is useful and when I used it it made me worse because I'd see an enemy is low and just rush them down
technically you can do that by yourself
AA do you even Dark Souls m8
never greed a kill
I greeded a lot of kills in salt
and it worked really well
actually salt is weird
unless you can afford to pay the price
the bosses get easier the further into the game but the normal enemies get harder
well, yeah
is this gungeon
I skipped quite a bit of the game tbh
still took me 23 odd hours because dagger sucks
but I did it with dagger so
go me I guess
gg
I did single dagger, no lefthanded thing
actually awful
I was doing like 44 damage by the end at around level 70
I didn't know scissors were op until I watched some speedruns
I thought every end game weapon was kinda the same
I went into it knowing daggers were shit tho so it's my fault
I wanted a challenge
tbh I mostly wanted all the rumors about dark souls difficulty to be true
well
and if it takes handicapping myself to make it so then so be it
s&s is... Way easier
I mean the timings on S&S are wayyyy more generous
like for comparison a game like slain gives you about a 4 frame window to parry
I hate slain
but salt gives you like 90 frames to dodgeroll
I beat slain once and never touched it again
it's fine
well, idk if it's 90 frames
it's not amazing
DkS's rolls are somewhere around 15 frames iirc
maybe 13
idk
don't quote me on that
well I mean you have like 90 frames to dodge an enemy because it takes them a second and a half or so to attack but if you're already in another attack animation then that time goes down.
yeah
some enemies are faster ofc
that's one thing S&S does really well tho
telegraphing
even faster enemies have very clear tells for their moves
the worst offender in that category for me is the third lamb
hate that boss
is this isaac
ye
one thing I don't like about S&S and idk if it's a darksouls thing or an S&S thing but I really hate how your max hp goes down as you take damage and by quite a lot too at least in my playing
no, that's S&S
it's kinda Souls-inspired, but that's all S&S
each souls game does it differently
heres the thing: normally you wanna save your healing things until you're low but it's a risk reward type thing where if you use them when you're not low you risk wasting them.
But it ruins this by basically saying: "If you take the risk of using healing items when you're low we will punish you"
then dont take damage
in DS1 you have "human" and "hollow" states. If you die human, you go hollow and lose 1/2 max hp.
in DS2 every time you die you lose some hp until you have only half left
I think it's like 1/10 every time
so normally when you're half hp you have to decide if it's worth healing or saving it until you lose even more hp. But the loss of max hp makes this decision really easy: always heal.
dont be half hp
we can't all be gamer gods kurosh
wow am i not dl anymore
some of us die on mantis lords, twice, in steel soul runs.
punishing max hp for dying is ok, but punishing it for taking damage is bad game design imo.
yeah
but it's inspired on that
demon's souls is the one that takes away half your max hp
DS3 is kinda the opposite
you can use an item to increase your max HP till your next death
by like 30%
and the other aspect of game design I found bad was basically the entire leveling system. it forces you into using only a few kinds of weapons which is bad enough but it also doesn't do anything interesting. if you wanna put levels in your game make them unlock new combos or abilities or something, not just boost your stats.
Salt would have been better without levels.
although they would have needed to find something to do with the actual salt iself
and stats only gives more numbers and being able to equip more stuff
tbh that's still better than death's gambit levelling system imo
I hate that
it's shite
Any system that both gives the game a negative difficulty curve while also limiting the player's playstyles fails on two counts.
how does death's gambit do it?
how was death's gambit anyway
i've read some people say it's absolutely great and some say it completely sucks
it was ability point based (kinda like S&S)
but you only have like a miniscule skill tree
and all skills suck
except for like one or two super end game
(nothing against bonfire mod but I didn't like it for the same reason... sorry gradow)
I don't like it either, m8
I love blackmoth tho, that shit's still fun af.
tbf y'all should play Valdis Story
love that game
I used to run it
have a pretty good time too
but the category was discontinued
looks cool
it also has an ability-point levelling system
but there are three ability trees from which you can choose, and the abilities actually do stuff
like, you can gain certain power ups early on
woah I found you on the steam forums for that game
how exactly could I find strings such as the names of attacks? i.e. checking if an attack comes from thorns of agony
(I'm guessing it's you considering the same name, hollow knight background, and level 5 hollow knight badge)
yeah, I was pretty involved with that game
well
yeah, that's me
I know some attacks have certain type names
i.e. vengeful spirit is Fireball, ground pound is Hit L and Hit R
it does look like a fun game
well
those are the fsms
just to close up on valdis story shilling
it has a combo system AA
I've been told that an "fsm dump" would be helpful
you do more damage, get better heals (if you have life steal) and get exp multiplier for better combos
that was actually a big part of the old strat
you'd be underlevelled 90% of the run
then you'd no-hit an end-game boss with a high combo meter
and instantly BOOM
level 20
it was nuts
like 10x multiplier
Xhu so
(tbh idk if adding a combo system to HK was a good idea it just seemed like something worth trying to see if it would be fun or not in GM and I'm still undecided on if it's fun.)
you can try taking a look at the AttackTypes enum
also, try checking the HitInstance in TakeDamage
it might be of help
aside from that, the only thing I can say is to dump the knight's fsms and check them manually
PrintSceneHierarchyTree is your friend
AA it feels kinda out of place because the knight has basically only one move
the fun part in combos is chaining moves together
I know I just wanted to figure out some way to reward skillful play.
DMC is basically only famous for that, which idk if it's a good thing
yeah, I gotcha
just sayin
but ur right
I don't even play DMC
the only game I've played with a combo bar recently is clone hero 


(that game technically only has one move)
idk what that is, so I react like I belong to feel part of the group
its like gh3
people have been modding gh3 for like 10 years
god knows why, what an awful game to mod
man, talking about VS made me feel like playing it again
yeah
see ya later scrubs
Bye
cya
nah, I'll never leave ya
nice
we're a family
Well I might. I might go to sleep but not lie and actually stay up an hour later like last time. Or at least try not to.
is there perhaps a function to add a lifeblood mask?
will that update the HUD automatically, tho
you can do that too
there's a method that does that
I think you pass the amount as argument
that would probably help for the baldur shell glorify
gimme uhhh 40 lb masks thank you
Glorified Jonni gives you the blue masks on top of your normal ones
papers

unglorified
glorified
time to add the glorified lifeblood charms
- fragile heart
BIG MASK

here it is w/o fragile heart
does it actually go offscreen or are the other masks just not in the screencap
it literally goes offscreen
wow joni's might finally be wroth using
wroth
i dont see anything wrong with that word
Indeed
I agree with FoldingPapers
here's all the charms that have glorified variants so far, presenting as bool names
I agree with The God of Gods DLKurosh
absorbs a hit that would kill you
and then activates?
nuh, it activates at 1 HP like usual but also absorbs a hit while at 1 HP
Look at this please
https://github.com/FoldingPapers/NewFotF/blob/master/ClassLibrary2/NewFoTF.cs
what it do
slowly boosts your damage as you lose health
neato burrito
What?
I kinda have one like that in glorified grubsong
i am calling the fbi as we speak
it gives you more soul on hit as you take more dmg
send me to jail Please
why would you go to jail you are the nicest guy on planet earth
xhuis, on the other hand, is a filthy criminal 😠
whymst the fucc are wingmoulds rng im sol mad
shit you got me again
I wonder why
hmm, what to glorify next
papers you are already glorious
Not as glorious as you
also, how do I get an FSM dump?
arguable
also just kith
FSM dump of what?
strings and dictionaries ideally
I'd like to let attunement/whatever it is that lets you glorify charms be visible on the godtuner desc
but I would have to override the godtuner description call
though, for that, I need the string that refers to it
thanks to the glorious glorious h 56
@copper nacelle is there a way to permanently set my hazard respawn at the beginning of a room?
the second pop room, specifically
are you cheating for sub2:20
i am cheating for practice
also do you happen to know what exactly is allowed for speedruns
say, if i were to have a mod that killed me when pressed a button
everything
unmodded
but monstah does have at least one mod in his run
that's really the only rule
which is why im asking
no third party
he doesn't use it idk
¿?¿?
ask monstah
the only reason api isn't allowed for runs is because faster quitout
you never quitout in pop
ok
ill just go unmodded
also i didnt know it let you quitout faster
huh
i was asking because having something to reset runs faster would be really useful
so i wanted to know if something along those lines was allowed
use kry's 1028 savestate mod

it quitouts faster because it unlocks the cursor
i see
the only mod allowed is for all glitches, b/c it allows that category to even happen by extending each transition by 1s
i think what monstah has is just some info program
yeah that makes sense
it tells him the hazard respawn resets whenever he touches the ground
which is when it resets
if monstah really has mods installed during his run, then it should be caught during run verification
nah its probably not a mod
my only problem now is i make it to the second tunnel faster than trinomi
and i bump into the saw 
actually no i dont wtf 
i need sleep
have you tried sleeping before 7am
is this 56
i do make it very slightly faster than him but thats not the reason im bumping into the saw 🤔
im just bad
so are you actually a bat irl
uʍop ǝpᴉsdn ǝʌᴉl ᴉ ɥɐǝʎ
you live in australia?
yeah my dad is team cherry
don't tell your dad about aa's mods
i hate this stupid dash so much
is this the new and old collector
no because you can actually get good at the dash
collector is free lol
he doesn't have school so probably not
do you think that doing this is faster
probably not
i can go up from the wall pretty damn fast
regain dash
do this stay woke

learn how to fly with the monarch wings instead of just double jumping
then you can do it even easier
also you mentioned cancelling the cdash on the wall before
eh nvm its prob not faster
is it better than shriek skip
i still think normal strat is just as fast as shriek skip
shriek skip without the shriek lol
yeah that sounds fast
is it second or first half of that room
o
is this sub 2:15
have you considered fireball skips anywhere
i've thought about skips with sharp shadow
the best thing i found was the last room cycle
which is huge
oh wait
but not enough to get it to sub 2:15 lol
couldn't you fireball the second to last wingmould in first room
you don't gain pogo height
it's faster right
lovely
I'm about to watch your run on pop now
the one in the very very long thing?
or the one before that
the first half
tbh you could fireball instead of shriek skip i think
if you just need the tiniest stall
fireball him
unless you can just dash past him with sharp shadow
im not sure how that's useful
that'd be cooler
actually no it wouldn't because left saw would be in the bottom
so you'd have to wait for it to go up
just use wings + fireball for the wingmould before it 
you'd have to save like 3 or 4 seconds to actually make a new cycle there
and the current cycle is already tight
yeah i don't see a godder cycle
wings are so slow tho
Nice work but pre lifeblood patch, yuk :p
Dive
just pogo lol

that saves walking left
ohh yeah
eats your dash
unless you wanna wings > dash
more reason to dive then huh
idk
perhaps
absolute garbage
So I was thinking in HK graig edit to separate the charms into classes, then have separte notches for each class. Combat/Movement/Utility.
triple overcharm stay woke
That way you are limited to not just use all combat charms, I dunno its still a half baked idea
I like the idea of more of the other charms being used. A lot of them would need a rework.
Oh and when you get a charm notch you can allocate it
yeah atm there's a couple charms that just dominate everything
and most of them dont see use which is sad
1424 is the optimal pop patch because of buffed sprintmaster change my mind
Tbh I think there is just too many charms, I would probably cut it down
I mean variety is good too though so yeah idk either
but is there actually variety
like, the charms exist
but there's not really a reason to use them
if you want to go for a meta build you just get shaman stone fstrength and all that crap
there's no place for, say, thorns of agony 
tbh too many things are named ss please rename things that are ss to something not ss
steel soul spore shroom
shit there are way too many ss
heckk
I have a good amount of glorifiables now but I still dunno what I should implement with regards to actually glorifying them
ideally you'd get a currency through pantheons and be able to spend that to glorify but I have no idea where to even begin with that, or how to check for bindings and panth completion
oh yeah, that was me about WD
so it it lb hearts then, thought it was to do with them
yeah
theres also a weird leg eater bug with the discounts now
you can get the price down to 0 if you leave and reenter the shop with defenders crest
Oh lol....
lol nice
I think I know why that's doing that.. Lol I'll tell them
but yeah the lifeblood heart bug is worse
I'm talking about leg eater, no idea about the HP but I'll report it too hehe
o
@hollow pier https://www.youtube.com/watch?v=J1eBCVztoCM
new second to last room, a bit sloppy at the end but you get the gist of it
voidtuner!
is it supposed to just be a black screen
no
also that looks hecking cool af
yeah something like that
going to sleep because I'm not grimm
I wonder if it's possible to change the sprite of the void heart
This is really my first time dropping in here but I’m curious just in general...what is the most common/popular thing to be modded in the game in this server?
Ahhhh. Didn’t know if it was a cosmetic group or a gameplay group or what.
@copper nacelle is it possible to change the void heart sprite?
cosmetics are a lot harder to do than gameplay but are perfectly doable
mostly, that is
Anyways carry on I don’t really have a dog in this fight lol just making some inquiries.
@warped sinew Sorry to ping you, but about the damage with lifeblood hearts, it may also be happening with fragile heart as well.
now I just need to change the sprite...
I want to make it this, but I dunno if I can
Ok
Arcane egg is my favorite charm
Hey everyone ! Do you think it's possible to create a mod where you can see how much damage you dealt when you hit an enemy? Would be useful to chose what charms/attacks to use, because I'm not sure the damage values in the wiki are correct (Thorns of Agony = 2x nail ? Don't think so). I'm not too fond of health bars as it's not as precise and kinda kills the suspense for me. Is it even possible to instantiate text assets from a mod in-game/in combat ? Thanks 😃
airport boys!
@rain cedar excuse you, it's an arcane egg with a white bit
the name of it is "esoteric egg" so yeah, I know, I know
@cunning lagoon debug has a set hazard respawn iirc
@fair rampart yes
if it's like fstr then it'll be in some random FSM action
like this is how you set fstr
GameManager.instance.inventoryFSM.gameObject.FindGameObjectInChildren("25")
.LocateMyFSM("charm_show_if_collected").GetAction<SetSpriteRendererSprite>("Glass Attack", 2).sprite
.Value = Sprites["Charms.brokestr"];
56 you got any code that involves create new actions?
i mean removing actions then adding a new one
i wanna mimic the fluke's using FlingObjectFromGlobalPool instead of SpawnObjectFromGlobalPool
yeah
Lostlord too?
public static void RemoveAnim(PlayMakerFSM fsm, string stateName, int index)
{
Tk2dPlayAnimationWithEvents anim = fsm.GetAction<Tk2dPlayAnimationWithEvents>(stateName, index);
FsmEvent @event = new FsmEvent(anim.animationCompleteEvent ?? anim.animationTriggerEvent);
fsm.RemoveAction(stateName, index);
fsm.InsertAction(stateName, new NextFrameEvent
{
sendEvent = @event,
Active = true,
Enabled = true
}, index);
}
big mc thankies
so i just tried out that bindings mod
either it sets the nail damage too low or the "woke" versions of bosses are buffed
doesn't ascended have like 25% more hp
the primal aspids dont get any more hp in the collector fight
they should have 35
they should die in 3 hits
but with bindings mod its like 5
wtf
that probably why DLK was having so much trouble
if you check in debug it's def set to 13
i tested it with a save file i made that set nail damage to 13, and i did the ascended fight
they died in three hits
which is correct
nice
whoops
i never put the bug fixed bindings on the drive
the old one sometimes set damage back to 21 when you died
ok yer its working normal now hehe

are the nail bind and charm bind HUD pics supposed to appear?
no
maybe i should try adding that again
last time it just broke all the bindings
wait what now all my hp is white?
ui is bad
righto. im only using it for prac anyway
ok now the aspids are dying in two hits... lol
also does modcommon fuck with this at all?
shouldn't
You have an recommendations on editing the prefab itself? what im doing right now is instantiating/cloning at runtime once you attack then editing the values afterwards (again not sure if this is the most efficient way of doing this im just experimenting at this point),
KDT mentioned that the inconsistent sizes are due to the fireball being pooled, so it can range from this
uhh sorry if im dumb but how again?
so do i have to clear the pool everytime i fire? you know what field testing is always the best testing

i love it when the reason something was breaking was cause it was throwing but unity didn't log it
thanks unity
maybe i can actually fix the ui now
you mean like when you accidentally try to configure some values or what not before the herocontroller instance is created then try your mod but nothing is happening until you realize why you fucked up but unity didnt bother saying why? totally
hhhhhh
i swear it's gonna be throwing in the apply bindings method or some nonsense
wow try catching apply bindings worked
is this loss
| ||
|| |_
reeeeeeeeeeeee
is the health binding the only thing thats fucking up right now/
oof
tbh
just gonna apply bindings myself again
maybe i can actually fix all this stuff now
hero controller wasn't set in the main menu how unexpected
i bet it's gonna be something like waiting 5 frames
for the instance to be created?
scene binding check maybe
or maybe it's cause i'm waiting 2 frames
that'd be terrible
not waiting 2 frames causes another error
is this loss
also this
i dont see the problem with that image then /s
i was honestly so fucking wrong when i said "oh wow fsms arent so bad after all" 2 months ago
yes
wow it breaks anyway
thank you dark souls
uhhh
i got the ui to work
but also i don't exist
as in existentially you dont exist irl or do you mean in ga- oh ok
both
same
did you know waiting till the soul orb fsm exists makes you die irl
you have vs, right?
what
Visual Studio
yes
studio visual
ok so you make a new project
class library c#
.net
then you go to references and add Assembly-CSharp.dll as a ref
while you're at it also add UnityEngine, UnityEngine.CoreModule, and PlayMaker imo
should i back up my saves
yes
Project > Add Reference just to be exact (unless youve already dealt with this
)
yes awa suffer with us in the flames and the fsms
make ur first mod cg3
after you've done that you want a class that inherits from Mod
or Modding.Mod if you don't want to have the using statement but not having the using statement is why
no im doing good absrad
absrad already good cmm
ur gay
u
oh fuck i just realize, what if instead of resizing the fireball sprites i just make the replaced sprite smal- oh wait that would just stretch it right
yes
or you could have transparent borders
w/ a tiny fireball in the middle
but don't do that that's terrible
wait shit
which one do i pick a
Class Library .NET
oh wait im blind
nice
use a real language, use morse code 😩
what do you have to do to get the green name
sacrifice your soul to sean
delete gruz momma
is it only her that breaks it?
idk checking some other bosses rn
mawlek works
radiant massive moss charger works
are you testing one by one in the HoG of panth 1?
oh wait theres no point in using it in panth one since they have the bindings in the first place
nice

what does api even stand for
also 56 i think im just gonna go with transparent method because pooled objects are being fucking stupid
so uh
the inconsistentness of the size is annoying, also i cant do the shotgun method- wait how

there's a hook
make one of your class inherit from Mod
need that as a ref but not as a using afaik
ObjectPoolSpawnHook
god tier hook

if this fucking works 56, i swear i will forever cherish you as 5 "God of FSMs" 6

he added the reference then what now, is what he means
add one to unityengine too
hed need the core too right?
ye
i have unity
since they splitted it into several dlls now
at the top of the file you want
using Modding;
using UnityEngine;
namespace UrMum
{
public class NotStraight: Mod
is the gay also important
mod-specific
for 56 yes, for you whatever you want
also namspace
yes
shut

did object pool hook work tho
i havent tested it yet i was doing something else
testing it now
hold on let me figure out your code first
if i start posting giberish sentences that doesnt mean anything, it means it worked
yes
youd get used to it too awa dont worry
the brackets have to be on the same line as the names
delet
much nicer to look at
i was a java dude back then and i was used to the brackets being in the same line as the methods
it just takes some getting used to
by putting hte brackets after the line you actually increase performance by about 15%*
- totally not made up satistics
that but the opposite
eeeeeeeee
why does doing this nicely break
wait i just realized it was throwing every time
which means all the code beneath that was useless
fantastic
nice
btw the fireball is inside the fireballcast fsm, so do i have to check for the childrens children?
oh so this gets called everytime a new object is created
firing gives me Fireball(Clone)
if (go.name.Contains("Fireball"))
{
Log("Fireball");
Log("" + go.GetComponentInChildren<SetScale>().x);
Log("" + go.GetComponentInChildren<SetScale>().y);
}
so im trying this but this is throwing an exception, im guessing this is because the fireball object has several SetScales in them amirite?
actually only one way to find out is by testing it yet again 
doesn't it get the first otherwise
wdym

well yeah im supposed to be trying to access the first setscale
oh yeah

my head isnt straight right now so im mixing them up, then again when was it ever straight 
nice
im assuming its one of these
oh there we go Transform local scale right?
also what was fucking up the ui and gruzz
probably don't need the game cameras one but just in case
also need something more for vessels to work

hey so long as it works
ye
the Todd Howard principle princi🅱le
yes

looks normal to me
ah fuck it made me cease existing again
ahhhh
wait that's not how you clear the pool
fantastic
typeof(ObjectPool).GetField("pooledObjects", (BindingFlags) 36).SetValue(ObjectPool.instance, new Dictionary<GameObject, List<GameObject>>())
for a complete clear
56 try writing for all the health objects to exist
that's probably a better idea than waiting for 1
So you have to manually bind like 5-11
That's also probably why lifeblood is breaking binds/ascended bosses
Ye
Invis/disabled
haha yes
literally just changed GameObject.Find("Health 1") to GameObject.Find("Health 11")
so that will break if thep layer only has 10 hp?
it wouldn't make sense to be just invis since there's health bonuses you can get
and bonfire gives you lots of health
Yeah
But it's blue health
Cause I can't be bothered to actually work out how the health system works
While blue health is just "gib 5 blu kthxbye"
ok that kinda worked 56 but now i cant cast since its probably destroy the object before so whatever.
its just a problem with at the start of the save because after a while if you cast enough all of it becomes tiny sized
After clearing the pool you need to instantiate every object
every fireball obj?
just clear the fireball part of the pool imo
how does debug mod respawn bosses?
two ways
one is a pd bool
the other is setting an fsm var
however you can also do it w/ scene data iirc
i just want this to work ree
waiting in this coroutine makes me go out of bounds
is this loss
@floral furnace cs (Dictionary<GameObject, List<GameObject> typeof(ObjectPool).GetField("pooledObjects", (BindingFlags) 36).GetValue(ObjectPool.instance))[HeroController.instance.spell1prefab] = new List<GameObject>();
maybe
idk
dnSpy
excuse me
Do-Not-SPY
yes exactly
fsmSpy thanks
what
what
i downloaded the zip from github

i mean if you want to compile it yourself be my guest
but there's a releases section for a reason
i have too low iq to use github
god i feel really stupid rn
meirl
but is this as stupid as dying to a torch
again 56 huge thx for trying to help me this shit mod didnt mean to be like a "code this for me" person so sorry for that
awalys you should be able to see the HK code now
try dragging and dropping the Assembly in it
thats in the HK folder
can you aim in all directions in gun mod
oh so you literally drop it into the window h




