#archived-modding-development
1 messages · Page 184 of 1
so it's mouse/stick controlled?
no typical directional movement, mouse aiming is pretty much out of my scope (tho if i do manage to find if you can take in mouse input in game i MIGHT to be tbh)
can you see it now awa man
all the hk code in its glory
yes its to steal code at 200% efficiency
you can try looking for HeroController
thats the majority of the code from what i can tell
im seeing hooks everywhere even though i dont even know what they are 
time to learn c# h
its so you can check when they get called (and even override them)
for example the Afterattack hook is called... after an attack (WOW SUPRISING I KNOW!!1!1 xd xd), so if you wanna do something after an attack you can hook from there and execute your code
oh
did it work taco
im used to working with simple if/else if statements so
not yet 56 its giving me a System.Tuple2 is needed or some shit, im googling it right now
lets see if i can mod anything in a month
yes
def not gonna start with that first 
do i also have to learn assembly or can i ignore that gibberish
ehh youll understand it as you go on tbh
dont look at the hooks imo they can be confusing at first (even i dont fully understand the delegates etc etc)
checking
that's like 90% of what you're going to need
its just anything related to player right
yeah, and theres also PlayerData where it has the "haveYouMetNailMasterOnceYet" bools
HeroController handles the knight's "playability"
while PlayerData is basically where all its data is stored
okay lets i guess
becareful with screwing around PlayerData since it can be kinda permanent if you dont undo the changes
give ourselves invincibility as a start
i still have a 5 notch heavy blow in my save cuz i fucked with PlayerData nothing of value was lost tho 
i mean, depends on the user i mean, modding help occasionally gets "i uninstalled the mod but i still have 5000 damage how do i fix it" problems
i thought i could maybe like use unity to test in real time outside a save file
you can test some stuff
i pretty much muted the game now since i have to open hk every few changes and i didnt want to keep hearing the intro menu music
those 6 piano notes man

i havent finished eternal ordeal yet
well "56"ed it if thats what you mean
the large shockwave zotes ends me faster than hornet can end gaming careers
why play the game when you can't hear zote's sweet humming voice
~~by muting the game and just playing veru's 1 hour video of it also zote sucks anyway
~~
no u
nibbug it says TupleV2 or something isnt defined, searched online and said i needed Framework 4.7
nibbug this is the first time ive seen a syntax like this i was trying to decipher it 😤
((type) object)
Reflection is massive lame
if you have modcommon there's an extension method for reflection
wait how is my cast wrong, i know i know im dumb but i seriously dont know whats happening with this line
also i just realized i should also add diagonal aiming thx veru man
wats ur syntax
also im moving to #archived-modding-help
but why
but but isnt modding help more for "help i cant make the mod work on my game after installing" while modding is more for "how do i make mods" tho 
thats not how you hoook tho
make another class imo
imo what you do is lets say
Class1 : Mod{
public override Initialize(){
GameManager.instance.gameObject.AddComponent<Class2>()
}
}
Class2 : Monobehaviour{
// do your shit here
}
for hooks the modhooks can be accessed via
ModHooks.instance.AfterAttackHook += AttackMethod // call this during the initialization once
public void AttackMethod(){
//do this every after attack
}
dw youll get a hang of it in no time
ttacco looks like it was mismatched parenthesis making it interpret reflection as tuple
ill be honest i was embarassed of asking since it was still making an error
typeof((ObjectPool).GetField("pooledObjects", (BindingFlags)36).GetValue(ObjectPool.instance))
try this
and ive been modding for like 7 hours straight already so i was kinda tired
literally add one more ( at the start
Assuming were still talking about the same
(Dictionary < GameObject, List < GameObject > typeof(ObjectPool).GetField("pooledObjects", (BindingFlags)36).GetValue(ObjectPool.instance))[HeroController.instance.spell1prefab] = new List<GameObject>();
syntax right?
need more parens
((Dictionary < GameObject, List < GameObject >) typeof(ObjectPool).GetField("pooledObjects", (BindingFlags)36).GetValue(ObjectPool.instance))[HeroController.instance.spell1prefab] = new List<GameObject>();
im sorry i literally did not understand this syntax early on 
((type) objectWhichIsSecretlyThatTypeButDoesntKnowItYet)``` makes it that type
what is bindingflag 36?
NonPublic | Instance
I'm rewriting this code
ok
Dictionary<GameObject, List<GameObject>> dict = new Dictionary<GameObject, List<GameObject>> {
[HeroController.instance.spell1prefab]
= new List<GameObject>()
};```is this what you want?
no you're setting the one in the object pool
oh just change the left side then
((Dictionary < GameObject, List<GameObject>>) typeof(ObjectPool).GetField("pooledObjects", (BindingFlags)36).GetValue(ObjectPool.instance))[HeroController.instance.spell1prefab] = new List<GameObject>();```
this
@floral furnace is this u
i misspelled it
which is that blue squiggly
it's capitalized somewhere
56 you had missed a >
i am fuck
one for the list, one for the dict
@cunning lagoon @warped sinew
fixes the ui mostly
the main orb sometimes like
looks unbinded but it isn't
Setting the one in the object pool... Does that mean every time you use spell1 it'll be the same as whatever you do to it after that line?
no you're clearing the object pool
so that when a new one spawns it uses your changes
oh
you can use spawn pool hook to modify objects spawned from the pool
god tier hook
I've been keeping an eye out for where to change
fsm.Fsm.GetFsmInt("Stun Hits").Value *= 2;
fsm.Fsm.GetFsmInt("Stun Combo").Value *= 2;
if I put it when a scene is loaded, it won't necessarily be loaded if the boss isn't, right?
fuck
you could iterate over all the fsms
and check if they have that int
and then change it
i think that'd find inactive ones too but don't quote me on that
alternatively
I can override GetFsmInt so that if string = "Stun Hits" then multiply it by 2
as stupid as it sounds it might work
but I don't know how hard that is for performance
no
this is what most stun fsms use
which just has that set in the editor
it'd be dumb but you could override that and check the names in there
ig
the data for the FSMs has to be in the resources somewhere, maybe I can find that and just hard-code it?

but if it's in level files that means I'd need all of them
so that's a no-go for modding
iterating over all of them seems like it'll be by best bet
753 you can iterate throught gameObjects' transforms
that you you can get their refs even if they're inactive
On.HutongGames.PlayMaker.Actions.IntCompare.DoIntCompare += (orig, self)
{
if (self.integer1.Name == "Stun Hits")
{
self.integer1.Value *= 2;
}
orig(self);
}
ig
are FSMs even there?
I actually have no idea where FSMs are in relation to like GameObjects
that should work 56
or go.LocateMyFsm("e")
oh it's just a gameObject nice
sorry internet has been dying repeatedly and its getting late anyway so ill do this tomorrow
again massive thx for all the help guys
Now can I just throw that block of code into Lightbringer.cs, 56?
I'm still not too familiar with how hooks work
syntax-wise
also what the heck is += (orig, self){ stuff } mean
just another syntax for hooks
yeah, I'm not too used to that syntax
it's adding a lambda as a hook
sean likes it a lot
is that like running the function with the arguments orig, self but also making the function into what's between { } ?
yes
oh that's neat
public override void Initialize()
{
Instance = this;
try
{
RegisterCallbacks();
}
catch
{
CreateCanvas();
_textObj.text = "Lightbringer requires ModCommon to function! Install it!";
_textObj.CrossFadeAlpha(1f, 0f, false);
}
On.HutongGames.PlayMaker.Actions.IntCompare.DoIntCompare += (orig, self)
{
if (self.integer1.Name == "Stun Hits")
{
self.integer1.Value *= 2;
}
orig(self);
}
}
that look right to you?
yeah but make the lambda into its own function
i was just doing it like that for showing the example
also it might be integer2 so add a check for that
as in it's either integer1 or integer2 or it might be integer1 for some, integer2 for others?
former
ok good
am I starting to make a function correctly?
I still don't really understand what's necessary for hooking
RegisterCallbacks seems important to
register callbacks is just a method w/ a bunch of hooks
hook has a handler which specifies the type of method to make
also yea that's right
() => is just another form for a method
The format the other methods are doing seem to have orig_AddGeo and stuff
what would I do for
On.HutongGames.PlayMaker.Actions.IntCompare.DoIntCompare.orig_
is orig_DoIntCompare or whatever even defined anywhere?
they're defined in the assembly
won't the original return?
it should be void
since it's a hook
ignore bool
right?
no hooks can return values
,
no you're calling orig
And returning what it returns
duh
btw while the type of orig is set in the assembly it's just a function that's like the original
so like the original int compare takes nothing and returns a bool
so orig is Func<bool>
I shut my hand in the door and now it's hard to code
at least you didn't spill coke on your custom mechanical kb
👀
that would trigger me so bad Gradow
inorite

oh, I found the cable to my mechanic keyboard
goodbye $5 crapboard
what am I missing here
integer1 and integer2 don't work
orig(self) is mad because I don't know the proper type for self
and I don't really see how this connects in the end
like what about running the method once in Initialize() will make it overwrite the old function for DoIntCompare?
if it's a static function there is no self
self is a pointer to the class
non-static functions always are called with a pointer to the class instance
it's just hidden normally
(this is true for all programming languages btw)
and also in addition to orig and self you need any variables passed to the function if there are any
so like for example if dointcompare takes 2 ints then it would be, orig, self, int one, int two
just let vs/rider auto generate the method
it should give it any parameters it might need
and then you can edit it to suit your needs
also orig is gonna be of type: On.[classname].orig_[functionname]
and self is just gonna be an instance of the class
so for example
private void hitEnemy(On.HealthManager.orig_TakeDamage orig, HealthManager self, HitInstance hi) {
orig(self, hi);
}```
How might I allow Rider auto generate it for me?
private void DoIntCompare(On.HutongGames.PlayMaker.Actions.IntCompare.orig_DoIntCompare orig, HutongGames.PlayMaker.Actions.IntCompare self, int intOne, int intTwo)
{
if (self.integer2.Name == "Stun Hits")
{
self.integer2.Value *= 2;
}
orig(self);
}
this appears to be the correct method
what else do I need to do to insure that it overrides properly? Or am I finished?
I'm not sure what you mean
I'm on mobile
But instead of orig(self) do orig(self, intOne, intTwo)
I can';t
And instead of self.integer1.Value do intOne.Value
orig only takes IntCompare as a parameter
Then you've got the wrong hook
...but... that's the only orig_DoIntCompare
On. hooks are always of the form (orig, self, otherOrigParams) so you can always call it with orig(self, otherOrigParams)
if not then the correct function format is private void DoIntCompare(On.HutongGames.PlayMaker.Actions.IntCompare.orig_DoIntCompare orig)
and then just orig(self);
actually
don't call orig(self)
Try typing On.HutongGames.PlayMaker.Actions.IntCompare.DoIntCompare += and then pressing Tab
just override it
and copy the new code in
or maybe override it only if the name is Stun Hits
Why's that, AA?
He has to call orig, AA, even only if the check fails
Otherwise it breaks all fsm intcompares
yes at the end you do but if you just multiply stunhits by 2 every time
private void DoIntCompare(On.HutongGames.PlayMaker.Actions.IntCompare.orig_DoIntCompare orig, HutongGames.PlayMaker.Actions.IntCompare self)
{
if (self.integer2.Name == "Stun Hits")
{
self.integer2.Value *= 2;
}
orig(self);
}
is this not fine though?
then it will go from 1 stunhit to 2 to 4 to 8
try this instead:
if (self.integer2.Name == "Stun Hits")
{
self.integer2.Value *= 2;
orig(self);
self.integer2.Value /= 2;
} else {
orig(self);
easy
I just want to get the syntax down before anything else
but too lazy to format code
makes sense
Typing on mobile is slow af
Ok so now all I've done is added this to my Lightbringer.cs class
private void DoIntCompare(On.HutongGames.PlayMaker.Actions.IntCompare.orig_DoIntCompare orig, HutongGames.PlayMaker.Actions.IntCompare self)
{
if (self.integer2.Name == "Stun Hits")
{
self.integer2.Value *= 2;
orig(self);
self.integer2.Value /= 2;
}
else
{
orig(self);
}
}
will this work, or do I need to write anything else to connect things?
that part I'm not too worried about I can figure it out by myself
I'm mainly concerned with hooks
I've never really worked with them before and I'm wondering if a single method is enough to override it
sure, hook looks correct. just be sure that when you remove the hook like in an OnDestroy function you surround it in try catch because if it fails to remove it will throw an exception
which is something monomod hooks do but all other kinds of hooks don't do.
Either DoIntCompare does nothing or I've hooked it wrong
because it's not calling Lightbringer's DoIntCompare
I did
it's not being called
I look at a hook like AddGeo
and it's also in RegisterCallbacks and Unload
does that mean DoIntCompare should also appear in RegisterCallbacks and Unload?
uh probably
if RegisterCallbacks is run when you Initialize your mod
and Unload is run when you stop running it.
It works! :)
Thanks for the help
now I can make people stop complaining about how easy Lightbringer is
It's good practice to do -= as well right before the +=
So you're sure to not have it hooked multiple times
Any idea on the performance of a -= for this sort of thing?
Don't think it really matters since you shouldn't be running that often
Run a stopwatch though if you want
Can't imagine it's very slow
also what's the difference between this hook that I just added myself, and something like ModHooks.Instance.SoulGainHook?
perf doesn't matter what matters is that -= for monomod hooks can fail if the hook wasn't added.
actually don't do -= right before doing += if you're sure RegisterCallbacks only runs once
also this is probably neglible in the long run but does anyone know the performance differences between directly ccomparing a string to 4 other strings, using Contains(), or using StartsWith()?
I'd imagine in theory contains is probably an order of magnitude slower than startswith.
I don't have benchmarks tho
That was my thought as well
actually I think at best (AKA if the string starts with the thing you are checking it contains) they are equally fast.
but if the string doesn't contain it on the other hand...
which in most cases it won't
so Contains is probably out of the picture
direct comparison though...
It doesn't fail that was fixed a long time ago
other way around
it used to not fail and now it does
monomod hooks not the modding api or unity hooks
No I'm certain this is something I complained about then it got fixed
I'm certain in the version of monomod hooks that the API is using this is an issue
Sorry to bother can someone assist me in modding help? 
Then update monomod
private void DoIntCompare(On.HutongGames.PlayMaker.Actions.IntCompare.orig_DoIntCompare orig, HutongGames.PlayMaker.Actions.IntCompare self)
{
if (self.integer2.Name.StartsWith("Stun"))
{
if (self.integer2.Name == "Stuns Max")
{
orig(self);
return;
}
self.integer2.Value *= 2;
orig(self);
self.integer2.Value /= 2;
}
else
{
orig(self);
}
}
Opinions on my code?
It's a little roundabout
🤢
doesn't tho
but... it does?
you don't change int 2 before running orig self tho
wut
I do, look again
You underestimate how hard to read my code is
what about
if (self.integer2.Name.StartsWith("Stun") && self.integer2.Name != "Stuns Max")
I probably don't even need that stuns max line tbh
It's harder yeah
but you won't realistically be stunning a boss 20 times in a fight
Hornet 1's stun max is 5 for example, which you'll probably reach
nail0 lost kin runs out of stuns like halfway through the fight
but there's also the question of consistency
In my opinion stuns max is a horrible feature
I agree
since it's not something the player will realistically be able to notice / adjust to
idk i noticed it
you didnt even make it to half health you liar
but also speaking of horrible features, the one where you can stun an enemy much earlier if you hit it frequently enough. it's dumb because many enemies with it like soul master can become unhittable for several seconds.
not in low jump
oh ok move on then my b
Stun combos is also a bad feature yeah
so it's just rng if you get an attack pattern that allows an early stun
it encourages getting quickslash to cheese enemies
^
that's why you double it ez
that's why I'm doubling it yeah
oh I just meant in vanilla
lost kin is so easy impossible thanks to stun combos empty hops
not even in lightbringer
there, fixed it
Lost Kin is my favorite boss
shouldn't you check if int1 starts w/ stun/is stun max too
and the stun thing is probably the main reason I'm doing it
hey have you fought NKG since the grimm troupe came out 753?
cuz that guy's my favorite boss followed by mantis sisters and then lost kin
mantis sisters
I want to like NKG
sisters of battle
he's an amazing fight
idk
but some of his attacks really annoy me
is this mantis lords or sisters of battle 
because the way I want to dodge him intuitively isn't correct
sisters of lords
mantis lords is number 4
fun too
very
Least favorite boss goes to Zote hands down
yes
mega moss charger wants a word
were they?
nope
they sure feel broken tho
I fought him long enough to make bretta leave and never touched him again
not looking forward to radiant tbh
same
i just dislike the fight
I can't remember who but someone posted a really detailed report on why Zote was a bad boss
I fought White Defender once and once only lmao
because trying to get to 10 on Zote ruined my experience
my favorite bosses are basically this really uncontroversial list:
- nkg
- sisters of battle
- lost kin
- mantis lords
- pure vessel
what is Pure Vessel?
it's the final boss at the end of the 4th pantheon in godmaster
oh boy sounds exciting
atm for me its something like pure vessel, nkg, sly, sisters of battle, absrad
Radiance is an awesome fight
idk i'd say he feels exactly like thk
the gist of the battle is the same
you see him do an attack, you jump and pogo
except the non-melee attacks are way cooler and the arena is sick
always
and the music is better
and you don't have to wait for 20 seconds for him to stop stabbin himselg
so i like him
also @copper nacelle https://www.youtube.com/watch?v=J1eBCVztoCM watch
sub 2:20 soon 👀
skip like the first 15 seconds if you are lazy
the end is kind of sloppy but optimally it would save like a second
tfw you can't even get to the first checkpoint on vanilla 
i mean p3 is for the most part considered the hardest one (except p5 obviously) so dont sweat it
just practice it and you'll get it
panth 4 is the hardest but only because of PV
remember that you can practice bosses at the hog
panth 3 has multiple hard bosses
I don't have enough time for PoP
and yeah once you unlock a boss if it's hard fight them a lot
WHY IS THAT STUPID BEE SO STRONG

rush him down
i really really would love to know whymst are the wingmoulds rng
he staggers really easily
I'm on Lightbringer
looks more natural 

Collector is super easy with Lightbringer
nice
for casual players it makes the game easier
for good players it makes the game slightly harder sometimes

the joke is thinking kurosh is casual because he doesn't use spells
He doesn't use spells?
unless im playing all binds or competing for something
like speedruns or ig
all binds requires you to use spells
i could eat my own words but im fairly sure p5 all binds without spells is not beatable
bc collector etc
not for a human
also you would just die of boredom
i did use spells for ngg and some of my radiant kills though
for the most part i keep it nail only because i find it more fun
I should buff Collector for Lightbringer

just go to ascended in HoG
Lightbringer makes him kinda trivial
I can one-hit them I think
ok just so you know
how much HP do primal aspids have?
what you just said is roughly equivalent to "false knight is too easy, i should buff failed champion"
exactly 35
I do 20 a hit... :(
anyway just go to the hog and fight ascended collector
you'll probably change your mind
they are 2 completely different bosses
How many journal entries are there again?
ask in #hk-lore
they probably keep track of everything there
also didnt veru have some google doc with every entry or something
Crit gives +6.4 damage on average
for 2 charm notches
that's a ton holy shit
although it's a reward for finishing the Hunter's Journal
so it's fair I guess
Does anyone have the list of charm numbers?
I haven't played lightbringer do you have to complete it 100% or just get all the entries?
like do you have to unlock all the hunter notes
each entry gives more damage
poor menderbug
well, it's like 6.4/164 damage per entry
so if you care about a .78% damage buff go ahead
is it based on the fixed number 164 or is it 6.4 / whatever the maximum number shows?
what do you mean?
bool critical = false;
if (HeroController.instance.playerData.equippedCharm_3) // Bloodsong replaces Grubsong
{
Random rnd = new Random(); // CRITICAL HIT CHARM
int critChance = rnd.Next(1, 101);
HeroController.instance.playerData.CountJournalEntries();
int critThreshold = 100 - HeroController.instance.playerData.journalEntriesCompleted / 10;
if (critChance > Math.Min(critThreshold, 96))
{
critical = true;
}
if (critical)
{
HeroController.instance.playerData.beamDamage *= 3;
HeroController.instance.shadowRingPrefab.Spawn(HeroController.instance.transform.position);
GetAttr<AudioSource>(HeroController.instance, "audioSource")
.PlayOneShot(HeroController.instance.nailArtChargeComplete, 1f);
}
}
I mean instead of having damage scaling being based on the number of enemies killed you could make it based on the percentage of the required ones killed
in the end it's such a negligible number
u are negligible
also I got the math wrong
it's almost a 0.2% increase in damage per entry
and that's averaged
also journalEntriesCompleted vs. journalNotesCompleted
the latter means you gotta kill a ton, right?
optimal
wait i just realized something
empty hops
and walking
are both the hardest attacks right
but mmc does both
and only both

which is why i had to cheat my radiant kill against him
mmc is objectively the hardest boss in the game
I mean they even put them after gruz mother which is how you know they're serious
kuro i found how to beat p5
oh shit
inb4 it's a bug and they patch nail arts to make them do reduced damage
just don't beta lol
then we would have to deal with bugged absrad 
i could not go for the stupid cycle and just beat my pb by 2 seconds
but what if you could get to absrad
because this is driving me nuts
i just dont want to have my sloppy ass 2:24 as my pb
woke
i think ill do that for now
actually nvm ill just learn the cycle
i hate this stupid dash so much
and then i haver the stupid rng wingmoulds in the next room
im pretty sure there's a certain pattern that makes my strat impossible
first room at least is a quick reset
imagine getting the cancer cycle then dying to a wingsmould being out of position
PepeHands
and i have to edit my nohboard because i changed my bindings 

so what like 5123
it was 456789
please stop
so 1234556
5555555
5555555
this is how you know i wrote this
i see nothing wrong
wingmould rng 😩 👌
i believe it
she doesn't teleport at all she just tactically repositions herself change my mind
right
It's simple, she teleported after every hit, but she teleported back inside the Abyss Shriek every time
braille lines 
Here is how to tie your cast net braille lines to a net. Its a good technique when making a new cast net or repair it. ... first lay your net open inside out on the ground then while the braille lines are in the horn, open the braille lines up and don't get it crossed or tangled, then tie to the lead lines evenly.
I was dissapointed by this addon. I expect new lagre location like Sity of Tears, new charms, new storry, characrets and quests. Maby PvP mode. I agree give money for it. But i get only upgraded version of Trial of Fools. It seems developers now interests only making more and more money by releseases on consoles. Very poor, it was nice game.
MonStahLer, try Dark Souls series, with you skill you will be very good in it.
wrong chat
Can a modder explain this
Hi Reddit! /u/xerohour Fair use claim: -this serves an educational purpose in demonstrating computer illiteracy as it pertains to American Television -the cl...
no
if I'm not mistaken it's like saying "I'll go buy a dumptruck to get all this dirt out of the way" and you're trying to bury your pet fish.
tbh that analogy took more time to come up with than whoever wrote that line in the show.
Alright I think this is just an api bug
if you enable or disable ANYTHING
it does not persist
after quitting your game
even if you go into a save and then quit and to main menu
Even editing the modding api json to disable mods that way does NOTHING
who made the api
idk but people I can bug about it include sean (who only cares about the 1.2 api), 56 (who has much better things to do rn), gradow (who's too cool and important to bother), and all the other people with green names besides 753 (who all quit modding HK).
everyone in that list contributed to it
eh the bugs in modding api are nothing compared to the ones in debugmod
man if aa was a real modder he could fix this
if I liked the debugmod enough I would but I only care about using it to hide elements of the game and... well this bug kills me
Just play with your eyes closed
I never once enable the light
nice clickbait
no bug kills you
there aren't even enemies in the junk pit
smh my head
u are junk
actually fuck it I'm gonna make a custom me only patch of debugmod to delete the herolight object entirely from the game

wow selfish

that's how salty this makes me
56 shouldnt you be in bed
no
and I'm doing it on 56's branch because it actually is slightly less buggy
it's 7:46 pm and I just took a 3 hour nap
no
Nightmargin
my sleep schedule is okish now that school has started
/s
I sleep at like 12-2am and wake up at like 5-7
5 hours of sleep isn't enough for a growing 15yo like you
not half as bad as my summer schedule
5 hours of sleep isn't enough for anyone
its the best schedule
hey 56 can we get your debugmod in the modinstaller?
hey 56 sub 2:30 pop when
mine is in the installer 
weirder bug
also damage self and set hazard respawn dont work
hello it is now 7:53pm please praise our lord and show gratitude by reacting with as many checkmarks as you can ✅ ☑ ✔
checkrare checkunique checkuncommon checklegendary
also who seriously buys nitro and doesn't give themselves a very annoying gif
you are all backwards
wtf
with your inches and your ounces
It's negative cross scared but red
753 is perfect by himself as a static image
That's a good emote
what is negative cross scared
Debugmod but fuck the herolight. take screenshots that don't suck today.
isn't hero light in vanilla
and now it's deleted

yeah ik
yeah herolight is just a point light slapped on the hero object
a mod that's almost a whole megabyte how will my computer handle this
but isn't the issue you were having just unity keybinds
you can interact with the menu while unpaused
pop sucks ass

eeee
how does one fix keys?
think outside the box ybham6
Desolder the switch and then solder a new switch in
buy a new kb
I think I just need to desolder the LEDs and then cause it's an open switch top I can just pop out the switches
which is great
can't wait for the i broke my keyboard even more update
what kind of keyboard you using 56?

sold out
no
discord trash huh
those keyboards are very expensive wow
yes
makes sense though if you're going to type thousands of words every day
ye
how does 56 afford all this keyboard stuff + pens + coke

GUYS I FOUND THE INVISIBLE ENEMY GRIMMCHILD WAS ATTACKING IN GRIMMCHILD UPGRADES. ALSO WTF
Wtf
it's literally edlerbog
wtf
the elder hides beneath the surface
what's he doing down there
game considers it an enemy too
yo go oob and fuck him up
elderbug is very scary
inb4 elderbug is in every scene 
lol wait actually why the fuck is elderbug there
here's the ones in the resting grounds stag station
tf
lmao
that would be hilarious
is that not way down below past the grave
can't remember what RPG did it but there's one that used the first NPC you encounter for everything from doors to signs
@cunning lagoon nail arts still do full damage with all bindings on
woah op
Use cyclone and great slash spam vs collector
this is old news keep up
Oh its defs a bug lul
Nail arts existing is probably a bug
reee
Just use it
I have been away from HK for 5 days now, making me so sad. I was to do panth 5 haha
Someone is going to get it very soon. Next 48 hours for sure
yeah there's this guy on reddit who says he's going to do it in the next few hours
we'll see
ee
skurry almost did p5 2 binds and choked on rad
fuck
Panth 5 all bindings?
Graig is waiting because he's the secret 6th pantheon
first to beat Panth 5 all bindings faces him in the new PVP mode
PvP would be so good
maby pvp
Hollow Spirit 753 has invaded.
graig is sad because he couldn't PvP himself for the past 5 days
tfw u record the game at 0.1x timescale so you can speed it up and it won't look like super laggy footage
sound though
thats the trick to p5
you'd also have to multiply all sound files length by 10
no audio I'm recording video for a second dream no more ending because 1 wasn't good enough
well I guess third dream no more ending
inb4 kurosh actually fought infinite NKG for 60 hours and just sped the footage up.

also graig do you know why the in game pantheon timers are so dumb?
inb4 veru grinded essence for 6 hours but then slowed the footage down
hey AA how many modcommons did kuro download today
good luck making it look legit
Haha @hazy sentinel you should make a meme vid
Do panth 5 all bindings, but then dub the audio all wrong
if anything I'd just do dgate invuln
I updated modcommon right after yesterday's stats so I actually expected the number to actually go up
btw for comparison invulnerabilitymod on moddb got 40 downloads today
thats surprisingly low
Can mod common just come packaged with the api? Basically everyone uses it right?
the biggest part of modcommon is now part of the API which is monomod hooks which is good because it means you don't need both beta branch modcommon and beta branch modding API
but at the same time I can't build beta apis anymore so it's all useless
gamma branch API
(Or I could but I'd have to use steamcmd to get the beta and I'd be unable to test it and screw that)
There won't be betas for much longer.
thank god
will the nail arts bug be fixed? 
Once tc settle on a final patch you won't see anything till hornet DLC I guess
will you unnerf absrad in the final version 
That's some time off
what was the absrad nerf
less hp
pv staggers more yes
less hp and not a nerf but they fixed the ball bug
also i believe you can see the fireballs more clearly
smh can't believe they nerfed the ball bug
pv staggered a lot when I fought him in non beta
yes now he staggers like he wants to
I don't think it needed any nerfs! Also in the pre release they had less rest rooms in the pantheons
is the non beta version free of nerfs
yes
yes
also when is pv no jump
I don't think the rest rooms actually help since they're not checkpoints
then i'm just gonna not update
I can rest well enough at least without bindings anywhere just by healing
I was against adding more, in fact I was against rest rooms at all lol
the rest room have lifeblood
I mean if HK was a game you couldn't pause at any time by pressing escape they'd be a good idea
masks
not for me
but they do for other people 
excuse me what
I only did T1 mask binding and only to test my combo mod
can you do each trial 4 times with 4 different bindings and unlock the lifeblood room?
i think so but thats lame
smh my head
ye
what a dumb reward for doing bindings
you
congrats on beating the most challenging thing HK has to offer: here's a thing to make the game easier
Final version better have 2 notch dreamshield
also imo you guys should make it so when you update the game and the notch costs change it changes it on your save file
oh yeah don't some people still have 2 notch quickslash?
how is it even possible to trade hits with wingmoulds
doesny your attack get cancelled when you take damage
2 notch quickslash, 2 notch flukenest.
maybe one other one I'm forgetting
3 notch deepfocus maybe I don't remember
you take damage then attack right after


