#archived-modding-development
1 messages ยท Page 311 of 1
so wearing charms together produces new effects
That is automatically in QoL
aight
so no need
it makes Salubra notches unlock automatically
instead of you having to buy them
k
also what does manual do
so its like old rw modding
there's ur gold
k
Did you get ModCommon?
yes
good, because a lot of mods need it
I actually really like this one
Custom Knight
then the folder where the assets are, you just replace those
aight
That one actually looks really good mick
i'll have to send the png files tho
i have one more question
can you make knight have a black helmet, but a white body and white eyes?
It just inverts the color of the knight and your abilities
black is white, magenta is green, red is cyan, etc, vice versa
Does that affect dash?
i have no idea where the sprites are u dummy
k
if you install the customknight mod, it'll put a folder there
just replace it with this one
Remember to extract the zip
i am now doom knight
also quick question
mickely could you make a knight that is yellow like radiance
leg color too
Like, white cape, yellow eyes?
not without a shit ton of work
oh aight
these shaders are quick and easy
I'll take one in greyscale
well aight
Why is gold bigger than demon?
dunno
Like, Knight Noir
make knight a black square
oh damn numbers is here
How are you doing this mick?
shadow knight but he turns into a better shadow knight in the true ending
photo editing program
just changing the dark and light contone colors
trying to figure out if I can make them faded
or multiple colors
not quite what I was going for...
noir means white silly
Like this
u
Just gray
why'd you pirate the game
if you pirate the game then mods don't work
well i'm FUCKING poor
What I'm doing only affects the knight. Nothing else
So you just want a Grey cloak instead of blue
Just everything on the knight is greyscaled
Do you have just the normal spritesheets?
No
like this
I doubt anyone with access to internet and a personal computer is too poor to buy hollow knight for 10$, I would imagine the real reason is because your parents won't let you buy it or you just dont want to pay
I got hollow knight in August and I'm already pretty good at it
grey hornet is my favorite oc
aalek are you working on a mod?
So Noir
Would just be better to have that as a different mod that applies a filter to the whole game
I love that font
I'll take this one to #297468195026239489
I'm not sure why the cloak looks so dark in the first one
If this becomes a mod, make the text do a typewriter sound
@fair rampart you should buff dreamshield in charmoverhaul
prob will
Wait, does D Wielder actually affect the recover speed or not?
Because it doesn't look like it based on the FSM
*hornet walks in* the moment i saw the dame, i knew she was trouble
it's going
@ornate rivet i'm not working on a mod right now, but once nes's level editor is done and working i'll be all over that shit
Nes is god
I spent like a crap load of time mimicking how unity does it's sprites in bundles, got it to replicate exactly and it still has a 0x0 Sprite size which means it's unclickable / draggable without manually using the move tool. It also makes sprites disappear when their center goes off screen. I honestly have no idea what the problem could be
I'm ignoring it for now and the mod is basically finished for now but I'll wait till tomorrow to see if i can get it to load
The only thing I could think of was maybe the Sprite renderer was setting size. I manually edited it and removed the reference in the original bundle and it worked fine without the renderer. The only other thing is that the bundle doesn't include texture data but it shouldn't really matter.
The other other thing is that the asset bundle class could have some hidden data im not aware of
More likely than angle getting modding staff 
probably not considering hes literally never in here ๐ค
well aa definitely isn't atm
considering he yeeted himself off the server
Wait what happened to aa boi?
it appears that:
you can still search for messages from people who have left
if you use the # ID
Hi guys,
I'm new in this discord, I just want to know: should I make a copy of my savefiles before installing/enabling mods from the mod installer, or is it 100% safe?
It should be safe, but taking backups never hurts
hello... where i can get this "Mod API" For HK?
ow... sorry
why did the mods need him to give them some distance?
We never told AA to leave fyi
simo leave so benji is server owner
Any way I can prevent from having a library load as a mod
what?
"AssetsTools.NET.dll FAILED TO LOAD!"
It's not a mod tho
Guess I could just pack it into the dll
somebody should make a mod that makes crystal hunters all primal
@cunning lagoon
This should be the last version of the mod, please test it when you have time to
56, how's the hive knight mod going?
Trying the whole hook thing but it's never being called. Using the example 56 posted a while ago
Which examples?
I think the ones that you are talking about dont work
look at this one from lost lord for help
https://github.com/5FiftySix6/HollowKnight.Lost-Lord/blob/master/LostLord/LostLord.cs
also
https://radiance.host/apidocs/Hooks.html
These don't work for non assembly csharp though right
He posted a code block that used hook in monomod
@dark wigeon Another mod uses websocket-sharp and it gets put in Managed instead of Managed/Mods
Seems to work still
Any idea about the patches? Not even sure if monomod hook is what I'm looking for but I'm trying to intercept unity's loadscene method
Everything here is monomod patches https://github.com/seanpr96/HollowKnight.Modding/tree/master/Assembly-CSharp/Patches
For some examples
If you just meant the runtime hooks that's pretty easy, you just do
On.Namespace.Class.Method += (orig, self, arguments) =>
{
// hook body
};```
Ok this makes more sense
Also the on. doesn't work, it's not in assembly csharp, plus I can't intercept that
You could generate your own hooks dll file for UnityEngine.dll
Or whichever Unity dll it is you need
The On. stuff in assembly-csharp is generated as a separate dll then merged
So MonoModPatch doesn't work at runtime?
No that's a patch to the dll itself done beforehand
Oh ok I was assuming this whole time monomod had runtime patching like harmony without modifying the dll
I think the runtime hooks are pretty similar
I think it does have that without modification as well
Using the Detour class or something
Never done it myself
@copper nacelle
hey guys
Ok yeah I saw detour and hook but got neither to work
whomst
i dream nailed marrisa cause someone told me that it was not bad, is there a way to get her back?
im willing to hack or use mods
Wait do you want IL patching or just normal hooks
wait me?
no
Like the code block on here https://github.com/pardeike/Harmony/wiki
Do you want it to be before or after the method call
Before
Okay so
they're patching WindowStack.Add(Window)
so for monomod the equivalent would be
On.WindowStack.Add += (orig, win) =>
{
// your code
orig(win);
};
But he wants to do it without generating On. hooks
Because it's something in a Unity dll
Oh okay
I know you can because you posted code for it with GetBoolInternal
Yeah
Okay so it's basically the same thing
public override void Initialize()
{
new Hook
(
typeof(WindowStack).GetMethod("Add"),
this.GetType().GetMethod(nameof(Thing))
);
}
public static void Thing(Action<Window> orig, Window win)
{
// your code
orig(win);
}
For a non-static method you'd have to add another param self to both the Action/Func and the method
public static void Thing(Action<Window, OriginalType> orig, OriginalType self, Window win)
{
// your code
orig(self, win);
}
I didn't put a self on it
But the rest is what I did
Two things, do you do anything with hook and what's the difference between hook and detour
You can dispose the hook
so like you assign it to an instance var
and in unload you can do hook?.Unload() to kill it
The difference between Detour and Hook is that detour is lower level and detour entirely overrides the function
You can also entirely override with hook by just not calling orig ofc
But like e.g I wanted to replace PlayerData's GetIntInternal with my own GetInt method which actually caches fields
new Detour
(
typeof(PlayerData).GetMethod(nameof(PlayerData.instance.GetIntInternal)),
typeof(SkipCutscenes).GetMethod(nameof(GetIntInternal))
);
}
[UsedImplicitly]
public static int GetIntInternal(PlayerData pd, string @int)
{
return pd.GetAttr<int?>(@int) ?? 0;
}
Detour just kills the old function
That's changing the actual functionality of the function, not just making it faster
The default is -9999 for some reason
Wtf
heres what I tried before I asked you guys
Well I see the problem
There's an optional LoadSceneMode argument
It's not just string
That's not the UnityEngine LoadScene
Also not
Oh ok
HK loadscene calls orig_LoadScene calls UnityLoadScene
yes
that logger.log fires fine
good point but it wasnt there originally
The log doesn't fire?
in HK's LoadScene, Entered LoadScene! triggers im pretty sure
no i mean yours
it directly calls orig_LoadScene which should call SceneManager.LoadScene
nope
ive confirmed the patch method is being called with a log tho
i got a null ref
from what
making the hook
hook.IsValid returns true, not that it matters
MethodInfo sceneLoad = typeof(SceneManager).GetMethod("LoadScene", new Type[] {typeof(string)});
Log("Trying method info " + sceneLoad?.Name);
sceneLoad is null
Specify namespace on SceneManager
Threre's a global::SceneManager from TC
Because they hate all that is good in the world
why
Iirc they don't use LoadScene
But he said the Logger.Log was happening
Oh
guess i was mistaken its a different message
Oh ok
where does logger.log go to
ModLog
yeah its not there
It depends on if that's Modding.Logger or the Unity one
oh yeah
unity LogDebug goes to output_log
i think Log goes there too
they do this
then later on sceneLoad.Begin()
Which calls a coroutine which calls LoadSceneAsync
Yay it works but now I have more errors .-.
Also I feel dumb for not knowing that bundles could hold scenes
Feel like that might be new
hi
whenever the editor is released
tag me
E++ post?
this is 56#
E#
Hey so like, the enemy randomizer keeps stopping at 94%, any help?
How much ram do you have?
like 16GB
also happens for me and apparently it's your vram being full
Then idk bad mod
but idk how to check that
All I know is the item randomizer never gets stuck at 94%
It randomizes items
How about making enemy rando... not suck?
u
u
u
๐บ
no
56 can you think of a reason why the hornet HoG statue becomes uninteractable sometimes and people have to leave the scene and come back for it to work?
you fucked it
but I didn't do anything to it besides change the text
and that was a long time ago
56 said he never touched dreamers but lo and behold we hardlock at monomon
Yeah, I still don't get how the monomon hardlock even happens
Someone asked me to buff Longnail and MoPride for my mod
what
buff kingsoul
buff stalwart shell please i can't beat failed champion
did that too
well
sorta
I gave it combos with Baldur and also one with DCrest
Like, he was asking me to make MoPride cost less or do more dmg, and I was like
WHY
MoPride isn't good enough?
make nail whole screen with 0 notches and instakill everything
so shitmodst?
no shitmodst is actually good
So if I wanted to add another sprite sheet to the CustomKnight takeover, does the name of the sheet matter compared to the actual game's sheet name? I'm assuming so
What
like the sheets i've edited are called "knight" and "sprint" for custom knight
unless those are just named in the mod itself
it just loads those files
It sets the texture on a tk2d sprite component it gets off the HeroController
what
the name of the sheets
it replaces the entire texture on a component
there's no coordinates specified
it's just the entire thing
the herocontroller part, how does it know what sprite sheets to replace
based on the name of the sheet right?
no
For the main sprite I just called GetCurrentSpriteDef
And for sprintmaster/dgate
I dumped the names of the animations and then got the spriteCollection off the tk2dAnimator's clip's first frame
and then changed its first sprite definition's texture
Because all the frames are on the same sheet and there's at least one frame you can just pass 0 both times
So not by sheet name but by animation name for Sprintmaster/Dgate
And just CurrentSpriteDef for the normal texture
Okay, so if I wanted to add in things like.... wings, fireball, dive, etc....
You'd have to get their prefabs and find what holds the sprite for them
Then depending on how its organized you can change one sprite or multiple
For spells it's just one sheet
e.g for the pure knight mod I did cs var def = HeroController.instance.gameObject.GetComponentsInChildren<Transform>(true) .First(x => x.gameObject.name == "Scr Heads 2") .gameObject.GetComponent<tk2dSprite>() .GetCurrentSpriteDef();
ye
You ever just
DRIVER POWER STATE FAILURE
I havent been on since September. Is the any thing new to speak of for Hollow Knight be it core game or mods?
@ornate rivet she still goes oob
also i'd suggest adding an audio cue or something to the pv orbs
or change its color or something so you can actually see it
also if you make her transition from p2 to p3 while she's throwing elegy beams you get teleported inside them and you get hit
also the boomerangs linger for an eternity so the cooldown on her attacks there doesn't do anything and she can just do a million attacks while the boomerangs just slowly sweep through the screen
https://i.imgur.com/vYgNz6F.mp4 this also happens sometimes
i think that's everything
thanks Kurosh
@ornate rivet make pv orbs more visible
fix p2 to p3 transition with elegy beams
increase her sphere animation time when the boomerangs happen
increase the idle time when she throws orbs
try to stop empty hops again
dang it, discord doesn't save pings you make to yourself
wtf
@ornate rivet make pv orbs more visible
fix p2 to p3 transition with elegy beams
increase her sphere animation time when the boomerangs happen
increase the idle time when she throws orbs
try to stop empty hops again
thanks
Oh, is there a mod for that pure vessel model? (Knight with white cape shown in video above)
i don't think it's in the drive or the installer
Ait Ill do it manually, thanks again 
yw
It's in the installer
ok smartass
ok dumbass
you hurt my feelings

Was that aWholesome kuro I spied
Same to you nerd
wow this hostility
๐ฐ
Iโm sorry ๐
hi sorry ๐
anyway Im Gonna religiously watch your radiant markoth 133 kill now
mark ๐ด th
friendship ended with shaman stone now dashmaster is my favourite charm
No
Yes
my favourite charm is deep focus it's so useful ๐
geez
u guys suck
use hiveblood
its much more practical than your nerdy deep focus
I prefer to go Longnail, Mark of Pride and Unbreakable Strength
And then fill the spare 2 slots with whatever. Probs Nailmaster's and Grub Song
imagine not being sarcastic
naaaa mate u should equip greed and swarm to get all the money ๐
well coded person
less sense than Lightbringer 

How long did it take to make the Custom Knight mod?
like 5 minutes
the original white cloaked sprite sheet is what took the longest
for whoever that was that edited it
Well whoever did it is amazing
How do I increase the wait time?
ez
You make it bigger
gameobject.LocateMyFSM("Control").GetAction<Wait>("Active", 0).time = whatever float you want
@fair rampart
k
gameObject.GetComponentsInChildren<PlaymakerFSM>(true).Where(fsm => fsm.FsmName == "Control").FirstOrDefault();
The superior LocateMyFSM function
u
is it just faster?
It finds inactive ones
oof locatemyfsm doesnt?
I have no idea

It looks like shit
oh I thought you were talking about LocateMyFSM
That one also looks like shit
i mean what did they expect lol
GameObject gameObject2 = GameObject.Find("Grubberfly BeamL");
if (gameObject2 != null)
{
gameObject2.LocateMyFSM("Control").GetAction<Wait>("Active", 0).time = 0.2;
}
Nice name
Wait could not be found
did it find the game object?
oh you didnt import the actionfsms?

oh wait
you should already have it at this point
we all are sometimes
hi just dumb
i'm scenic
And I have to do this
GameObject gameObject3 = GameObject.Find("Grubberfly BeamL");
if (gameObject3 != null)
{
gameObject3.LocateMyFSM("Control").GetAction<Wait>("Active", 0).time = 0.2f;
}
for all 8 elegy fsms
uhh not necessarily
Have you heard of a for loop
Mobile can die
You edited 3 times, pinned it, unpinned it before you got it right
nice
Oh wait
you haven't unpinned it
check to make sure the current code works before moving on btw
might wanna use a try catch and log any exceptions for sanity
make a try log function which takes a list of lambdas and then put all of your code in it easy
try log
By that do you mean
try
{
// Function body
}
catch (Exception e)
{
Log(e);
}```
yes but a terrible function instead
Build a C# compiler in C# then use that to take a string and convert it to a lambda then run it in a try/catch
int a = 0;
int b = 0;
tryLog
(
() => a = 10;
() => b = int.MaxValue + 1;
)
except all of your code in one of them

wtf does that do
It's a function
It does whatever's in the function
Which in this theoretical scenario would be:
void tryLog(params Action actions)
{
if (actions == null) return;
foreach (Action action in actions)
{
try
{
action();
}
catch (Exception e)
{
LogError("Oopsy woopsy:\n" + e);
}
}
}```
Oh, that doesn't affect the projectile disappearing on enemy hit
it just made it go a little farther
what did you expect it to do lol
Disappearing is probably a tk2dWatchAnimationEvent
Or something like that idk if it's the exact name
I was hoping to make elegy double hits more consistant
it disappears when it hits an enemy because of the transition DEALT DAMAGE
Just add a wait at the start of the Terrain Hit state if that's what you need
Half the time I choose remaking FSMs as components rather than dealing with the FSM
Also an option
because that also would affect it hitting terrain
but if it doesn't hit levers, then whatever
It doesn't
How does AddAction work?
It adds an action to the end
Could I just add a wait after the DEALT DAMAGE event?
{
time = some float,
finishEvent = some event,
realTime = false
});```
X
?
That's at the end you fool
fsm.GetState("Terrain Hit").AddFirstAction(thing);
Cause you don't have it
use insertaction tbh
Not having the exact extensions I use 
what do I use to get addfirstaction
why not just use fsm.InsertAction("statename",0, Action...);
it's cleaner
and has more use
I made this file before there was anything like this included in ModCommon/API/Wherever
I meant that toward Abyssal
o
GameObject gameObject3H = GameObject.Find("Grubberfly BeamD R");
if (gameObject3H != null)
{
gameObject3H.LocateMyFSM("Control").InsertAction("Terrain Hit", new Wait(), 0);
}
```like this?
how do I specify the time?
yourfsm.InsertAction("name of state", new Wait
{
time = some float,
finishEvent = some event,
realTime = false
},0);
congrats you fucked it
joke I assume
I can't get it on the right line
what do I put in finishEvent? FINISHED?
finishEvent = FsmEvent.GetFsmEvent("WHATEVER EVENT YOU WANT"),
I think that's right
my taskbar is glitching
prob gonna have to restart my computer soon
it's getting in the way
ok well I I think I told you what to do correctly so I am good
finishEvent = FsmEvent.GetFsmEvent("FINISHED"),
this is what you want for that like
BUT
I just looked at the Terrain Hit state and there are other things you want to fix in it
there are other actions that cause it to transition in that state
you need to remove those
ye I was worried about that
for example:
the hardest part about removing is keeping the correct index
because you inserted an action you need to account for that
This is why I just wanted the wait after the DEALT DAMAGE event
if you want to do that then you have to make a new state and change transition so that DAMAGE DEALT leads to that new state instead of terrain hit. Then you have to add a Wait action to that new state and link it to Terrain Hit when it is done
doing that is just as much work tbh
@fair rampart
Do this after the insertaction
yourfsm.RemoveAction("Terrain Hit",2);```
see, this is way easier than what you said
how do you even make a new state?
why do you want to do that
I gave you the code for how to do it with the current method reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
I've got a successful bundle scene working so it shouldn't take much work to get it to load
Turns out it's actually pretty easy to create y/n dialog boxes anywhere
Because it's all global objects
WOAH
The only problem is it does the "End Conversation -> No -> Idle" transition all in 1 frame so I can't see that it went to "No"
And I can't really modify it either since it's globally used
So I'm actually just gonna have to make an FSM to receive events
Actually maybe not, the Take Geo state has a wait in it so I can tell if it went there
And just assume no otherwise
Did you use DialogueManager or TextYN or something else
This is my test code right now
Hey sean, can we add more sprite sheets to CustomKnight?
I want to make all the abilities different colors too
In theory yeah but someone's gotta figure out where those sheets are actually used in game
To change them
It's logging "Idle" when I hit yes even though this is a thing
GameObject gameObject3H = GameObject.Find("Grubberfly BeamD R");
if (gameObject3H != null)
{
FsmState fsmState = new FsmState(fsmTemp)
{
Name = "Damage Dealt"
};
gameObject3H.LocateMyFSM("Control").AddAction("Damage Dealt", new Wait
{
time = 0.2f,
finishEvent = FsmEvent.GetFsmEvent("FINISHED"),
realTime = false
});
gameObject3H.LocateMyFSM("Control").ChangeTransition("Active", "DEALT DAMAGE", "Damage Dealt");
gameObject3H.LocateMyFSM("Control").AddTransition("Damage Dealt", "FINISHED", "Terrain Hit");
}
``` will this work?
Oh god tabbing
Idk mick it's just a matter of looking through all the animation clips on the knight
There was a program I used to inspect all game assets at some point, but I don't remember what it was
including audio and shit
Unity Studio
must be it
It got renamed to Asset Studio I think which is just 
Will it work tho
I've never had to make a new state so I am not sure if that part is correct (everything else looks good though)
I mean he's just made a new state
Straight up
Not attached to anything
That's clearly wrong
wdym?
you need to link it to the fsm
I guess it depends on what fsmTemp is
Why haven't you done this to make the code less dungo
PlayMakerFSM _control = gameObject3H.LocateMyFSM("Control");
I need that there because FsmState needs to have (fsm)
that should be the fsm of the beam
public Fsm fsmTemp;
Just fyi the FsmState(Fsm) constructor doesn't do any of the class initialization
Do this? FsmState fsmState = new FsmState(gameObject3H.LocateMyFSM("Control").Fsm)
Fsm has a private field states
You'll have to add it to that at the very least
Dunno if anything else
should I do the bingo thing or nah
I'm not that good at doing randomizers that fast so idk
I won't stop you
GameObject gameObject3A = GameObject.Find("Grubberfly BeamL");
if (gameObject3A != null)
{
gameObject3A.LocateMyFSM("Control").GetState("Damage Dealt");
if (gameObject3A.LocateMyFSM("Control").GetState("Damage Dealt") == null)
{
FsmState fsmState = new FsmState(gameObject3A.LocateMyFSM("Control").Fsm)
{
Name = "Damage Dealt"
};
gameObject3A.LocateMyFSM("Control").AddAction("Damage Dealt", new Wait
{
time = 0.2f,
finishEvent = FsmEvent.GetFsmEvent("FINISHED"),
realTime = false
});
}
gameObject3A.LocateMyFSM("Control").ChangeTransition("Active", "DEALT DAMAGE", "Damage Dealt");
gameObject3A.LocateMyFSM("Control").AddTransition("Damage Dealt", "FINISHED", "Terrain Hit");
}
``` Should I put a null check so it doesn't add the state if it's already added, or is that unnecessary?
Invert your ifs my dude that's painful to look at
if (thing)
{
// function body
}```
|
V
```csharp
if (!thing)
{
return;
}
// function body
if (!(gameObject3A.LocateMyFSM("Control").GetState("Damage Dealt") != null))```?
! != ๐ฉ
wtf
wtd you said invert
Yeah but like use some common sense
but I am checking if is null
If it was !thing before don't turn it into !!thing
I'm not checking if it's not null
Abyssal, you would have been done an hour ago if you had used the code I gave you
same
Oh he's dming you too?
who is that
papa bless he has not dmed me
Same
universe brain
scene loading from fake bundle is currently working however the camera is stuck in place
Incredible galaxy brain code I just found in randomizer
This was yesterday:
weary
No, he is just asking the same thing he asked me
@dark wigeon Maybe try:
GameCameras.instance.StartScene
It's private though so reflection
56 any discord injections for perma black emote selector
k
@copper nacelle any good typeface
u
@fair rampart
Just use this
GameObject gameObject3A = GameObject.Find("Grubberfly BeamL");
PlayMakerFSM _control = gameObject3A.LocateMyFSM("Control");
if (gameObject3A != null)
{
_control.InsertAction("Terrain Hit", new Wait
{
time = 0.2f,
finishEvent = FsmEvent.GetFsmEvent("FINISHED"),
realTime = false
},0);
_control.RemoveAction("Terrain Hit",6);
_control.RemoveAction("Terrain Hit",2);
}
why do you have _ in a local
it looked nice
Underscores look nice??
Camera mode still on locked
_varName is for private backing fields
^
@dark wigeon I had a similar issue and I had to set GameManager.instance.cameraCtrl's cameraGameplayScene and a few other things
fine I won't use it anymore
k, he's general's problem now
Do you think it might have to do with the scene name? Does any code use scene names
ModCheats.cameraLockArea.SetValue(GameManager.instance.cameraCtrl, this._lockArea);
GameManager.instance.cameraCtrl.LockToArea(this._lockArea as CameraLockArea);
ModCheats.cameraGameplayScene.SetValue(GameManager.instance.cameraCtrl, true);
nice tabbing
There's no mod cheats
It's ridiculous
consider using shift+tab then copying
They're private fields
Fucking everything is pascal according to them
what
cameraGameplayScene = typeof(CameraController).GetField("isGameplayScene", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
cameraLockArea = typeof(CameraController).GetField("currentLockArea", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic);
Namespace, Type, Interface, Method, Property, Event, Field, Enum value
Yeah
SCREAMING_SNAKE_CASE consts all day
yes
Yeah because it's dumb
If everything is pascal it has no meaning
You can't tell what anything is anymore
if the channel description didn't state hollow knight I would ask questions the a hat in time level editor
the channel decription says modding, yet speedrunning still happens
yeah
And I seem to recall terraria here too
what is _lockArea
It's a CameraLockArea I save
It's from code for save states
You could probably find some in the scene you're loading using UnityEngine.Object.FindObjectOfType
hm still locked
also for some reason to the left of the camera it looks fine when forcing camera follow but the right is just black
literally the only difference is the name of the scene
its a complete copy of that level
o im stupid
i used the wrong event
nice
right now my code is worse than sphagetti
terraria but 56 ditches the boys
he's off winning hackathons
nice
amazing
What the fuck
Which does like nothing then exits
And it's not before the choice because if you interact with it then noclip out it stays
I guess it's whatever that CLOSE event does

Nice
lol i broke my save now im stuck in the wrong map
Incredible
but anyway it seems theres an error unloading a previous scene or something thats breaking everything else
BeginSceneTransitionRoutine's UnloadScene is unloading a non valid scene apparently
Unloading "Menu_Title"
Exception in responders to SceneLoad.ActivationComplete. Attempting to continue load regardless.
ArgumentException: Scene to unload is invalid
at (wrapper managed-to-native) UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal (string,int,bool,bool&)
at UnityEngine.SceneManagement.SceneManager.UnloadScene (System.String sceneName) [0x00000] in <filename unknown>:0
at GameManager+<BeginSceneTransitionRoutine>c__Iterator0+<BeginSceneTransitionRoutine>c__AnonStorey13.<>m__2 () [0x00000] in <filename unknown>:0
at SceneLoad+<BeginRoutine>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
<BeginRoutine>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
Exception in responders to SceneLoad.Complete. Attempting to continue load regardless.
NullReferenceException: Object reference not set to an instance of an object
at CameraController.GetTilemapInfo () [0x00000] in <filename unknown>:0
at CameraController.SceneInit () [0x00000] in <filename unknown>:0
at GameCameras.StartScene () [0x00000] in <filename unknown>:0
at GameCameras.SceneInit () [0x00000] in <filename unknown>:0
at GameManager.BeginScene () [0x00000] in <filename unknown>:0
at GameManager+<BeginSceneTransitionRoutine>c__Iterator0+<BeginSceneTransitionRoutine>c__AnonStorey13.<>m__3 () [0x00000] in <filename unknown>:0
at SceneLoad+<BeginRoutine>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
<BeginRoutine>c__Iterator0:MoveNext()
UnityEng...
Menu_Title is a scene
yes, it is
wtf
i dont know what that has to do with anything anyway
no i mean it's a scene which definitely exists
if you go to another scene first does it still throw
got it bois
made a mistake on LoadSceneAsync
check it out on my new level called level421_mod
amazing new level
ikr
how'd you come up with the design
i dunno man just thought of it and it just came all out
only problem is with this method is that if you remove the mod it invalidates the save but other than that it works
i have full access to editing all the level files at runtime
sick
Nice
How does the FINISHED event even work?
Because sometimes it looks like they have to call it explicitly
And sometimes it just happens
All actions you mean?
Ok
What the hell is fog bugz?
HeroController.RegainControl doesn't restore animations
why
The knight is stuck in idle
Amazing
i want to be the dumbass i am and act smart and say bugs and fog canyon but hh
What
me too
is this lore
i decided to do any% nmg then realized i had 10 minutes then got sub8 dash
i am sure it would have died to mantis pogo anyways since that's impossible
imagine using #any-percent-nmg
that's a weird way to spell modding
I think I have it working fully
Nice
is this all for dash slash text
Yeah
Someone mod this into the game with a wiifit
1000+ free workouts: cardio, strength, HIIT and abs by DAREBEE
just tell them they suck if they waste the 800 geo
Same
da faq

Where did they come up with that name
What does working out have to do with either of those words
Is there any chance the glass soul mod might be updated for the current patch? It's a mod I've really wanted to play
petition to make hard preset the default in rando
@rain forge no
@cunning lagoon can you do 31 dailies for me
i cannot believe verulean is leaving again
Good riddance
You just have to participate though ๐
lol
I have all achievements
but I lost all my skill since I got them
because I didn't play for like 4 or 5 months after completing pack 5
The future is now lads
@hazy sentinel I just thought that I was somehow in one discord of Isaac without changing. I was getting scared that I was losing time so much that I didn't even register the change.
this is the one
@rain cedar you need to make Zote q playable character.
@silk kindle you need to not make demands
Sorry, was only a joyful suggestion. I will not do it again.
doubt
@rain cedar you need to make rando 3
do I look like ushebti
i have never seen ushebti and sean in the same room
Same
@rain cedar Im truly didn't say it like that. I'm sorry.
let the child live sean
Ok
never knew pete was pro life
well i am a gamer so i'm pro at life ๐
YAAAAAAAAaaa
I should have guess that you cannot convey a voice tone by writing.
Yeah, it was pretty stupid of my part. Sorry.
it is okay
Atlas0 #1992199
Atlas0 #1992126
These are the two sheets for abilities
Those names don't really mean anything
so what info do you need
Just post the actual spritesheets so I know what you're trying to change
lul
for the demon one
3VIL-D3m0N mod 
Go here f
Make a q
creative p
Redwing should use these sprites
Could use "Your Windows 10 is โฟ "
Send download this is literally me
Do any1 have any good HollowKnight Mod recommendations?
play lightbringer
Randomizer 2 @arctic walrus
@silk jetty @hollow pier Thx ๐
play with controller upside down
play blindfolded
Okay I'll play blindfolded, controller upside down, and with my ears.
play darkness
play darkness, at minimum brightness, with sun glasses on
or just wear a blind fold
basically the same thing
darkness except your screen is turned off
Probably still doable for a few bosses.
@young walrus I uploaded a new version that can do those spritesheets
Desolate dive and vs look super out of place now
I just named them Wraiths and VoidSpells
Kk
And dream nail and wings
But yeah. Lol
Imma try my second Rev of them
try these ones
thats way better than the other one
Ddark didn't change much
but dive did
how does dive1 look?
the wings and dream nail look good with this
and so does shriek
wheres vs
@blissful burrow hopper meme https://youtu.be/HVeeFqDMLUA



