#archived-modding-development

1 messages · Page 456 of 1

worn meadow
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Any good boss fight mods?

fair rampart
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That's really not all of the boss mods

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ultimatum radiance

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atomic radiance

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void vessel?

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did that ever get published?

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yeah i guess

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i could make void vessel

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just use cheat engine

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it speeds up the game by 25% right?

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i thought that was it

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There's Pale Prince, Pale Champion, Ult Rad, GoB, NGG, DoH, A Lost Kin buff, Empress Muzznik, Royal Dreamer and that's about all I remember

delicate ether
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Is Randomizer 2 fit for serious playthroughs? Ive not been in the hollowknight modding scene for over a year.

fair rampart
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I'm not sure if it's publicly released

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what does that do even?

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It buffs Markoth

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no randomizer 2

delicate ether
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randomizes items, upgrades, etc

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but not room or enemies i think

fair rampart
#

huh

delicate ether
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im going off the pined descriptions page

fair rampart
#

i dont think it's fit for a playthrough

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you might get the dash by the end of the game

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which means you can't go to city of tears

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and you'll never get the dash

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Pretty sure every rando seed is made so that you can beat the game without cheats

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Not sure though

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well then it is

delicate ether
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Well, I used to play the chaos randomizer, and that would straight up lock/crash your game.

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Thats what i mean by "fit for serious playthrough"

fair rampart
#

oh

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well wont know if ya dont try

mossy pike
#

@delicate ether there is a much more advanced version of Rando in the pins of #randomizer

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It is stable, if that's your concern

delicate ether
#

well, i got randomizer 3 from the website, and then it mentioned in the readme something called "modinstaller", after googling around for a bit i found that and im going to use that

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However its telling me its unable to locate game files, so I guess that doesnt work.

mossy pike
#

Is your game folder in any strange location/with a strange name?

delicate ether
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G:\Steam\steamapps\common\Hollow Knight

mossy pike
#

Oh it's probably because your hard drive letter is not a common one like C: or D:

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Can't you just point out the location to the installer?

delicate ether
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It asked me a couple times if it was the correct path

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No, the installer doesnt start

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It gives that error and closes

mossy pike
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Oh k

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I had that several times and redownloading it fixed that, but I don't know if that can fix your problem

delicate ether
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Nope, didnt help

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i gues i'll just do it manually, i have the files i want

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i think

fair rampart
#

is there any mod to turn off the hud?

mossy pike
#

debug mod

fair rampart
#

where can i get it?

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(i saw there was a mod but it was deleted)

magic rover
#

On Modinstaller

fair rampart
#

u have a link?

magic rover
#

Check pins

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Actually

fair rampart
#

ah thanks

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ah the debug mod is awsome

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i lost my safe game so i dowloaded one but it doesnt have all the stuff i had now i can turn on the nail upgrades and shit

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thanks for that link

solemn rivet
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@delicate ether both enemy randomizer as well as item+room rando are well updated and working

delicate ether
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I just used randomizer 3 manually and it works

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however the rooms arent randomized

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i didnt see an option for it either

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well, "regions" not rooms

magic rover
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Click on Item Randomizer when on setup

solemn rivet
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^

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Nice pfp dj pichu

magic rover
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Thanks

delicate ether
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the area and connected area randomizer include items implicitly right?

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i should probably get benchwarp heh

magic rover
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Ye you should

delicate ether
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is 110 precent still a thing? and does it work. also, does charming work with this as well?

magic rover
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Pretty sure its outdated

delicate ether
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im guesing everything in the drive is up to date? i dont seew any versioning anywhere

magic rover
delicate ether
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qq

delicate ether
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Does bench warp touch controls at all?

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Cuz im having issues where my guy is constantly moving left now.

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After hours of playing without benchwarp

solemn rivet
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No

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Controller?

delicate ether
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Yes

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I'm going to use whatsitsname controller program to add a deadzone, maybe its my joys

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hollow knight has always been terrible with controller support for me

solemn rivet
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Just

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Unplug and replug

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See if that fixes it

delicate ether
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my left joy is constantly moving, im going to add a deadzone with x360ce

magic rover
#

Maybe your left joy is probably moving because of dust?

delicate ether
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could be, my controller is also old, but its been reliable for ages, may need to try to clean it, its actually going crazy atm, i did replug it and it didnt fix it

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itsa weird i just played fine for hours

floral furnace
#

ughh why does my BoxCollider stops working after the game fully loads, even with DontDestroyOnLoad already

flat forum
#

which mod

floral furnace
#

the gameobject with the one that has an attached BoxCollider2D component is still a active, but the collider just stops

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the mod im working on

flat forum
#

of course it's the mod you're working on what is it

floral furnace
#

oh sorry 😔

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gun mod, im trying to create a box collider below the player so i can make them pogo instead of shooting if an enemy is close enough/triggering the collider beneath you

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void OnTriggerStay2D(Collider2D col)
{
Modding.Logger.Log("Staying in contact " + col.name);
}

i have like this, during the setup/loading screen its definitely detecting another collider i had

vale spear
#

is there a mod to make shade lord a playable boss

ornate rivet
#

make the player recoil upward instead of pogo

floral furnace
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but once it loads, its just dies

vale spear
#

Oof

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it'd be cool

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by playable i mean fightable

floral furnace
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yeah but i want the knight to specifically down slash (since it looks better) hence i need to detect spikes/enemies below me eitherway

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the finding which one to detect isnt the hard part, its making this component work thats iffy

ornate rivet
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wdym by it stops working, is the GO not there anymore, is the boxcollider null, or does the boxcollider do nothing

floral furnace
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the GO is still there, i can slap a Log("h") and itll continue showing up on my console

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box collider seems working AT THE START TO, but once loaded, it stops

ornate rivet
#

how do you know it works at the start?

floral furnace
ornate rivet
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hmm

floral furnace
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gist is, bulletPrefabObject is instantiated at the start of the game, then i disable it once its created, then whenever i shoot ofc, the component it has will enable the colliders, all fine and dandy

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which means the new boxcollider im making IS detecting the bullet initialization colliders

ornate rivet
#

so it detects that but nothing else?

floral furnace
#

i removed
Physics2D.IgnoreCollision(bx, HeroController.instance.GetComponent<BoxCollider2D>(), true);
and now its detecting a Bounds Cage collidername at the start

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but yeah still the same, once the it loads proper it just, dies

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ehh wtv maybe im just tired, ill get it next time

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at least i got bootleg recoil working but h

ornate rivet
nimble lake
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Hey Saleh I need help

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I was talking in #archived-modding-help how I was trying to make the Fury mod affect Grubberfly’s elegy and Glowing womb

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Fury of the fallen should work with these but it seems these two charms have their own fsms to work with

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I tried doing it myself but I broke the mod by trying

lament ocean
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Shade Lord Knight skin

unborn flicker
#

I will repost my advice from yesterday, since it still seems appropriate:

  • If you try to modify an FSM which is null, you will get an exception
  • You can easily find and fix exceptions using the try catch environment
delicate ether
#

It would be neat to have, but a mindfuck to code probably, a map that generates as you explore in randomizer 3 using room mode.

nimble lake
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I’m not getting any exceptions

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It’s not a matter of exceptions

rain cedar
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And how do you know there's no exceptions?

nimble lake
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Because I’m not getting exceptions

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I’m doing something wrong and need saleh

floral furnace
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exceptions dont usually show up on modding log

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unless you explicity catch them

rain cedar
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Ok but WHERE are there no exceptions?

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Because what ttacco said

nimble lake
#

The game’s not crashing

rain cedar
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Bruh

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If you want to keep refusing help, go for it

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But I would add a try catch

unborn flicker
#

exceptions crash the mod, not the game

nimble lake
#

Oh

rain cedar
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That's not even really true

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They crash the current call stack

nimble lake
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I’ll try when at home

unborn flicker
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Yeah, fair

ornate rivet
#
try{
    //put code here
}
catch(System.Exception e){
    Log(e);
}```
copper nacelle
#

not having using System elderC

ornate rivet
#

I did it in case they don't

copper nacelle
#

What if they have another class named system

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gotta use global::System.Exception

ornate rivet
#

eeeee

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@nimble lake
If it's not finding the GO, you might have to do Resources.LoadAll<GameObject>(""); then find the grubberfly beam

rain cedar
#
namespace ModNamespace.System
{
     public class Exception : global::System.Exception { }
}```
ornate rivet
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56 why the maggotprime

rain cedar
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Because loadall is very slow

ornate rivet
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but would they have any other choice?

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I guess they could wait until a beam spawns

nimble lake
ornate rivet
#

buddo, you have to either wait for Grubberfly Beam to exist or force it to exist before using it

nimble lake
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so add yield return new WaitForSeconds(5f); before _fsm = GameObject.Find("Grubberfly BeamD R").LocateMyFSM("Control");?

ornate rivet
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no

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also don't wait for 5 seconds

nimble lake
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But that's already in there

ornate rivet
#

yield return new WaitWhile(() => HeroController.instance == null); is better

nimble lake
#

instead of yield return new WaitForSeconds(5f);?

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ok

ornate rivet
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yes

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I say forget about speed and do Resources.LoadAll<GameObject>(""); after the herocontroller loads

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You're only doing it once at the very start so it shouldnt matter

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56 Sean what is your suggestion

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oh wait that's Sean

rain cedar
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The prefabs just exist on herocontroller

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As fields

nimble lake
ornate rivet
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no

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and I did not know that Sean

nimble lake
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Oh

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What can I do with them then?

rain cedar
ornate rivet
#

Would they do something like:
Modding.ReflectionHelper.GetAttr<HeroController, GameObject>("grubberFlyBeamPrefabD");

safe hamlet
#

bro

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it's public

nimble lake
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well

rain cedar
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Bruh moment

nimble lake
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let's try

ornate rivet
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HeroController.instance.GetAttr<HeroController, GameObject>("grubberFlyBeamPrefabD");

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good?

rain cedar
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Bruh moment v2

ornate rivet
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sigh

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HeroController.instance.grubberFlyBeamPrefabD

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me bad

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mega sigh tisoweary

nimble lake
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I added the _ = because then it gives me an error

rain cedar
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_ in C# is similar to a trash can

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You stick things there to delete them

nimble lake
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Ah well then I guess that's not it either

safe hamlet
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why are you guessing

nimble lake
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That's all I know at this point

rain cedar
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You're accessing a field and doing nothing with it

unborn flicker
#

locate your fsm and save it as a variable

nimble lake
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but the prefabs are in herocontroller as fields

rain cedar
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Yes

unborn flicker
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It is a gameobject and a field

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field is not a type

rain cedar
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GameObjects have an arbitrary amount of components

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Such as PlaymakerFSM

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Which is what you'll have to modify

nimble lake
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maybe I'm supposed to trigger the grubberfly's elegy to fire fury shots through fsms because the prefabs are just prefabs

rain cedar
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Prefab is a fancy word for a GameObject that is meant to be instantiated many times

unborn flicker
#

The prefab is a template gameobject equipped with a template fsm which all the elegy beams are copied from

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so modifying the template fsm will make your changes

nimble lake
#

what do you mean by template?

rain cedar
#

I think that's a pretty clear wording

nimble lake
rain cedar
#

Just the Control fsm

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Oh there's different prefabs for fury

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So you shouldn't have to do anything fancy here

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Just replace the normal ones

nimble lake
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There's a class called PrefabSwapper, so I'm guessing it's with that?

ornate rivet
#

HeroController.instance.grubberFlyBeamPrefabL = HeroController.instance.grubberFlyBeamPrefabL_fury;

rain cedar
#

Never gonna learn if you give them the code

ornate rivet
#

yea you're right

nimble lake
#

On one hand, you're completely right, but on the other end I'm at the stage where I can never figure it out myself yet.
Joking aside, thanks for being considerate, I appreciate it

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I can't find anything about fury and glowing womb anywhere (hatchling) but tbh I'm not too concerned about this one

tiny siren
#

has anyone tried to do a customknight sprite but with hornet? I'm assuming not since it includes changing how the game handles the knight's spritesheet since she's so much bigger and goes outside the borders

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im new to modding and want to learn more and thought this would be pretty cool to do, if anyone has any pointers it'd be super appreciated

nimble lake
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wait hold on

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I just realized I'm just swapping the prefabs of grubberfly's elegy and not actually making it stronger

unborn flicker
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They probably all use the same fsm

rose siren
#

)

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mono -

copper nacelle
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same

nimble lake
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How do I access these fsms though?

unborn flicker
#

.LocateMyFsm("Control");

nimble lake
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I'm getting an error

unborn flicker
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.LocateMyFSM then, the same one you've been using before

nimble lake
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oh I'm supposed to use _fsm = GameObject.Find("") before that

unborn flicker
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_fsm = HeroController.instance.grubberFlyBeamPrefabL.LocateMyFSM("Control");

nimble lake
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Not _fsm = GameObject.Find("Grubberfly BeamD R").LocateMyFSM("Control");? I thought you said fsms

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this is just the prefab, no?

unborn flicker
#

yes, as we discussed before, the prefab is a gameobject with an fsm

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And GameObject.Find("Grubberfly BeamD R") will always be null

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partly because diagonal slashes were removed from the game

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but also because the game object only exists while you're slashing with grubberfly equipped

nimble lake
#

Oh the D stands for Diagonal

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so now what?

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How do I know what can I do with it?

nimble lake
unborn flicker
#

Remove the booltest

nimble lake
rain cedar
#

What are you trying to remove?

nimble lake
#

booltest

rain cedar
#

There's no activate state in the screenshot you sent

nimble lake
#

I'm trying to do the same thing I did with the fury fsm to remove the vignette effect

rain cedar
#

Should probably target the correct state, then

nimble lake
#

Is that not it?

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It's at the top

unborn flicker
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The state is Fury Multiplier

nimble lake
#

wait, explain

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Fury multiplier is the entire thing, no?

unborn flicker
#

The fsm is Control, the state is Fury Multiplier, and the action is BoolTest

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The event which ends Fury Multiplier is FINISHED

rain cedar
#

Actions aren't indexed by names, to be clear

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That's just the type of the action

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The states and fsm as a whole have actual names

nimble lake
unborn flicker
#

😬

rain cedar
#

Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

#

You should try to understand what you have and why it works

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Before adding

unborn flicker
#

As Sean pointed out above, there is no Activate state here

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There was one in the previous fsm you modified

nimble lake
#

There's .RemoveTransition, but I'm pretty sure I could only use that to remove entire events

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But that targets the states

rain cedar
#

Both ways of leaving the state use FINISHED so it won't work to remove that

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The fsm will get stuck

nimble lake
#

Right.

#

Wait, wouldn't it mean removing BoolTest will cause the fsm to get stuck because FINISHED is in it?

unborn flicker
#

No, because the FSM always sends finished after executing every action

nimble lake
#

oh wait

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wtf was my mind in this conversation

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hold on i think i got it

unborn flicker
#

Yes

nimble lake
#

Something is still wrong though
now fury is not activated at all, and I'm only getting red beams that still do normal damage

rain cedar
#

Not sure why that would be from what you've posted, you'll have to debug

vale zenith
#

Happy days are back again

#

I like that high redundancy approach, very solid

rain cedar
#

Such a bully

#

Maybe he hasn't reached loops yet in the tutorials

vale zenith
#

Is there any weird sideeffects to the assignment that would require setting this multiple times even?

rain cedar
#

It's different prefabs

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Just similar names

vale zenith
#

ohhhh, I see

copper nacelle
#

He's gotta go for top performance

#

no reflection

vale zenith
#

Because compilers don't unroll loops anymore in 2019

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Also please clarify runtime performance, because we're clearly not going for top development or maintenance performance

rain cedar
#

I would do something like

foreach (GameObject thing in new[] { HeroController.instance.whatever, etc })```
vale zenith
#

I'd declare the list separately, but essentially the same

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just feels easier to read if you declare it first because then the data and the flow are separate

rain cedar
#

Or we could one line it with .Select().ForEach()

#

The truly optimal solution

#

Wait you would need a ToList as well

#

Because .ForEach isn't linq for some reason

vale zenith
#

Not enough lambda

#

there you go

copper nacelle
#

ForEach really should be IEnumerable

rain cedar
#

Yeah

#
objList.Select(obj => obj.LocateFSM("Control")).ToList().ForEach(fsm => fsm.RemoveAction("Fury Multiplier", 0));```
#

Takes so long to type this shit on mobile

vale zenith
#

You're just crazy even doing this on mobile

nimble lake
#

so this one instead of _fsm.RemoveAction("Fury Multiplier", 0);?

unborn flicker
#

What you have is fine

rain cedar
#

I mean you could implement this but it's an example of bad code

#

Poor readability

nimble lake
#

ah

rain cedar
#

Not to say I don't do shit like this in half my code

#

I used to use the linq keywords instead of the methods so it could be worse

ornate rivet
#

For some reason doing this for every frame_target.GetComponent<Rigidbody2D>().velocity = new Vector2(0f, 30f); causes the knight to go up and slightly towards the right

#

the amount it goes right maxes out

safe hamlet
#

why are you doing it every frame

ornate rivet
#

so the knight goes up at constant speed

copper nacelle
#

#

just turn off gravity and set it once

ornate rivet
#

that takes more lines of code aka more effort

#

tbh might use addforce for better effect

nimble lake
#

Ah btw no one has an idea why fury isn’t working with grubberfly’s, even though I followed instructions

#

Maybe we look into it tomorrow

unborn flicker
#

No one has your code

rain cedar
#

Maybe you look into it tomorrow

ornate rivet
#

editing fury with elegy reminds of DoH and I don't want to think about it

nimble lake
#

Hm

#

Well, I finished everything I needed to do in HK, so I think I’m done for now.

rain cedar
#

But you didn't

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There's still a bug in your mod

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You just mentioned it like 30s ago

nimble lake
#

Ah no, that’s saleh’s mod

#

Saleh made the fury mod

rain cedar
#

But you haven't done anything else

nimble lake
#

I did some things (with help)

#

I removed the vignette and the sound it makes (with help)

rain cedar
#

Ah yes

#

The sound it makes

nimble lake
#

And at times I gave effort

rain cedar
#

Not all the time, though

ornate rivet
#

I am very bad at helping

rain cedar
#

That would be crazy

young walrus
#

ah yes, I love when I go to work and sometimes I give effort

rain cedar
#

No reason to always give effort when people will do it for you

ornate rivet
#

btw can confirm Ttacco's problem, addforce doesn't work for me either

nimble lake
#

But how else am I supposed to do it? I’m tackling something I have absolutely no idea how it works, and it’s not as if I can google it, because it’s specifically for Hollow Knight

rain cedar
#

You can start with putting in effort

nimble lake
#

But there were times where I really did try to do it myself

#

I’m sorry

rain cedar
#

There's not many hk specific concepts you have to understand for very basic modding

#

Just Unity basics

ornate rivet
#

how come doing this every frame kRB.velocity += new Vector2(0f, 5f); makes the knight go up at constant velocity unless the player holds jump?

rain cedar
#

The HeroController resets its speed constantly, so you're always at 0+5 units/s

ornate rivet
#

unfortunate

copper nacelle
#

what are you even trying to do

#

above the propeller you just yeet into the sky?

rain cedar
#

Into the spikes

ornate rivet
#

I want the player to accelerate toward the spike yea

rain cedar
#

You can remove player control I guess

#

Probably not what you want

copper nacelle
#

add constantforce and then remove it if they go to the side x5fiftPrime

#

you could do that transform.position alternative for rbs that checks collision

ornate rivet
#

yea might do that

copper nacelle
#

transform.Translate

#

apparently

ornate rivet
#

yep

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sometimes it hits so hard the knight bounces back without taking damage thinkgrub

#

wait this is the same as me just doing velocity = new vector2(0f,speed) where I increment speed by some value

#

except it ignores physics

copper nacelle
#

yes

#

it also ignores hc velocity sets

ornate rivet
weak lodge
#

gives me conniptions

lone canopy
fair rampart
silk jetty
#

jngo, stop flexing on me

#

also, why isn't the video fullscreen

fair rampart
#

that's not me dungo

silk jetty
#

yes it is

#

you posted it

#

it's clearly your alt

fair rampart
#

Isn't that the guy who did rad PP charmless nail only

lone canopy
#

I'm sure it will bring hornet some closure to know that scientists were able to determine the exact value of her mother

fringe wolf
#

Someone needs to make a mod for mantis lords/SoB + traitor lord at the same time

rain cedar
#

you

fringe wolf
#

i have no idea how, nor could i last more than what it takes to take 9 masks damage on it

flat forum
#

well then

#

l e a r n

placid barn
#

Are there any modding tools for HK?

#

Otherwise, what are the methods of creating mods for it.

jovial vault
#

📌

placid barn
#

Gah. Is HKWorldEdit purely for modifying the aesthetics or can it be used to add events (such as items) as well?

safe hamlet
#

you can add scripts to stuff

placid barn
#

I see.

#

How do I install HKWorldEdit? Sorry if it's mentioned somewhere but I can't find anything.

ornate rivet
#

hkworldedit isn't done yet. You can edit scenes with unity editor but you can't port them into the game.
To edit levels:
https://github.com/nesrak1/HKWorldEdit2 Open the folder there with Unity version 2017.4.10f1

placid barn
#

Thanks.

placid barn
#

How can I edit what a shop is selling?

#

I thought the whole modding process was going to be easy hivetired

unborn flicker
#

You can do that with an api mod

flat forum
#

foolish of you to assume that

unborn flicker
placid barn
#

Probably helpful, thanks

pseudo pewter
#

What is Elderbug God?

ornate rivet
pseudo pewter
#

thank you

brisk rock
#

Any tips for opening(explored all I can so far) in a randomizer game? I got Claw early and grinded for the lamp because I felt it was needed to get to the Resting Grounds, but all shops offer no ranged attacks and I can not figure where to go. Cleared out Salubra's shop and no ranged at Dirtmouth shops, unless Defender Crest can kill the Baldur to Green path. Help?

unborn flicker
#

Howling Cliffs

brisk rock
#

not sure I know how to access it then.

#

I did try already

rain cedar
#

From king's pass

brisk rock
#

yeah i did try there, must be something I am missing to get to the Cliff's then?

rain cedar
#

Left of where you initially fall in

brisk rock
#

i did try climbing that wall, no grip that i recall.

#

i will try again.

#

forgot about the Geo room to the left with the narrow hole to climb, thanks for the direction.

lone canopy
#

does randomizer make it so you can go back into the lifeblood core area after grabbing the charm?

#

because I can't get the arcane egg in there since I haven't found crystal heart yet and don't want to risk losing whatever that's turned into forever

simple python
#

yep, as long as you have lifeblood

lone canopy
#

omfg

#

who is responsible

#

for the great hoppers in the room next to oro's house

#

didn't even get geo except from the two that are supposed to spawn ;-;

delicate ether
#

"i thought the whole modding process was going to be easy" elderC

lone canopy
rain cedar
#

Would be a pretty busted farm spot if they all gave geo

#

Can't have that

simple python
#

could you imagine farming geo in 2019 maggotprime

lone canopy
#

no better year to farm geo than current year

#

I can't believe the chest in the weaver's den isn't exempt from the randomization pool

#

does this mean the chest in grimm's tent is fair game too

simple python
#

yep

queen dirge
#

can someone send me the mod installer?

royal ridge
queen dirge
#

thanks good sir

gilded lotus
#

that's a bot

queen dirge
#

oof

#

my norton deleted it

#

says its not safe

flat forum
#

there should be a Download Anyway option

royal ridge
#

Thank you for using Benji Bot™

flat forum
#

btw

#

there used to be like

#

file with dumps for all rooms for the game

queen dirge
#

nah my norton straight up deleting it

leaden socket
#

that file was in the pins when i just checked

flat forum
#

and I think I there was something with all dialogue prompts

leaden socket
#

this is probably a stupid question, sorry in advance - i joined this discord after watching a random mod vid on yt (pale champion), the pin has what looks like a good list of mods, but there are only a couple of boss/difficulty type mods, are there any that aren't in this doc?

flat forum
#

anybody have an idea where?

#

I think the doc mentions all of them?

copper nacelle
#

any enemy rando/scenes.rar

leaden socket
#

ok thanks : - )

flat forum
#

where-

copper nacelle
#

gdrive

flat forum
#

I am a moron is it in pins

leaden socket
#

yes it's up a bit in pins,

#

thanks for the help getting outta here : - )

gilded lotus
#

i hyperlinked the drive in the summary doc

#

so you can always do it there

lone canopy
#

yall

lone canopy
#

okay last joke I'm making before sleeping, probably:

#

queen can't do basic math

#

that's a third of a whole

cosmic marsh
#

lmao

gilded lotus
#

moved the mod summaries to #archived-modding-help as that seemed to be a more appropriate place with the update, just in case anyone is looking for it

flat forum
#

so ehre we make mods

royal ridge
#

ye we're writing up a announcement now

flat forum
#

modding help is helping others set up their stuff

royal ridge
#

but dyno now has the same modding commands as zote did

flat forum
#

and mosding discussion?

leaden hedge
#

whens creative category zoteintense

flat forum
#

is people screaming about what they did with mods on?

#

also I'm happy that my complaining about lost people being confused helped bring this

royal ridge
#

honestly the channel is quite vague, I suppose that can fit in there & mod ideas

leaden hedge
#

I assume modding help is purely install/user debuging
modding dev is purely dev/dev debuging
discussion is everything else

flat forum
#

still tho, thanks @royal ridge

royal ridge
#

server announcement should be up in a sec

ornate rivet
#

HAHA YASS

#

Is this channel for showing the progress of mods or for debugging mods?

leaden hedge
#

I would assume both

royal ridge
#

^

ornate rivet
#

ah ok

jovial vault
#

oh nice

vagrant leaf
#

wait since when was this a channel

ornate rivet
#

since an hour ago

vagrant leaf
#

interesting

nimble lake
#

this channel is new

copper nacelle
#

no

nimble lake
#

I don't remember it being there before

#

and yet, my messages are up there

copper nacelle
#

no

#

it was once #modding

jovial vault
#

once upon a time

ornate rivet
jovial vault
#

@ornate rivet this is hot

#

saleh we should make a game 😤

ornate rivet
#

But I suck at making games

jovial vault
#

me too

#

ok zaliant

ornate rivet
#

what does it say dunq

jovial vault
#

saleh should make a game

ornate rivet
#

sigh

#

games take too much motivation and time and if we don't finish it, I will feel depressed about it till the end of time

jovial vault
#

understandable

#

do a game jam or something?

ornate rivet
#

but if you do have a neat idea, dm me and maybe we will make a game zote

jovial vault
#

zaliant that's not a game

#

smh

ornate rivet
#

I'm not doing anymore modded bosses Zaliant smh

jovial vault
#

only original bosses now 😤

ornate rivet
#

original*

flat forum
#

I'm gonna endlessly request help until I get my mod delivered to me code chunk by code chunk in a large collective effort of all the people in this channel and then claim it as my own

jovial vault
#

isn't that what everyone here who's not modding staff does

flat forum
#

well I don't really know

#

most people don't code

jovial vault
#

also saleh game jams and stuff are things that aren't as big of a time investment + if you have a really cool idea i'd actually be pretty down as long as i can mess around with art style

flat forum
#

and the rest are Saleh

ornate rivet
#

hmm

flat forum
#

so

#

hey Saleh how does spawning new things at certain places in certain rooms work

ornate rivet
#

you instantiate it then you set it's position?

#

kind of depends on the gameobject though

#

specially if it has an fsm

flat forum
#

should I attach a Dialogue box prompt to the object or to a separate invisible box layered on the same place as the object

ornate rivet
#

is this hk?

flat forum
#

yes

#

I still wanna

#

make mod

#

eventually

ornate rivet
#

you shouldn't have to attach a dialogue box to anything

flat forum
#

like, a separate interact option thingy

#

the same way you read Cornifer's notes

ornate rivet
#

This is how I made a dialogue box

GameObject text = Instantiate(GameObject.Find("DialogueManager"));
var txtfsm = text.LocateMyFSM("Box Open");
txtfsm.SendEvent("BOX UP");
yield return null;
GameManager.instance.playerData.SetBool("disablePause", true);
_target.RelinquishControl();
_target.StopAnimationControl();
_target.gameObject.GetComponent<tk2dSpriteAnimator>().Play("LookUp");
_target.transform.localScale = new Vector2(-1f*Mathf.Abs(_target.transform.localScale.x), _target.transform.localScale.y);
GameObject sec = text.transform.Find("Text").gameObject;
sec.GetComponent<DialogueBox>().StartConversation("testee", "testudo");
yield return new WaitWhile(() => sec.GetComponent<DialogueBox>().currentPage <= 3);
txtfsm.SendEvent("BOX DOWN");
text.SetActive(false);
_target.RegainControl();
GameManager.instance.playerData.SetBool("disablePause", false);
_target.StartAnimationControl();
#

(_target is the herocontroller go)

copper nacelle
#

GameManager.instance.playerData.SetBool maggotprime x5fiftPrime x5fiftPrime

ornate rivet
#

shush

jovial vault
#

@dark wigeon hey any update on the editor asking for a friend

ornate rivet
#

If we all chant "nes" in a circle, eventually the editor will be done

jovial vault
#

saleh just finish it yourself and then we can make a new mod 😤

ornate rivet
#

Am not advanced enough unfortunately

jovial vault
#

okay then just ping 56 to incrementally write the code for you

young walrus
#

C

#

Co

#

Cod

#

Code

brazen mortar
#

🐟

floral furnace
#

cool

dark wigeon
#

@jovial vault school is back

#

If you want to be cool you should help finish it

jovial vault
#

I would, however I can not code

#

good luck with school

copper nacelle
#

just repinning because embeds are annoying

ornate rivet
dark wigeon
#

56 can you code

copper nacelle
#

i can

winter valley
#

wtf last message was 'most people don't code' and when I comment it jumps

copper nacelle
#

yup adding a character and nothing giving NaN really puts people off coding

winter valley
#

I know right!

dark wigeon
#

56 you should be cool and help with the level editor

#

Wait I just realized there is modding development ThonkingButCool

ornate rivet
#

the effects change slightly every time I redo it thinkgrub

winter valley
#

hollow knight gradius?

jovial vault
#

GWczoneTentacles hot

#

now we just need to figure out everything else about this mod lol

ornate rivet
dark wigeon
#

@ornate rivet bundle scenes is how the editor works

ornate rivet
#

oh

#

you can bundle stuff from hk too?

flat forum
#

what's this for?

ornate rivet
#

making a scene in unity and bringing it into hk

copper nacelle
#

@simple python merged the pr

simple python
#

oh cool, forgot about that. Thanks!

safe hamlet
#

np

charred parrot
#

wait couldnt you make an entire area now?

#

rip HK sprites, put them in unity, asset bundle magic bla bla new room?

flat forum
#

we can now

#

add entirely new rooms to HK?

dark wigeon
#

Bundle scenes from the editor are created from essentially ripping assets at runtime

#

You could just import a bundle level, but I was hoping to get stuff added like transitions and stuff as well as editing existing scenes to transition into the new ones

#

The level loader already supports loading from bundle scenes but editor doesn't have an option yet

flat forum
#

we need sprites

#

and unless you find somebody in like #art-discussion willing to put themselves through such a torture, I doubt it

#

and besides, I think the editor can only

#

edit rooms?

#

I don't think you can actually stable-ly add new areas yet

dark wigeon
#

and unless you find somebody in like #art-discussion willing to put themselves through such a torture, I doubt it
We have tk2d extract and asset studio?

fair rampart
dark wigeon
#

Nah fsm is the best

floral furnace
#

as long as you dont overuse them right

flat forum
#

@dark wigeon I mean don't we need an entirely new set of sprites not currently present or available anywhere to anyone, besides maybe TC to make that new area

ornate rivet
#

smh alek be lurking

ornate rivet
#

@safe hamlet
Did you ever release the death counter mod you were making?

#

If not, give the dll smh

copper nacelle
fair rampart
#

What are you guys doing here?

#

Your making a new area?

weak lodge
#

ask draco he'll tell you

jovial vault
#

and unless you find somebody in like #art-discussion willing to put themselves through such a torture, I doubt it
i have entered the chat

#

also yes me and saleh are attempting a thing lol

flat forum
#

why are you using this quote so much

dark wigeon
#

and unless you find somebody in like #art-discussion willing to put themselves through such a torture, I doubt it

why are you using this quote so much

copper nacelle
#

hmmm

dark wigeon
#

also yes me and saleh are attempting a thing lol

Tk2dextract?

#

Also I didn't realize by "we need sprites" you meant "we need new sprites"

flat forum
jovial vault
#

no, making a new area

#

i will now use quotes to annoy poopers

flat forum
#

the fact you called me poopers is annoying me so much more beyond the fact you're using quotes

dark wigeon
#

You could definitely reuse assets and just make new characters and enemies and stuff

charred parrot
#

what are you attempting

jovial vault
#

Dreamscape 2 electric boogaloo

ornate rivet
#

@leaden hedge
Animations do work with assetbundles btw
All you had to do was go.GetComponent<SpriteRenderer>().material = new Material(Shader.Find("Sprites/Default"));

leaden hedge
#

oh

ornate rivet
#

lmao

leaden hedge
#

unity big brain

ornate rivet
#

ngg2 and fennel boss fight will now be made at 2x speed omggrub

#

EEEEE katie

leaden hedge
ornate rivet
#

I will take this as both mods will be released tomorrow

ornate rivet
#

This is in a new scene. The ground and walls are made of black boxes with BoxCollider2Ds

#

Maybe @dark wigeon knows?

#

Double jump doesn't let the player go higher and wall climbing goes crazy

dark wigeon
#

idk

#

three possibilities: list with scene names, manager gameobject, or you didnt put the walls on the right layer although it looks like you did

#

did you check errors too?

ornate rivet
#

will do

#

weird

NullReferenceException: Do not create your own module instances, get them from a ParticleSystem instance
  at (wrapper managed-to-native) UnityEngine.ParticleSystem/EmissionModule:SetEnabled (UnityEngine.ParticleSystem,bool)
  at UnityEngine.ParticleSystem+EmissionModule.set_enabled (Boolean value) [0x00000] in <filename unknown>:0 
  at UnityEngine.ParticleSystem.set_enableEmission (Boolean value) [0x00000] in <filename unknown>:0 
  at HeroController.CancelWallsliding () [0x00000] in <filename unknown>:0 
  at HeroController.orig_Update () [0x00000] in <filename unknown>:0 
  at HeroController.Update () [0x00000] in <filename unknown>:0 
#

Yep figured out the problem. I always forget to check the output_log.txt, thanks for the help sherma
Apparently deleting a specific particle makes the game go dungo

#

I dont understand why though

umbral lichen
#

saleh definitly needs a modding staff role smh

ornate rivet
#

that's disgusting

leaden hedge
#

saleh will get modding staff right after angle and lazy 😩

ornate rivet
#

good

#

I dont want it

ornate rivet
#

please make my name green though

#

dark blue would work too

unborn flicker
#

give Saleh speedrunner 😩

ornate rivet
#

I want a manly dark blue 😠

unborn flicker
#

A modder role similar to speedrunner would be cool, not sure if it would be good for anything

leaden hedge
#

give me yellow name 😔

unborn flicker
#

Since it seems like the core conflict that happens is people want to be distinguished from white names because of experience/knowledge, but not everyone needs pin powers

#

idk though

ornate rivet
leaden hedge
#

they'll bully you

ornate rivet
#

also this should be moved to modding-discussion probably

leaden hedge
#

I went in lore and they tried to get me muted for having a coloured name 😔

umbral lichen
#

tf

ornate rivet
umbral lichen
#

smh

#

wait

#

what writes there

weak lodge
#

look! haramboi!

fair rampart
#

where's the reference for Modding.Logger?

copper nacelle
#

Assembly-CSharp

fair rampart
#

so uh

#

what's the next step after learning a bit of C# and looking at existing boss mods and understanding little about the code

#

is a heavy knowledge of unity required and if so, are there any good resources?

copper nacelle
#

heavy no a bit yes

floral furnace
#

what are you trying to make jngo, you could branch out from there

fair rampart
#

something with traitor lord

#

pale prince seemed like a good reference given the trail and dagger throws so I tried to disect it

#

unfortunately small brain

copper nacelle
#

I mean if there's anything in particular you want explained I can do that

#

Generally unity docs are also pretty okay

fair rampart
#

it's more of a general misunderstanding

#

I suppose I should just further improve my unity/c# knowledge

floral furnace
#

youve already made a minimod right

fair rampart
#

lol no

copper nacelle
#

do something smaller first

#

it helps way more than you'd think

fair rampart
#

ok I'll mod soul warrior since he's smaller than traitor lord maggotprime

#

I'll take a look at the example mods

copper nacelle
fair rampart
#

so dnSpy rips the actual source code?

copper nacelle
#

kinda

#

So you know the chain like

#

source code => byte code => machine code

fair rampart
#

mhm

copper nacelle
#

C# stores things as bytecode unlike some other languages

#

So what dnSpy does is it tries to reverse byte code => source code

#

but stuff gets messed up

#

Compiler optimizations happen

#

Local variable names aren't saved

#

etc

#

So it's as close to real source code as we'll get but it's not exactly what tc wrote

fair rampart
#

I see

#

should I only be looking in "{} -"?

copper nacelle
#

mostly yeah

#

but there's other stuff

#

FsmActions are outside of that

fair rampart
#

hmm, can't even get ExampleMod1 working

rain cedar
#

Probably because the example mods don't work

#

And likely never have

unborn flicker
#

^

rain cedar
#

Don't think wyza tested them

unborn flicker
#

I also could not get the example mods to work

#

But I also gave up quickly

fair rampart
rain cedar
#

It's probably only missing an "UPDATE NAIL DAMAGE" event

fair rampart
#

are they a good reference though?

umbral lichen
#

just realized that i have enough knowledge to make a mod

#

shitpost mod here i come

fair rampart
#

Ok, quick question. If I were to use unity, and "Create" a few rooms, would it be possible to tie them into dreamnailing NPCs? Ex: Using a finished version of the cut hornet bench room, give the player a 10% chance of entering said room when dreamnailing hornet at temple of the black egg. Also, kinda piggybacking off that idea, is it possible to bring back the level data from the cut areas from the older version of the game, or is that not allowed/possible?

#

I guess what I'm trying to do is bring a form of dream diving into the game, but use a percentage based chance of entering area, and use custom rooms/levels

fair rampart
#

Instead of sitting on my ass and being useless, I decided to look into it myself. I think the dream nail to enter a room would be possible through hooks, but I didn't see anything on getting a percent base of running the "my code" part. As for the second half, all related menus simply say TODO, so I have no idea what's possible there. Any help would be appreciated!

#

I assume that adding a new room wouldn't be impossible, as I plan on only using in game assets, and possibly cut content if it's possible to bring those assets into present game. It should only be a matter of creating the room, packing it into a levelXX file and using it in the hook, but, I'm a noob when it comes to this and I really don't know. sherma

leaden hedge
#

wait for the level editor to work well

fair rampart
#

Can you not just edit a level through unity?

copper nacelle
#

Saleh loaded a scene from an asset bundle without the level editor

#

@ornate rivet

leaden hedge
#

yeah that works fine

#

assetbundles can't bundle code though

#

so you have to manually add every single behaviour

copper nacelle
buoyant obsidian
#

Someone in the Risk of Rain discord made an API sort of thing to get around that

leaden hedge
#

thats what the level editor would do I assume

buoyant obsidian
#

also as long as you're using scripts that are originally from HK it should work straight up I thought

leaden hedge
#

no link

#

it doesn't magically know your healthmanager is the same as the games

#

afaik

buoyant obsidian
#

could be wrong haven't looked into it too much

dark wigeon
#

assetbundles can't bundle code though I haven't tried but can't you just include a text script like the editor does?

#

it might take the type tree

#

and you can definitely reference a script from a bundle from a modded dll

dark wigeon
#

753 you didn't even try

buoyant obsidian
#

Text script meaning a monobehaviour right?

dark wigeon
#

Monoscript

#

There's a field that accepts a string of c# code rather than an assembly/namespace/class name

#

I'm not sure if a build would accept a typetree change

#

Also if lazy just make mod read from textasset and execute ez

buoyant obsidian
#

I have no clue what a typetree change is but I used

GameObject.Find("shrine of chance").AddComponent<ChanceShrine>();
GameObject.Find("shrine of order").AddComponent<OrderShrine>();

instead of

public class ChanceShrine : MonoBehaviour
    {
        void Awake()
        {
            if (NetworkServer.active)
            {
                // blah blah blah
            }
            UnityEngine.Component.DestroyImmediate(this);
        }
    }

for my Risk of Rain mod

#

since when I tried just slapping the script on it didn't work

dark wigeon
#

Typetree tells unity how the asset is serialized

buoyant obsidian
dark wigeon
#

That works too but I feel like you could just make your mod, import the dll into your unity project, and bundle using the mb from there

#

Yes that's a monoscript and when it's a component it's a monobehaviour although "newbehaviour" is a little silly

#

As long as the hash matches I don't see why it wouldn't work

umbral lichen
#

to make a mod

#

i just create a unity script write references in it for example SHADOW_DASH_COOLDOWN change the value , and then done

#

wait where do i put the script to

floral furnace
#

you have to compile it into a dll

umbral lichen
#

how so

floral furnace
#

at the start you chose Class Library (.NET Framework) right?

#

when creating a new project i mean

umbral lichen
#

yes

#

cant i just get a script from unity?

#

that d work too

floral furnace
#

well if youre using the ModdingAPI youll need it to be a dll file before you drop it in the mods folder

umbral lichen
#

if i dont

floral furnace
#

well then i have no idea how to make mods without using the API

umbral lichen
#

how do i donwload the apı without the mod installer

floral furnace
#

should be in the folders hang on

umbral lichen
#

thank

floral furnace
#

tho you could like, use the installer, install it from there and it should be the same afaik

umbral lichen
#

k

#

time to make an epic mod

fair rampart
#

wait

umbral lichen
#

sure

fair rampart
#

can you use class library (.NET Core)?

umbral lichen
#

so to make it a dll

#

i just rename it ?

floral furnace
#

was doing something

#

im not sure jngo but i could be wrong with the framework since its been a while since i created a new proj, but i think they should do the same

#

and no you dont rename it

#

once you finish your mod, you press the build option

#

once it finishes building if you go the the project folder, go to "bin" folder, then "debug" folder, your mod should be in it in the form of a dll

ornate rivet
#

imagine not making it automatically output to the mods folder

floral furnace
#

i never bothered changing my output path ok

#

and yes, i copy paste it, everytime, every single goddamn time, when i make a small change

ornate rivet
#

wtf

floral furnace
#

dunno it fancies me more, a weird thing i know

ornate rivet
#

put this in your .csproj file

<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="@echo on" />
<Exec Command="echo Copying mod" />
<Exec Command="copy &quot;$(TargetPath)&quot; &quot;C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed\Mods\&quot;" />
</Target>
#

change the path if it's different

floral furnace
#

couldnt you just configure it directly in vs studio

ornate rivet
#

yea

#

I dont remember how though. I have a template project setup so it does all this automatically everytime I make a new mod

floral furnace
#

im reading some stuff online but im not seeing stuff about it specifically sending the dll itself only, not the entire contents of it

#

eh doesnt matter ill just slap that shit in the csproj

ornate rivet
#

using DnSpy's debugging feature takes too long to setup

#

otherwise it would actually be kind of useful rn

copper nacelle
#

It also kills the game

umbral lichen
#

correct

blissful ibex
#

pls make recolor for wings (make them dark) plssssssssssssss

copper nacelle
gilded lotus
#

But my dark wings

dark wigeon
#

@echo on

😂 😂

ornate rivet
#

Getting the knight to work with horizontal gravity will be a big pain

#

I hate herocontroller

jovial vault
#

Hot

#

I cant wait for a water level i mean nightmare realm

umbral lichen
#

hey

#

i can help

jovial vault
#

Okay just hand over your soul

ornate rivet
#

btw why does unity hate 2d so much? The assetbundle issue where sprite textures dont move over from Unity to HK doesn't happen with 3d stuff

jovial vault
#

solution: stop modding hk and make a game

ornate rivet
#

ew

umbral lichen
#

haha wonder what dumb person would do that

#

🙂

jovial vault
#

Saleh 😳

umbral lichen
#

solution : leak into tcs office and steal hollow knight unity project

#

make the mod , build it

ornate rivet
#

no the solution is just
i.GetComponent<SpriteRenderer>().material = new Material(Shader.Find("Sprites/Default"));

#

still makes no sense why though

umbral lichen
#

understandable

jovial vault
#

Relatable

umbral lichen
#

what is i

ornate rivet
#

a go

umbral lichen
#

hm

jovial vault
#

Also do you have any specific sub locations/story behind the area for me to work off of rn or no

safe hamlet
#

yes

#

forest of tentacles

jovial vault
#

Shoo sid

#

You no make game with me

safe hamlet
#

saleh, tell mino to draw it

ornate rivet
#

mino draw it

#

please

jovial vault
#

Friendship ended with sid now saleh is my friend

safe hamlet
#

please

jovial vault
#

Nvm saleh aint it either

safe hamlet
#

imagine asking nicely

jovial vault
#

I am in bed

safe hamlet
#

yhtsi

jovial vault
#

I will not get out of bed at 2 am just to draw a tentacle forest for my depraved friends

ornate rivet
#

mino we should probably figure out how the player enters the area

jovial vault
#

Yes just coding hackerman that away
By which i mean bother 56

ornate rivet
#

something like: once grimm troupe dlc ends, the player can go and dreamnail the weird thingy in howling cliffs

#

idk what the starting area would be, but the first stop should definitely be a carnival town

jovial vault
#

This makes sense

#

Oh hell yeah

#

what would the boss look like tho

#

Bunch of grimmkins and stuff stitched together?

ornate rivet
#

yass

#

maybe one head for each grimmkin size?

jovial vault
#

Big f for our abyss expansion plans smh

#

Yea

ornate rivet
#

one day

umbral lichen
#

saleh

#

i can help

ornate rivet
#

what doth thou wish to do

#

is this the right place for this discussion homothety

safe hamlet
#

yes

#

sure

#

it can be

#

just throw in some code here and there

jovial vault
#

tbh we could just do an entirely original platforming thing instead of basing it off off hk like the abyss expansion idea, i feel like its be easier for both of us

#

I mean we are discussing conceptual development for mods

unborn flicker
#

I think either channel would be fine, right?

ornate rivet
#

okie cool

unborn flicker
#

I was going to say, it would be cool to add room packs to room rando some day

umbral lichen
#

i already do smt similiar to that mino

ornate rivet
#

mino wdym by that

umbral lichen
#

moth storyy

jovial vault
#

Yeah that would be pretty cool

ornate rivet
#

like not make it a mod?

jovial vault
#

What im saying is: maybe a small original game thing if messing around with TCs code is too much of a headache for you

umbral lichen
#

yes just do what i do

jovial vault
#

But keep it somewhat mechanically similar

#

It doesnt affect me much either way

#

and we still have to figure out the current mod

umbral lichen
#

it does

#

you gotta draw a new character

jovial vault
#

Eh id have to do that anyways

ornate rivet
#

hmm I dunno tbh
I think sticking to hk would be easier in terms of polish

umbral lichen
#

no actually

ornate rivet
#

then again we are making an entirely new area

umbral lichen
#

graig told that he wants fan games

copper nacelle
#

Did you just set the physics vector for that video saleh

ornate rivet
#

for the gravity to change, yes
but the knight didn't like that at first

jovial vault
#

Didnt graig say he doesnt understand why we arent putting our talents to making something original, sugar

umbral lichen
#

yeah he meant fangames

jovial vault
#

alright now i sleep, goodbye

umbral lichen
#

he meant demo remake is

#

not original

ornate rivet
umbral lichen
safe hamlet
#

gn

umbral lichen
#

imagine sleeping tho

ornate rivet
#

fixing herocontroller's jump, jump release, djump, and other stuff is fine with hooks correct?

#

or is there a better way?

copper nacelle
#

That's the only way I can think of

#

I was trying to do a mod like that a while back

#

The raycasts are all fucked

ornate rivet
#

yea hk areas aren't meant to be played upside down zote

#

it works when you're making new areas though

ornate rivet
#

neat

#

yea I've seen that before

umbral lichen
#

so you know maybe ask him ?

ornate rivet
#

thinkgrub that has nothing to do with what I'm doing

umbral lichen
#

i think it does

ornate rivet
#
  1. I dont want to flip hk levels
  2. I'm only flipping the knight
weak lodge
#

flipping hell mate 😔

fair rampart
#

what does FsmUtil.cs do?

ornate rivet
#

adds some fsm extensions probably

#

The one I have adds an AddTransition method, idk if that's the one you have too

fair rampart
#

yeah
56 added a whole bunch of new methods on top of KT's

#

I see that they're used in Prince.cs which seems to be where most of the logic is

copper nacelle
#

yes

fair rampart
#

turns out I actually don't have much C# knowledge so I have a ways to go

#

had to teach myself generics and property setters/getters suspension_tramway

#

dunno if you guys have any other features of the language to learn that might be useful?

copper nacelle
#

events

fair rampart
#

ok

copper nacelle
#

local functions

#

lambdas

#

Func<T>, Action<T>

#

reflection

floral furnace
#

reflection
:ech:

fair rampart
#

anything from unity?

floral furnace
#

coroutines

copper nacelle
#

components

fair rampart
#

thanks all

fair rampart
#

why does PP start at phase 3 when I build it maggotprime

copper nacelle
#

That's intended

#

#if DEBUG

fair rampart
#

ah

copper nacelle
#

kind of a pain to do 2k damage every time you want to test something

fair rampart
#

true

fair rampart
#

what was your process for finding the FSMs and events in PV for PP with dnSpy and FSMView?

copper nacelle
#

Like FSM events?

#

The FSMs affecting the boss itself are almost always components on the boss

#

The rare exception is like mantis lords

#

where you have an fsm on each entity but also an fsm on the battle go

#

You just open the scene and look under the entity name

#

FSM Events are done via SendEvent or by finishing all the actions in the state

#

And you can see what states respond to what events by what events are underneath that state in the viewer

fair rampart
#

in the case of TL would the entity be "Mantis Traitor Lord-Mantis"?

copper nacelle
#

yeah

#

GameObject is "Mantis Traitor Lord"

#

FSM name is "Mantis"

fair rampart
#

ok

#

I'm trying my best to sound like I know more than I actually do so bear with me

copper nacelle
#

😤

#

You can see the names of each enemy go in like debug mod

#

under the enemies panel

fair rampart
#

yeah

copper nacelle
#

But bosses are fairly often the only thing in their scene or their names are obvious

#

so you usually don't have to check

#

but like pale lurker is Pale Lurker

#

two spaces

fair rampart
#

I'm sure Saleh had fun figuring that out

fair rampart
leaden hedge
#

fix it 56 pls

copper nacelle
#

ah it wasn't pale lurker

#

it was an fsm state

#

[Space]Hop instead of Hop

leaden hedge
#

nice

ornate rivet
#

fun times

#

Does HeroController control pogoing and upslashing recoil?

#

I only see horizontal recoil stuff in it

umbral lichen
#

probably but not sure

fair rampart
#

wait there is knockback from slashing upward?

umbral lichen
#

yes

fair rampart
#

I was fucking right

umbral lichen
fair rampart
#

fuck you grover

umbral lichen
#

@glacial panther