#archived-modding-development
1 messages · Page 456 of 1
That's really not all of the boss mods
ultimatum radiance
atomic radiance
void vessel?
did that ever get published?
yeah i guess
i could make void vessel
just use cheat engine
it speeds up the game by 25% right?
i thought that was it
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
Is Randomizer 2 fit for serious playthroughs? Ive not been in the hollowknight modding scene for over a year.
I'm not sure if it's publicly released
what does that do even?
It buffs Markoth
no randomizer 2
huh
im going off the pined descriptions page
i dont think it's fit for a playthrough
you might get the dash by the end of the game
which means you can't go to city of tears
and you'll never get the dash
Pretty sure every rando seed is made so that you can beat the game without cheats
Not sure though
well then it is
Well, I used to play the chaos randomizer, and that would straight up lock/crash your game.
Thats what i mean by "fit for serious playthrough"
@delicate ether there is a much more advanced version of Rando in the pins of #randomizer
It is stable, if that's your concern
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
However its telling me its unable to locate game files, so I guess that doesnt work.
Is your game folder in any strange location/with a strange name?
G:\Steam\steamapps\common\Hollow Knight
Oh it's probably because your hard drive letter is not a common one like C: or D:
Can't you just point out the location to the installer?
It asked me a couple times if it was the correct path
No, the installer doesnt start
It gives that error and closes
Oh k
I had that several times and redownloading it fixed that, but I don't know if that can fix your problem
Nope, didnt help
i gues i'll just do it manually, i have the files i want
i think
is there any mod to turn off the hud?
debug mod
On Modinstaller
u have a link?
ah thanks
ah the debug mod is awsome
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
thanks for that link
@delicate ether both enemy randomizer as well as item+room rando are well updated and working
I just used randomizer 3 manually and it works
however the rooms arent randomized
i didnt see an option for it either
well, "regions" not rooms
Click on Item Randomizer when on setup
Thanks
the area and connected area randomizer include items implicitly right?
i should probably get benchwarp heh
Ye you should
is 110 precent still a thing? and does it work. also, does charming work with this as well?
Pretty sure its outdated
im guesing everything in the drive is up to date? i dont seew any versioning anywhere
Does bench warp touch controls at all?
Cuz im having issues where my guy is constantly moving left now.
After hours of playing without benchwarp
Yes
I'm going to use whatsitsname controller program to add a deadzone, maybe its my joys
hollow knight has always been terrible with controller support for me
my left joy is constantly moving, im going to add a deadzone with x360ce
Maybe your left joy is probably moving because of dust?
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
itsa weird i just played fine for hours
ughh why does my BoxCollider stops working after the game fully loads, even with DontDestroyOnLoad already
which mod
the gameobject with the one that has an attached BoxCollider2D component is still a active, but the collider just stops
the mod im working on
of course it's the mod you're working on what is it
oh sorry 😔
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
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
is there a mod to make shade lord a playable boss
make the player recoil upward instead of pogo
but once it loads, its just dies
yeah but i want the knight to specifically down slash (since it looks better) hence i need to detect spikes/enemies below me eitherway
the finding which one to detect isnt the hard part, its making this component work thats iffy
wdym by it stops working, is the GO not there anymore, is the boxcollider null, or does the boxcollider do nothing
the GO is still there, i can slap a Log("h") and itll continue showing up on my console
box collider seems working AT THE START TO, but once loaded, it stops
how do you know it works at the start?
hmm
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
which means the new boxcollider im making IS detecting the bullet initialization colliders
so it detects that but nothing else?
i removed
Physics2D.IgnoreCollision(bx, HeroController.instance.GetComponent<BoxCollider2D>(), true);
and now its detecting a Bounds Cage collidername at the start
but yeah still the same, once the it loads proper it just, dies
ehh wtv maybe im just tired, ill get it next time
at least i got bootleg recoil working but h
also this happened out of experimenting earlier, found it amusing

Hey Saleh I need help
I was talking in #archived-modding-help how I was trying to make the Fury mod affect Grubberfly’s elegy and Glowing womb
Fury of the fallen should work with these but it seems these two charms have their own fsms to work with
I tried doing it myself but I broke the mod by trying
Shade Lord Knight skin
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
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.
And how do you know there's no exceptions?
The game’s not crashing
exceptions crash the mod, not the game
Oh
I’ll try when at home
Yeah, fair
try{
//put code here
}
catch(System.Exception e){
Log(e);
}```
not having using System 
I did it in case they don't
eeeee
@nimble lake
If it's not finding the GO, you might have to do Resources.LoadAll<GameObject>(""); then find the grubberfly beam
namespace ModNamespace.System
{
public class Exception : global::System.Exception { }
}```
56 why the maggotprime
Because loadall is very slow
This is basically what I did
buddo, you have to either wait for Grubberfly Beam to exist or force it to exist before using it
so add yield return new WaitForSeconds(5f); before _fsm = GameObject.Find("Grubberfly BeamD R").LocateMyFSM("Control");?
But that's already in there
yield return new WaitWhile(() => HeroController.instance == null); is better
yes
I say forget about speed and do Resources.LoadAll<GameObject>(""); after the herocontroller loads
You're only doing it once at the very start so it shouldnt matter
56 Sean what is your suggestion
oh wait that's Sean

Would they do something like:
Modding.ReflectionHelper.GetAttr<HeroController, GameObject>("grubberFlyBeamPrefabD");
well
Bruh moment
let's try
HeroController.instance.GetAttr<HeroController, GameObject>("grubberFlyBeamPrefabD");
good?
Bruh moment v2
Ah well then I guess that's not it either
why are you guessing
You're accessing a field and doing nothing with it
locate your fsm and save it as a variable
but the prefabs are in herocontroller as fields
Yes
GameObjects have an arbitrary amount of components
Such as PlaymakerFSM
Which is what you'll have to modify
maybe I'm supposed to trigger the grubberfly's elegy to fire fury shots through fsms because the prefabs are just prefabs
Prefab is a fancy word for a GameObject that is meant to be instantiated many times
The prefab is a template gameobject equipped with a template fsm which all the elegy beams are copied from
so modifying the template fsm will make your changes
what do you mean by template?
I think that's a pretty clear wording
Just the Control fsm
Oh there's different prefabs for fury
So you shouldn't have to do anything fancy here
Just replace the normal ones
There's a class called PrefabSwapper, so I'm guessing it's with that?
HeroController.instance.grubberFlyBeamPrefabL = HeroController.instance.grubberFlyBeamPrefabL_fury;
Never gonna learn if you give them the code
yea you're right
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
I can't find anything about fury and glowing womb anywhere (hatchling) but tbh I'm not too concerned about this one
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
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
wait hold on
I just realized I'm just swapping the prefabs of grubberfly's elegy and not actually making it stronger
They probably all use the same fsm
same
How do I access these fsms though?
.LocateMyFsm("Control");
.LocateMyFSM then, the same one you've been using before
oh I'm supposed to use _fsm = GameObject.Find("") before that
_fsm = HeroController.instance.grubberFlyBeamPrefabL.LocateMyFSM("Control");
Not _fsm = GameObject.Find("Grubberfly BeamD R").LocateMyFSM("Control");? I thought you said fsms
this is just the prefab, no?
yes, as we discussed before, the prefab is a gameobject with an fsm
And GameObject.Find("Grubberfly BeamD R") will always be null
partly because diagonal slashes were removed from the game
but also because the game object only exists while you're slashing with grubberfly equipped
There's this but idk how or what to do with it
Remove the booltest
I think I'm supposed to place these last ones somewhere else
What are you trying to remove?
booltest
There's no activate state in the screenshot you sent
I'm trying to do the same thing I did with the fury fsm to remove the vignette effect
Should probably target the correct state, then
The state is Fury Multiplier
The fsm is Control, the state is Fury Multiplier, and the action is BoolTest
The event which ends Fury Multiplier is FINISHED
Actions aren't indexed by names, to be clear
That's just the type of the action
The states and fsm as a whole have actual names
so, like this?
😬
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
You should try to understand what you have and why it works
Before adding
As Sean pointed out above, there is no Activate state here
There was one in the previous fsm you modified
There's .RemoveTransition, but I'm pretty sure I could only use that to remove entire events
But that targets the states
Both ways of leaving the state use FINISHED so it won't work to remove that
The fsm will get stuck
Right.
Wait, wouldn't it mean removing BoolTest will cause the fsm to get stuck because FINISHED is in it?
No, because the FSM always sends finished after executing every action
Yes
Something is still wrong though
now fury is not activated at all, and I'm only getting red beams that still do normal damage
Not sure why that would be from what you've posted, you'll have to debug
Is there any weird sideeffects to the assignment that would require setting this multiple times even?
ohhhh, I see
Because compilers don't unroll loops anymore in 2019
Also please clarify runtime performance, because we're clearly not going for top development or maintenance performance
I would do something like
foreach (GameObject thing in new[] { HeroController.instance.whatever, etc })```
I'd declare the list separately, but essentially the same
just feels easier to read if you declare it first because then the data and the flow are separate
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
ForEach really should be IEnumerable
Yeah
objList.Select(obj => obj.LocateFSM("Control")).ToList().ForEach(fsm => fsm.RemoveAction("Fury Multiplier", 0));```
Takes so long to type this shit on mobile
You're just crazy even doing this on mobile
so this one instead of _fsm.RemoveAction("Fury Multiplier", 0);?
What you have is fine
ah
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
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
why are you doing it every frame
so the knight goes up at constant speed
that takes more lines of code aka more effort
tbh might use addforce for better effect
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
No one has your code
Maybe you look into it tomorrow
editing fury with elegy reminds of DoH and I don't want to think about it
But you haven't done anything else
I did some things (with help)
I removed the vignette and the sound it makes (with help)
And at times I gave effort
Not all the time, though
I am very bad at helping
That would be crazy
ah yes, I love when I go to work and sometimes I give effort
No reason to always give effort when people will do it for you
btw can confirm Ttacco's problem, addforce doesn't work for me either
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
You can start with putting in effort
There's not many hk specific concepts you have to understand for very basic modding
Just Unity basics
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?
The HeroController resets its speed constantly, so you're always at 0+5 units/s
unfortunate
Into the spikes
I want the player to accelerate toward the spike yea
add constantforce and then remove it if they go to the side 
you could do that transform.position alternative for rbs that checks collision
yea might do that
yep
sometimes it hits so hard the knight bounces back without taking damage 
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
gives me conniptions
lmao
My English isn't very good. Maybe I can not answer all your questions. Sorry.
that's not me dungo
Isn't that the guy who did rad PP charmless nail only
I'm sure it will bring hornet some closure to know that scientists were able to determine the exact value of her mother
Someone needs to make a mod for mantis lords/SoB + traitor lord at the same time
you
i have no idea how, nor could i last more than what it takes to take 9 masks damage on it
Are there any modding tools for HK?
Otherwise, what are the methods of creating mods for it.
📌
Gah. Is HKWorldEdit purely for modifying the aesthetics or can it be used to add events (such as items) as well?
you can add scripts to stuff
I see.
How do I install HKWorldEdit? Sorry if it's mentioned somewhere but I can't find anything.
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
Thanks.
How can I edit what a shop is selling?
I thought the whole modding process was going to be easy 
foolish of you to assume that
Here's an example of it being done:
https://github.com/homothetyhk/HollowKnight.RandomizerMod/blob/master/RandomizerMod3.0/Actions/ChangeShopContents.cs
Probably helpful, thanks
What is Elderbug God?
@pseudo pewter
https://youtu.be/fuFTmh14Xo4
thank you
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?
Howling Cliffs
From king's pass
yeah i did try there, must be something I am missing to get to the Cliff's then?
Left of where you initially fall in
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.
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
yep, as long as you have lifeblood
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 ;-;
"i thought the whole modding process was going to be easy" 
could you imagine farming geo in 2019 
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
yep
can someone send me the mod installer?
thanks good sir
that's a bot
there should be a Download Anyway option
Thank you for using Benji Bot™
nah my norton straight up deleting it
that file was in the pins when i just checked
and I think I there was something with all dialogue prompts
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?
any enemy rando/scenes.rar
ok thanks : - )
where-
gdrive
I am a moron is it in pins
okay last joke I'm making before sleeping, probably:
queen can't do basic math
that's a third of a whole
lmao
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
so ehre we make mods
ye we're writing up a announcement now
modding help is helping others set up their stuff
but dyno now has the same modding commands as zote did
and mosding discussion?
whens creative category 
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
honestly the channel is quite vague, I suppose that can fit in there & mod ideas
I assume modding help is purely install/user debuging
modding dev is purely dev/dev debuging
discussion is everything else
still tho, thanks @royal ridge
server announcement should be up in a sec
I would assume both
^
ah ok
oh nice
wait since when was this a channel
since an hour ago
interesting
this channel is new
no
I don't remember it being there before
and yet, my messages are up there
oh wait, this was once #modding-discussion
once upon a time
@jovial vault
Time to make Pale Godtamer
https://twitter.com/IDA_Hollowdamya/status/1161256534938025984?s=19
But I suck at making games
what does it say 
saleh should make a game
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
but if you do have a neat idea, dm me and maybe we will make a game 
I'm not doing anymore modded bosses Zaliant smh
only original bosses now 😤
original*
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
isn't that what everyone here who's not modding staff does
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
and the rest are Saleh
hmm
you instantiate it then you set it's position?
kind of depends on the gameobject though
specially if it has an fsm
should I attach a Dialogue box prompt to the object or to a separate invisible box layered on the same place as the object
is this hk?
you shouldn't have to attach a dialogue box to anything
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)
GameManager.instance.playerData.SetBool

shush
@dark wigeon hey any update on the editor asking for a friend
If we all chant "nes" in a circle, eventually the editor will be done
saleh just finish it yourself and then we can make a new mod 😤
Am not advanced enough unfortunately
okay then just ping 56 to incrementally write the code for you
🐟
cool
there's an hkworldedit #2 now 56
https://github.com/nesrak1/HKWorldEdit2
56 can you code
i can
and this is why https://i.redd.it/sdypo8z8g5g31.png
wtf last message was 'most people don't code' and when I comment it jumps
yup adding a character and nothing giving NaN really puts people off coding
I know right!
56 you should be cool and help with the level editor
Wait I just realized there is modding development 
@jovial vault
It appears you can assetbundle scenes too
https://streamable.com/txt0w
the effects change slightly every time I redo it 
hollow knight gradius?
ok I got hitboxes to work!!
@ornate rivet bundle scenes is how the editor works
what's this for?
making a scene in unity and bringing it into hk
@simple python merged the pr
oh cool, forgot about that. Thanks!
np
wait couldnt you make an entire area now?
rip HK sprites, put them in unity, asset bundle magic bla bla new room?
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
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
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?

Nah fsm is the best
as long as you dont overuse them right
@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
smh alek be lurking
@safe hamlet
Did you ever release the death counter mod you were making?
If not, give the dll smh

ask draco he'll tell you
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
why are you using this quote so much
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
hmmm
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"

the fact you called me poopers is annoying me so much more beyond the fact you're using quotes
You could definitely reuse assets and just make new characters and enemies and stuff
what are you attempting
Dreamscape 2 electric boogaloo
@leaden hedge
Animations do work with assetbundles btw
All you had to do was go.GetComponent<SpriteRenderer>().material = new Material(Shader.Find("Sprites/Default"));
oh
lmao
unity big brain

I will take this as both mods will be released tomorrow
Can someone explain why this is happening and how to fix it?
https://streamable.com/0qsa4
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
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?
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 
Apparently deleting a specific particle makes the game go dungo
I dont understand why though
saleh definitly needs a modding staff role smh
that's disgusting
saleh will get modding staff right after angle and lazy 😩
give Saleh speedrunner 😩
I want a manly dark blue 😠
A modder role similar to speedrunner would be cool, not sure if it would be good for anything
give me yellow name 😔
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
they'll bully you
also this should be moved to modding-discussion probably
I went in lore and they tried to get me muted for having a coloured name 😔
tf
not again
look! haramboi!
where's the reference for Modding.Logger?
Assembly-CSharp
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?
heavy no a bit yes
what are you trying to make jngo, you could branch out from there
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
I mean if there's anything in particular you want explained I can do that
Generally unity docs are also pretty okay
it's more of a general misunderstanding
I suppose I should just further improve my unity/c# knowledge
youve already made a minimod right
lol no
ok I'll mod soul warrior since he's smaller than traitor lord 
I'll take a look at the example mods

so dnSpy rips the actual source code?
mhm
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
hmm, can't even get ExampleMod1 working
^
Don't think wyza tested them

It's probably only missing an "UPDATE NAIL DAMAGE" event
are they a good reference though?
just realized that i have enough knowledge to make a mod
shitpost mod here i come

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
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. 
wait for the level editor to work well
Can you not just edit a level through unity?
yeah that works fine
assetbundles can't bundle code though
so you have to manually add every single behaviour

Someone in the Risk of Rain discord made an API sort of thing to get around that
thats what the level editor would do I assume
also as long as you're using scripts that are originally from HK it should work straight up I thought
no link
it doesn't magically know your healthmanager is the same as the games
afaik
could be wrong haven't looked into it too much
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
753 you didn't even try
Text script meaning a monobehaviour right?
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
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
Typetree tells unity how the asset is serialized
is this not a monoscript
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
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
you have to compile it into a dll
how so
at the start you chose Class Library (.NET Framework) right?
when creating a new project i mean
yes
cant i just get a script from unity?
that d work too
well if youre using the ModdingAPI youll need it to be a dll file before you drop it in the mods folder
if i dont
well then i have no idea how to make mods without using the API
how do i donwload the apı without the mod installer
thank
tho you could like, use the installer, install it from there and it should be the same afaik
wait
sure
can you use class library (.NET Core)?
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
imagine not making it automatically output to the mods folder
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
wtf
dunno it fancies me more, a weird thing i know
put this in your .csproj file
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
<Exec Command="@echo on" />
<Exec Command="echo Copying mod" />
<Exec Command="copy "$(TargetPath)" "C:\Program Files (x86)\Steam\steamapps\common\Hollow Knight\hollow_knight_Data\Managed\Mods\"" />
</Target>
change the path if it's different
couldnt you just configure it directly in vs studio
yea
I dont remember how though. I have a template project setup so it does all this automatically everytime I make a new mod
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
using DnSpy's debugging feature takes too long to setup
otherwise it would actually be kind of useful rn
It also kills the game
correct
pls make recolor for wings (make them dark) plssssssssssssss
But my dark wings
@echo on
😂 😂
@jovial vault
https://youtu.be/eH9lYO7ak6I
Made this video while I was trying to figure out how to flip the Knight (as well as learn how to add 3D models and make new scenes).
Getting the knight to work with horizontal gravity will be a big pain
I hate herocontroller
Okay just hand over your soul
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
solution: stop modding hk and make a game
ew
Saleh 😳
solution : leak into tcs office and steal hollow knight unity project
make the mod , build it
no the solution is just
i.GetComponent<SpriteRenderer>().material = new Material(Shader.Find("Sprites/Default"));
still makes no sense why though
understandable
Relatable
what is i
a go
hm
Also do you have any specific sub locations/story behind the area for me to work off of rn or no
saleh, tell mino to draw it
Friendship ended with sid now saleh is my friend
please
Nvm saleh aint it either
imagine asking nicely
I am in bed
yhtsi
I will not get out of bed at 2 am just to draw a tentacle forest for my depraved friends
mino we should probably figure out how the player enters the area
Yes just coding hackerman that away
By which i mean bother 56
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
This makes sense
Oh hell yeah
what would the boss look like tho
Bunch of grimmkins and stuff stitched together?
one day
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
I think either channel would be fine, right?
okie cool
I was going to say, it would be cool to add room packs to room rando some day
i already do smt similiar to that mino
mino wdym by that
moth storyy
Yeah that would be pretty cool
like not make it a mod?
What im saying is: maybe a small original game thing if messing around with TCs code is too much of a headache for you
yes just do what i do
But keep it somewhat mechanically similar
It doesnt affect me much either way
and we still have to figure out the current mod
Eh id have to do that anyways
hmm I dunno tbh
I think sticking to hk would be easier in terms of polish
no actually
then again we are making an entirely new area
graig told that he wants fan games
Did you just set the physics vector for that video saleh
for the gravity to change, yes
but the knight didn't like that at first
Didnt graig say he doesnt understand why we arent putting our talents to making something original, sugar
yeah he meant fangames
alright now i sleep, goodbye


gn
imagine sleeping tho
fixing herocontroller's jump, jump release, djump, and other stuff is fine with hooks correct?
or is there a better way?
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
yea hk areas aren't meant to be played upside down 
it works when you're making new areas though
so you know maybe ask him ?
that has nothing to do with what I'm doing
- I dont want to flip hk levels
- I'm only flipping the knight
flipping hell mate 😔
what does FsmUtil.cs do?
adds some fsm extensions probably
The one I have adds an AddTransition method, idk if that's the one you have too
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
yes
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 
dunno if you guys have any other features of the language to learn that might be useful?
events
ok
reflection
:ech:
anything from unity?
coroutines
components
thanks all
why does PP start at phase 3 when I build it 
ah
kind of a pain to do 2k damage every time you want to test something
true
what was your process for finding the FSMs and events in PV for PP with dnSpy and FSMView?
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
in the case of TL would the entity be "Mantis Traitor Lord-Mantis"?
😤
You can see the names of each enemy go in like debug mod
under the enemies panel
yeah
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
fix it 56 pls
nice
fun times
Does HeroController control pogoing and upslashing recoil?
I only see horizontal recoil stuff in it
probably but not sure
wait there is knockback from slashing upward?
yes
I was fucking right

fuck you grover
@glacial panther
hot
