#archived-modding-development

1 messages Β· Page 457 of 1

fair rampart
umbral lichen
#

fuck you

#

he is off line feelsgrubman

glacial panther
#

I thought upward slash just cancelled your upward momentum entirely

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But I wouldn't know, I'm not a rapper

floral furnace
#

doesnt it manually apply the velocity saleh?

#

in the HC class too

ornate rivet
#

I couldn't find it

gilded lotus
#

@floral furnace is your gun mod still alive?

floral furnace
#

100% yeah

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just slow because schooldays are active about now

gilded lotus
#

i have a suggestion for scills

floral furnace
#

shoot

gilded lotus
#

nade boosting

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haha "shoot" you're funny

floral furnace
#

garmond

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ive already implemented 8 direction shotgun boosting but ill see if i can implement a nade one

gilded lotus
#

feel like it would be a cool little touch

floral furnace
#

also saleh i cant find anything about top recoil but i did see something equiv of

public void ShroomBounce()
    {
        this.doubleJumped = false;
        this.airDashed = false;
        this.cState.bouncing = false;
        this.cState.shroomBouncing = true;
        this.rb2d.velocity = new Vector2(this.rb2d.velocity.x, this.SHROOM_BOUNCE_VELOCITY);
    }

but im guessing youre looking for bouncing in general?

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yeah ill try replacing fireball with a nade skill

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im just not sure what you mean by boosting

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the speedrunner way where theyd use explosions to pogo or?

gilded lotus
#

nade explosions propel you basically, but it would require some tricky velocity manipulation

floral furnace
#

ill try that

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hopefully it doesnt cause too much softlocks, considering you can shotty boost yourself and im planning on changing a charm that allows you to keep using wings midair, at the cost that the 2nd wings you do uses soul/increase heat wtv

gilded lotus
#

e.g. you can shotty boost on top of a nade boost to up your velocity more and send you going further

#

idk how unity handles velocity caps but in source it's basically if you are airborn your velocity is uncapped

floral furnace
#

a bit tricky to implement but i do like the sound of it, i still need to learn how to make objs bounce around like a ball

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i kinda do the shotty boost in the most forced way, for some reason i cant manually override the players x velocity

gilded lotus
#

saleh actually should have some experience with that with his modding malady stuff that he did with PC

floral furnace
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so what instead i do is replicate the recoil method and the shroom bounce method which allows me to "briefly" override it

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yeah ill go ask them once theyre not busy

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the boosting stuff is something im not fully doing atm since i still have to replace/change the charms, nail arts and spells atm

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but i am looking forward to it at least

gilded lotus
#

are you doing a good amount of charm changes as well

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lightbringer approach

floral furnace
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at least change them all of them a bit in some way, but yeah it does come with the issue of it turning into "changing it for the sake of changing it" or "the change is negligable" or ideas overlapping each other etc etc

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yeah pretty much the lightbringer approach

gilded lotus
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i'm sure there's a good amount there that you could simply rip off of other FPS's like extended magazines / reload speed / extra ammo

floral furnace
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oh yeah stuff like that is my current dillema too

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i kinda removed the ammo system before because it felt way too uncessary

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last plan was to make ammo drop by chance on enemy death but, some of it just doesnt blend well with HK????

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also its hard to add those system eitherway because i also go through the issue of HK not being balanced that much for ranged play either

gilded lotus
#

you could maybe do that for nades only or like some type of special weapon

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regular weapons should ofc not be having to be managed

floral furnace
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nade im planning on changing for the fireball, so instead im currently THINKING that i should just make one gun, with different firing modes, which can be modified/enhanced thru charms

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fire modes so far are 1. regular (gain soul) 2. shotgun (shit range) 3. burst (eats your soul fast) 4. sniper (burns ur gun fast) 5. tentative but i wanna add a flamethrower just as a "fuck it i dont even care how dumb this mod is"

gilded lotus
#

sounds good

floral furnace
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im still eh with some of it cuz b a l a n c e but if you have shitty ideas then just DM it to me ( no like seriously i lack the creativity when thinking up stuff please help me)

fair rampart
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how do you get the entity name of the statues in the HoG?

ornate rivet
fair rampart
#

thanks

ornate rivet
#

you're welcome

jovial vault
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you're welcome

fair rampart
#

mino shut up
Seriously mino I'm not joking
You offer nothing helpful
Ever
You just spam
Sure
Sick of your shit
Right because "np np you're welcome" is so helpful

umbral lichen
rain cedar
#

same

fair rampart
#

is there a list of all the HoG dialogue that the LanguageGetHook handler uses?

ornate rivet
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I dont think so, you just have to go to the dialogue you want and log the key

fair rampart
#

How do I do that?

ornate rivet
#
private string LangGet(string key, string sheettitle)
{
    string text = Language.Language.GetInternal(key, sheettitle);
    Log("Key " + key);
    Log("Text " + text);
    return text;
}
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something like that

fair rampart
#

ok

ornate rivet
#

ok

fair rampart
#

is that just the general error for the mod not being able to load?

copper nacelle
#

Is your mod set to net35

fair rampart
#

idk what that means

#

small brain moment

copper nacelle
#

Go to project settings

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There should be a runtime drop-down

fair rampart
#

target framework?

copper nacelle
#

Yeah

fair rampart
#

uh

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.NET Core 2.1

copper nacelle
#

Set it to .NET 3.5

fair rampart
#

.NET framework?

ornate rivet
#

yes

fair rampart
#

time to download it maggotprime

copper nacelle
fair rampart
#

thanks

#

this installer isn't opening

ornate rivet
#

did you press yes when it asked for permission?

fair rampart
#

yes

ornate rivet
#

maybe you need to use the actual visual studio installer thingy?
@copper nacelle

copper nacelle
#

no

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.net 3.5 isn't in that

ornate rivet
#

it is though

fair rampart
#

I tried offline installers that totally weren't viruses and they didn't work either

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and I have that installed

ornate rivet
fair rampart
ornate rivet
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have you tried getting to the installer with install other frameworks

fair rampart
#

I can see if I can uninstall and reinstall .NET 3.5 dev tools

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I hope me having the trial version of windows isn't causing any of this

ornate rivet
#

hit the + sign and see if 3.5 is selected

fair rampart
ornate rivet
#

am confuzzled

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πŸ•― Please all knowing Modding Staff come and help πŸ•―

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a k a @copper nacelle

fair rampart
#

sorry for having to bug y'all so much

ornate rivet
#

This channel would be useless if people didn't come and bug

fair rampart
#

looks like 3.5 comes with Windows 7 but this is a new desktop with W10 installed right away

ornate rivet
#

I dont think your windows version matters

fair rampart
#

tried that download too a while ago

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maybe if I just try again maggotprime

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yep, still prompts me for permissions then nothing happens when I choose Yes

copper nacelle
#

if you look in the alt tab menu is there any run dialog

fair rampart
#

no

copper nacelle
#

try restarting vs

fair rampart
#

and opening project settings again?

copper nacelle
#

yeah

fair rampart
copper nacelle
#

Go to the folder in file explorer and open the .csproj in a text editor

fair rampart
#

what do I look for?

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<TargetFramework> ?

copper nacelle
#

yeah

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make it <TargetFramework>net35</TargetFramework>

ornate rivet
#

wtf it's in new project

fair rampart
ornate rivet
#

uwu what did you do

fair rampart
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changed the <TargetFramework> tag in the .csproj

ornate rivet
#

oh ok

copper nacelle
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look under references after and remove the fucked ones if there are any

fair rampart
#

with yellow !s?

copper nacelle
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yeah

fair rampart
#

hm, everything's good

#

does that mean this won't work on mac and linux?

copper nacelle
#

no

fair rampart
#

it'll work on those platforms?

copper nacelle
#

yes

fair rampart
#

nice

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is there a reason Framework only lists windows while Core lists mac and linux too?

copper nacelle
#

output type maybe

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both are cross platform anyways

fair rampart
fair rampart
#

seems to be a conflict between my mod and pale prince with the statue's glow effect

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probably because I stole 56's code straight up

copper nacelle
#

hi saleh

fair rampart
#

has the statue glow always been glitchy?

copper nacelle
#

yeah

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i just don't care enough to fix it

fair rampart
#

well no one seems to have noticed until me just now so it works

copper nacelle
#

yeah it's fucked

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idk why

fair rampart
#

so the top and bottom sections represent TL's right and left waves respectively in the "Waves" state

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any idea how I can distinguish between the two?

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right now, _control.GetAction<SetVelocity2d>("Waves").x gets the right one, which I assume happens because it's first?

floral furnace
#

i think you can get specifically get the index of those fsm actions

safe hamlet
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^

floral furnace
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0 starting with the first set velocity2d

safe hamlet
#

it would be 5 for the second one

floral furnace
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i havent touched fsm for a long while now but i think GetAction allows you to overload it with the first param as the index and the 2nd as the name right?

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sid man you know this stuff

safe hamlet
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first name

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2nd index

floral furnace
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ahh kk

fair rampart
#

would the index still be 5 in that case or 1?

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for the second wave

floral furnace
#

should be five yes

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get the setvelocity for both index 0 (which is the first one) and 5 (which is the bottom one)

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if you screw up the index it should throw an exception anyway if i can still remember it

fair rampart
#

so if I want to double the speed of the waves, it'd be:

 _control.GetAction<SetVelocity2d>("Waves", 5).x = -24;```?
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I tried that and none of the waves sped up

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wait

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I didn't show you the rest of the states, so the indices are actually 1 and 6 maggotprime

floral furnace
#

weary pensive

fair rampart
#

2 and 7

floral furnace
#

yeah you usually have to count it manually, dunno if the newer latest version of the fsm viewer shows the index

fair rampart
#

nope

brazen mortar
#

jngo

fair rampart
#

yes

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mola

brazen mortar
#

COOL MOD WHEN IS IT OUT

fair rampart
#

and mola

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after silksong comes out

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is my estimate

brazen mortar
#

shoot shoot shoot

leaden hedge
#

never πŸ˜”

brazen mortar
#

;(

fair rampart
#

I set the downtime between attacks to 0 and now that weird hitbox occurs

brazen mortar
#

anyways im just here to let you know that its rly cool and i appreciate you

#

also i wanna make a mod soon

leaden hedge
#

make one

fair rampart
leaden hedge
#

with your good art

brazen mortar
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though im basically at square 0

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i can art but coding knowledge is -5

fair rampart
#

so was I

leaden hedge
#

just steal code

fair rampart
#

you wanna make mega infected TL sprites

brazen mortar
#

doesnt sound too bad TL doesnt have many sprites

fair rampart
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idek how to implement them tho

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@ Saleh

leaden hedge
#

just make the animations in unity

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export as assetbundle

brazen mortar
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what sort of idea of "mega infected" are you looking for?

leaden hedge
#

load assetbundle, apply sprite renderer material to sprite it creates

brazen mortar
#

got like a sort of reference point or something?

#

doodle?

fair rampart
#

like a darker green shell, more tattered cloak, orange cracks along the body

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kinda like an enhanced necromorph from dead space

brazen mortar
#

ok ill see what i can do when i find the time

fair rampart
#

no rush

copper nacelle
#

@fair rampart Make sure that you're not skipping a collider set

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I did that for pv's slashes

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and then the slashes stayed forever

fair rampart
#

what're those?

copper nacelle
#

how did you remove the downtime between attacks

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did you set a wait to 0 or

fair rampart
#

yes

copper nacelle
#

in idle?

fair rampart
#

I believe so

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it's called "Cooldown" in TL's fsm

copper nacelle
#

those are not the same thing

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and yes that'll fuck it

fair rampart
#

oh I see the Idle

copper nacelle
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remove the wait entirely

fair rampart
#

RemoveAction()?

copper nacelle
#

yes

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i'd do RemoveAction<T>(state) over RemoveAction(state, ind) though

fair rampart
#

ok

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nice, it works now

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thanks

copper nacelle
fair rampart
#

where do transitions into that removed state go?

copper nacelle
#

that is not a state

copper nacelle
#

the perfect feature

floral furnace
#

lostkin.avi

copper nacelle
#

that isn't a video of the boss staggering onto you

umbral lichen
#

woah alu wants to make a mod

ornate rivet
#

Guide to using AssetBundle Magic

Note: You need to use the Unity version that matches the game. As of 9/29/2019 this is Unity 2017.4.10f1

What do AssetBundles do?
AssetBundles allow you to export and import assets (prefabs, shaders, animations, sprites, scenes, etc.) in Unity, thus allowing you to create your asset with the Unity Editor and bring it over to HK.

In the Editor:
First, drop this into your Unity Editor's Assets folder:
https://github.com/Unity-Technologies/AssetBundles-Browser
This will create a new menu item in the Window tab called AssetBundle Browser.
Open this up and go to the Configure tab. Right click on the left side of the menu and choose Add new bundle. Now drag all the assets you want bundled into the AssetBundle you just created.
Go to the Build tab and choose the Build Target (you will want to build one with Windows, Linux, and OSX if you want your mod to work for everyone). Choose where you want the files to build to, I suggest ./hollow_knight_Data/StreamingAssets. Now click Build.
Note: If you are bundling a scene, I recommend keeping the Unity scene and the assets of the scene in separate AssetBundles.

In your mod:
Begin by loading your AssetBundle with:

AssetBundle ab = AssetBundle.LoadFromFile(PATH);```
If you put your AssetBundle in the StreamingAssets folder, you can use this as PATH:

Path.Combine(Application.streamingAssetsPath, "BUNDLE_NAME")```
Get an array of all your assets with:

Object[] assets = ab.LoadAllAssets();```
Find a specific asset with:

ab.LoadAsset("ASSET_NAME");

To get a scene:
```csharp
AssetBundle ab = AssetBundle.LoadFromFile(PATH);
string scenePath = ab.GetAllScenePaths()[0];

Additional note when bundling a 2d sprite:
Be sure to set the material of the sprite's spriterenderer, otherwise it will be pink.

yourGameObject.GetComponent<SpriteRenderer>().material = new Material(Shader.Find("Sprites/Default"));
#

@fair rampart

umbral lichen
#

did you write this

ornate rivet
#

yea

umbral lichen
#

looks like a pinnable thing

#

what does asset bundle do exactly

gilded lotus
#

bundles assets

ornate rivet
#

Added a What do AssetBundles do section

#

@copper nacelle pin pls

copper nacelle
ornate rivet
#

thanks

fair rampart
#

thank you for the tut

gilded lotus
#

you're welcome jngo

fair rampart
#

do I really need to do this again

#

fine

#

Zaliant shut up
Seriously Zaliant I'm not joking
You offer nothing helpful
Ever
You just spam
Sure
Sick of your shit
Right because "np np you're welcome" is so helpful

#

Btw I hope I didn't upset mino with that same copypasta yesterday

#

They've gone oddly silent

ornate rivet
#

Let's check
@jovial vault

jovial vault
#

What?

#

No I’m just busy

#

I don’t really care either way, but thanks for the consideration jngo I appreciate it

fair rampart
#

πŸ‘

gilded lotus
#

jngo thank you
Seriously jngo I'm not joking
You offer kind words
Ever
You just say nice things
Sure
elated of your kind words
Right because "πŸ‘" is so helpful

ornate rivet
#

Is this how you make a new scene transition?

GameManager unsafeInstance = GameManager.UnsafeInstance;
unsafeInstance.BeginSceneTransition(new GameManager.SceneLoadInfo
{
    SceneName = sceneName,
    EntryGateName = "left1",
    EntryDelay = 0f,
    Visualization = GameManager.SceneLoadVisualizations.Default,
    PreventCameraFadeOut = true,
    WaitForSceneTransitionCameraFade = true,
    AlwaysUnloadUnusedAssets = false
});
#

cause it's not working for me

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also, is there a list of all EntryGateName names?

#

preferably the one used for entering dreams

ornate rivet
gilded lotus
#

saleh what the fuck

ornate rivet
#

the next step in hk modding evolution

copper nacelle
#

this looks perfect wdym

ornate rivet
#

and I still have the problem where when the knight spawns, it thinks the air is the floor until I press dash (or use most other movement abilities)

umbral lichen
#

ssaleh best mdder change my mind

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ok so

#

how do i acess box collider of the knight

ornate rivet
#

HeroController.instance.GetComponent<BoxCollider2D>()

umbral lichen
#

thank

#

ill just

private BoxCollider2D boxCol = HeroController.instance.GetComponent<BoxCollider2D>()

#

should this work

ornate rivet
#

you have to make sure herocontroller exists

umbral lichen
#

how

ornate rivet
#

when are you doing that

umbral lichen
#

well idk im just planning how to write the mod

#

what was the name of the thing that i should press while creating a new project in vs for hk modding

ornate rivet
#

yea don't do that. Have something like:

private BoxCollider2D boxCol;
private void Start()
{
    StartCoroutine(WaitForHero());
}
IEnumerator WaitForHero()
{
    yield return new WaitWhile(() => !HeroController.instance);
    boxCol = HeroController.instance.GetComponent<BoxCollider2D>();
}
#

Class Library maybe?

umbral lichen
#

so i just put my code in update afterwards?

#

oh yes

ornate rivet
#

you would have to make sure both boxCol and herocontroller exist before you use them in update

umbral lichen
#

hmm

#

the code above doesnt checks the box collider right?

ornate rivet
#

it finds and stores the boxcollider when the hero is found

umbral lichen
#

so i can write code in update after the code abovee?

ornate rivet
#

this all depends on what the script component is attached to

#

if it's already attached to the player then you dont need to do any of this

#

but most likely you will attach it to gamemanager

umbral lichen
#

im confused feelsgrubman

ornate rivet
#

update is going to start running over and over again from the very moment the code is enabled. So you need to check if the boxcollider exists in Update() as well before you do anything with it

#
private BoxCollider2D boxCol;
private bool isSetupDone;
private void Start()
{
    StartCoroutine(WaitForHero());
}
IEnumerator WaitForHero()
{
    yield return new WaitWhile(() => !HeroController.instance);
    boxCol = HeroController.instance.GetComponent<BoxCollider2D>();
    isSetupDone = true;
}
private void Update()
{
    if (!isSetupDone) return;
    //stuff you want to do
}
#

do you understand this?

#

I killed sugar sadcowgrub

jovial vault
#

how could you

umbral lichen
#

im back

#

yay

#

thank

#

now let me try this

#

epic mods coming soon

copper nacelle
#

why

#

you can just make start a coroutine

ornate rivet
#

what?

copper nacelle
#

you are bad

ornate rivet
#

continue

ornate rivet
#

WHAT

#

this is incredible

#

I really should read the docs

#

why hadn't anyone told me about this

copper nacelle
umbral lichen
#

hmm

#

imagine not reading the docs

ornate rivet
#

Is there something else I need to do after begintransition?

#

is there a transition point I need to make or something?

umbral lichen
fair rampart
#

absolute uknight

umbral lichen
ornate rivet
#

no

#

look at other mods

umbral lichen
#

you mean examples

ornate rivet
#

yes

umbral lichen
#

ok

ornate rivet
umbral lichen
#

using modding doesnt work

ornate rivet
#

you need to add references

copper nacelle
#

any reference

umbral lichen
#

only if i knew how to

ornate rivet
umbral lichen
#

and then

fair rampart
#

Browse

#

if you hover over the red underlined text in the editor it usually tells you which reference you're missing

ornate rivet
#

Get the right dlls from \hollow_knight_Data\Managed (Assembly-CSharp.dll) and modcommon from the mods folder

#

wait wat it never does that for me jngo

fair rampart
umbral lichen
#

get the dlls

#

and

fair rampart
#

idk if you need to after adding them but I checkmark them

umbral lichen
#

i simply cant do anything feelsgrubman

ornate rivet
#

what's wrong?

#

modding should be fine now

umbral lichen
#

i couldnt do what you said

#

im not sure what you mean by get the dlls

ornate rivet
#

Other dlls are in ./hollow_knight_Data/Managed

#

@umbral lichen

umbral lichen
#

thank you , really sherma

ornate rivet
#

yw

umbral lichen
ornate rivet
#

you need to add other dlls too

umbral lichen
#

such as

#

i added assembly

ornate rivet
umbral lichen
#

modding works now

#

but there is still redlines at box colliders

ornate rivet
#

use common sense to find the rest you need

#

either that or add all of them hollowwoke

umbral lichen
#

ehst sbout

#

oh

#

ok then

#

added all

#

still red lines

ornate rivet
#

x

umbral lichen
ornate rivet
#

buddo that's not all of them

umbral lichen
#

what

#

ok added more

#

still

ornate rivet
#

I'm telling you, you dont have them all

#

you dont even have the core module and unityengine in there

umbral lichen
#

at first it gave me an error

ornate rivet
umbral lichen
#

i forgot what it said zote

ornate rivet
#

it said that you already added some of the ones you are trying to add now

umbral lichen
#

no

copper nacelle
#

adding randomly instead of just the ones you need elderC

umbral lichen
#

it says that this is referenced already by project to this compΔ±nent

#

implying i know what they mean

ornate rivet
umbral lichen
ornate rivet
#

you probably tried adding the System dll

umbral lichen
#

i just ctrl + a and then deselected mods folder

ornate rivet
#

add UnityEngine.CoreModule.dll and UnityEngine.dll

fair rampart
#

is there a way to remove a state in fsmutil?

ornate rivet
#

@copper nacelle

umbral lichen
#

added

#

still same

copper nacelle
#

Not in fsmutil

#

But you can get rid of all transitions to it

#

And then remove the state from the array

fair rampart
#

so the args for removetransition are _control, the name of the state with the transition going into it, and ???

#

where do I find the transition name?

copper nacelle
#

it's the event name

#

Underneath the state

fair rampart
#

ok

#

and how do I remove the state from the array?

copper nacelle
#

Make a copy of the array without the state and then set the array to that

umbral lichen
#

what should i do to remove the redlines under box collider

#

i added physics 2d

fair rampart
#

is removing from the array purely a memory management thing?

#

cause I removed the transition only and it still worked

#

btw, no more empty walks from TL πŸ¦€

copper nacelle
#

yes

ornate rivet
#

the effect is kind of cool but I have no clue why it's suddenly happening

#

It's like if I disabled the knight's invulnerability

#

except I dont do that

jovial vault
#

hmm

ornate rivet
#

Why does this go from dash/flair to fly, then to upWind whenever I want it to go to upWind

#

it should just go from dash/flair to upWind

#

@leaden hedge

leaden hedge
#

i dunno

#

shit code

ornate rivet
#

I'm doing it manually though

#

checking and unchecking the booleans myself

copper nacelle
#

shit code

ornate rivet
#

da faq

#

is this an attack on my brain's code

safe hamlet
#

shit code

#

gottem

fair rampart
brazen mortar
#

very cool

fair rampart
ornate rivet
#

make an array of ints and set eventMax to that?

copper nacelle
#

(fsm action).eventMax[index].Value = whatever

fair rampart
#

thanks

fair rampart
#

@copper nacelle did you go into Unity and experiment with particles in the editor to see what looked good for the trail before doing it programmatically?

copper nacelle
#

no

#

I have used the unity editor all of never

fair rampart
buoyant obsidian
fair rampart
#

would I need to use an assetbundle if I wanted sprite particles?

copper nacelle
#

No

#

When you make the particles you have to set the Sprite anyways

fair rampart
#

is that in mainTexture?

copper nacelle
#

yeah I meant texture sorry

fair rampart
#

tried to get a gas explosion texture to test it out

copper nacelle
#

the default is squares I think

fair rampart
#

ok yeah I fucked it up then

fair rampart
#

any idea how I would go about looking for and applying a sprite to the particle system?

copper nacelle
#

I just stole the unity one

leaden hedge
#

I assume they wanna know what field to change πŸ˜”

fair rampart
#

idk if Sumwan's assets drive is organized according to how the game organizes its assets

#

or if that even matters maggotprime

copper nacelle
#

Copy the texture I used into a render texture and then back into a texture and export to png

#

and then replace it with the smoke cloud and load it

#

easy

fair rampart
#

uh

ornate rivet
#

smh just do everything with unity editor

#

so much less code and it's the intended way

winter valley
#

@fair rampart that looks pretty cool

fair rampart
#

how do you create an event to transition to a custom state?

#

is there an example in PP?

#

I saw a "TELE" event

copper nacelle
#

make the state using CreateState or CopyState

#

and then just use AddTransition

#

the transitions on a state are under the Transitions field

fair rampart
#

is there a way to create logic to trigger events?

#

I made it so that TL aims at you during the diagonal slash

copper nacelle
#

wdym

fair rampart
#

and I want it so that when he reaches a wall he transitions to a custom fall state

copper nacelle
#

you can add a BoolTest or insert a method which checks a bool

#

there's a check collision action i think

fair rampart
#

in playmaker?

copper nacelle
#

yeah

#

but the action lets you specify side

#

could also just add it in code

#

OnTriggerEnter2D

fair rampart
#

I'll fiddle around with it

copper nacelle
#

you can do SetState from code or just _control.Event

fair rampart
#

hol up

#

has antic stood for anticipation this whole time

rain cedar
#

No I'm pretty sure antic means prank

fair rampart
#

these bosses are pulling off a lotta pranks

gilded lotus
#

This is modding development

rain cedar
#

Yes

ornate rivet
#

It was towards someone who came here asking a question on installing rando, not jngo

#

they deleted their comment

rain cedar
#

Impressive

ornate rivet
#

isn't that how it was before too though thinkgrub

#

this channel was called modding-discussion before

rain cedar
#

what

ornate rivet
#

oh wow my memory is worse than I thought

unborn flicker
#

actual cursed channel, tbh

gilded lotus
#

Β―_(ツ)_/Β―

fair rampart
#

does anyone know any way of accessing the quake waves of soul tyrant and putting them into another scene?

#

I tried looking at DoH but it accesses FSMs that are separate from the main one for their respective boss

#

ST's waves are in his main Mage Boss FSM

copper nacelle
#

there's gonna be a spawn object from global pool or something

#

take the object out of there, instantiate it, set it inactive, and make it donotdestroyonload

fair rampart
umbral lichen
nova berry
#

oh no

ornate rivet
#

PSA do not ever try to learn with DoH code

#

nearly everything in it is poorly done

fair rampart
#

ok, so I tried to make so that every time TL lands it generates quake waves

#

but instead it spawns another ST

weak lodge
#

gpz also has earthquakes if you want to experiment with that

#

ask saleh he rips from bosses all the time

ornate rivet
#

find the name of the wave from the scene hierarchy

#

I would give it to you but I am not at home

fair rampart
#

yeah I'm considering GPZ or soul master cause soul tyrant's waves are too tall

ornate rivet
#

isn't it probably the same go but with a scale change?

fair rampart
#

what does setting the go to inactive do?

#

in the context of what I'm trying to do

copper nacelle
#

it should really already be inactive

#

but it makes it not do anything

#

you don't want the wave to trigger and kill itself before you use it

ornate rivet
#

It makes the go and all of it's components not do anything

fair rampart
#

I set it to both true and false for the waves to test the difference but they behaved the same

#

in either case they didn't move even when I set their rb velocity

#

but otherwise they appear and animate

fair rampart
copper nacelle
#

nice

fair rampart
#

I just need to figure out how to get the waves to move

#

idek if the waves have a hitbox

floral furnace
#

those are particle emitters right

fair rampart
#

yes

ornate rivet
fair rampart
#

yes

ornate rivet
#

This is how I did it

PlayMakerFSM lord = PropellerKnight.preloadedGO["wave"].LocateMyFSM("Mage Lord");
GameObject go = Instantiate(lord.GetAction<SpawnObjectFromGlobalPool>("Quake Waves", 0).gameObject.Value);
PlayMakerFSM shock = go.LocateMyFSM("shockwave");
go.transform.localScale = new Vector2(1.6f, 1f);
shock.FsmVariables.FindFsmBool("Facing Right").Value = true; //Use this to tell it to go right/left
shock.FsmVariables.FindFsmFloat("Speed").Value = 25f;
go.SetActive(true);
go.transform.SetPosition2D(POSITION); //Make sure this is on the ground or else the fsm wont work (it looks for ground)
#

currently waiting for 56 to find 5 million things wrong with it

fair rampart
#

where'd you find the shockwave fsm?

copper nacelle
#

any preloader

ornate rivet
#

from the Mage Lord go in its Mage Lord fsm

fair rampart
#

wut iz preloader

ornate rivet
#

the greatest thing since sliced bread

#

It let's you load GOs from scenes before the game starts

#

it gives you a nice progress bar too

#

pale champion uses it

fair rampart
#

would that prevent seeing a scene for 2 seconds when you load your game like with DoH and my current version of TG with GPZ's scene?

copper nacelle
#

yes

#

it would also stop your mod from breaking every other mod which loads scenes

fair rampart
#

this is built into unity?

ornate rivet
#

no

#

it comes with the modding api

fair rampart
#

thenk u sean

#

i think

copper nacelle
#

correct

fair rampart
#

what type is PropellerKnight?

ornate rivet
#

wdym?

floral furnace
#

probably asking if its a gameobject, fsm etc

ornate rivet
#

a class?

fair rampart
#

how are you accessing preloadedGO?

#

is that a dict?

ornate rivet
#

preloadedgo is a static dict

#

I assign values to it in initialize()

{
    preloadedGO.Add("wave", preloadedObjects["Ruins1_24_boss"]["Mage Lord"]);
    ...
}
quick ravine
#

It may soon be time for me to start working on my mod again. Does the new API help a lot compared to modding before the grimm troupe update?

copper nacelle
#

yes

quick ravine
#

Glad to hear it. :D

quick ravine
#

Is the api documentation still being updated? Looking through it a fair amount still has "TODO" listed.

copper nacelle
#

not really

#

There's the pinned docs with like examples and the TODO sections and then there's the xml with like method descriptions and stuff

quick ravine
#

Ah dang... well, I'll have to figure that out then...

jovial vault
#

What mod are you making?

rain cedar
#

They were doing a glowing womb mod like 2 years ago

#

So maybe that

jovial vault
#

Ah

fair rampart
ornate rivet
#

uwu hot

safe hamlet
#

add DamageHero component

#

that is quite hot

fair rampart
#

is that really it

ornate rivet
#

how does it do damage in the game if it already doesn't have that

fair rampart
#

wow that was really all I had to include

#

yeah idk

ornate rivet
#

the fsm doesn't add it either thinkgrub

fair rampart
#

Is there a way to set the damage with DamageHero?

ornate rivet
#

yes

#

damageDealt

fair rampart
#

coolio

ornate rivet
#

propeller knight will also use the wave attack now thanks to you jngo

fair rampart
#

pog

safe hamlet
#

imagine stealing my wave idea

#

it was copyrighted too

fair rampart
#

I'll pay you royalties in reaction dollars

floral furnace
#

if you spawn, theoretically, 100 GOs with them starting their own coroutines

#

how much will this tank performance

#

no simulatenously at least, probably with a 0.2 second gap inbetween

rain cedar
#

It really depends on what the coroutines are doing

#

You can easily tank performance with just one

floral furnace
#

alrighty, thanks

fair rampart
#

preloader good

ornate rivet
#

preloader god*

copper nacelle
#

preloader*

fair rampart
#

preloader gd

fair rampart
#

should I listen to Rider's recommendation to change certain type declarations to var?

rain cedar
#

That is opinion

#

But no

fair rampart
#

thought so

rain cedar
#

I almost never use implicit types

#

new[] is good sometimes

copper nacelle
#

i do the use var when the type is already in the statement thing

full sigil
#

uhh

#

does 56 or 753 have anything with black moth?

#

like can they fix stuff with it

ornate rivet
#

gradow made blackmoth

full sigil
#

so uhh

#

who am i supposed to talk to

#

about this INVISIBLE HOLLOW KNIGHT fight

ornate rivet
#

he wont fix whatever the problem is probably

full sigil
#

oh

#

screw that

#

thanks for saying that

ornate rivet
#

this sounds like a vanilla bug

full sigil
#

i dont have to waste my time now

unborn flicker
#

It's a vanilla glitch, so don't bother Gradow

full sigil
#

oh ok

#

btww

#

heres what to do to activate glitch (at least i did)

#

GET ALL CHARMS with debug mode

#

TELEPORT TO BLACK EGG

#

and bum

#

he gone

#

for no reason

#

you just fight invisible screams

ornate rivet
unborn flicker
#

that assuredly has nothing to do with it

buoyant obsidian
#

sounds like none of that has anything to do with blackmoth lol

full sigil
#

HMMÜ

ornate rivet
#

sigh

full sigil
#

WELL imma head out

#

see ya soon

weak lodge
#

ok

fair rampart
#

How do I check FSMs using the preloader?

ornate rivet
#

what do you mean?

#

you can only find gameobjects with the preloader if that is what you mean?

fair rampart
#

I think so

#

I'm trying to find TL's sickle fsm but it's not there like waves are with ST or GPZ

ornate rivet
#

have you tried printing the sickle's hierarchy thingy

#

that would give the fsm

fair rampart
#

How can I do that?

copper nacelle
#

UniityEngine.SceneManagement.SceneManager.GetSceneByName("Name").PrintSceneHierarchyTree()

#

i'd use GetActiveScene though

ornate rivet
#

oh I thought he had the sickle go

copper nacelle
#

that works too

ornate rivet
#

if you have the sickle go then do sickle.PrintSceneHierarchyTree()

fair rampart
#

I do have it

#

Oh sweet

ornate rivet
#

that will output a file to the Mods folder

fair rampart
#

thanks

ornate rivet
#

yw

fair rampart
#

does addmethod append the method to the end of all the other methods in the state while insertmethod lets you specify where to put the method among all the other methods by index?

#

method

floral furnace
#

it should yeah

copper nacelle
#

no

#

@fair rampart It's not between methods

#

It inserts/adds an fsm action (InvokeMethod) which has an Action

#

So the add/insert is between the other fsm actions, not between the methods themselves

fair rampart
#

sorry for being big dumb, but could you clarify the difference between an action and a method?

safe hamlet
#

a method is like a codeblock which as statements to do things, an action is a method that doesn't return anything but can take params

#

o you meant action as in fsm actions lol

#

jngo, i am pretty sure by saying method you are referring to fsm actions, if that is the case, what you are saying is correct

#

you don't need to get too hung up on terminology

fair rampart
#

yeah I should've referred to them as that

#

still blanking out on creating custom states and connecting them to the fsm, but I'll keep trying

safe hamlet
#

what are you having issues with

fair rampart
#

when TL does his diagonal attack he immediately transitions from that state "DSlash" to "Land"

#

I'm making it so that the DSlash tracks the player, so I want to insert a custom state between those two where if TL hits a wall or the ceiling, he transitions to a "Fall" state

#

otherwise he just gets stuck

#

or in my current implementation, teleports immediately to the ground for some reason

safe hamlet
#

unfortunate

#

i would need to look at the fsm to be of any help which i can't be bothered to do rn

#

ping 56

weak lodge
#

effessemm

ornate rivet
#

we can't really help without knowing the custom state's code

fair rampart
#

I've been doing a really dumb hard coded approach where if TL reaches the left and right x bounds of the arena or ceiling y height, it sets the current state to a custom "Wall Fall" state

#

the action of that state should otherwise just be play the fall animation that he does when he first enters the fight and set the rb velocity to (0, -fallSpeed) I think

#

There's definitely a better way to do the transition tho

copper nacelle
#

You could look at nkgs dive thingy

#

You should just check collision with the wall layer though

ornate rivet
floral furnace
#

yeah its all in layer 8

fair rampart
#

How are you checking this?

ornate rivet
#

checking what?

#

I got that list from nes's hk editor

#

you mean check the layer?
if (go.layer == 8) ...

#

of course you would want that in an ontriggerenter2d or oncollisionenter2d

#

something like, if TL contacted a layer 8 GO and TL is above ground, do falling

#

Unrelated to that
why is this not finding the GOs I want?

foreach (var i in FindObjectsOfType<GameObject>().Where(x => x.name.Contains("ballBig")))
#

ok unity is having a seizure

#

logging all GOs also doesn't bring those up

#

I thought you could still find GOs that are not active with that?

#

apparently not

ornate rivet
#

the ship twitching slightly makes me want to die

quick ravine
#

I'm a few hours late, but I think there's a FindInHierarchy() or something like that.

#

Also does PlayerDataTracker have hooks I can use? It might be the easiest way for me to implement my mod.

#

Last time I made a mod it was before hidden dreams and I would just edit the player data script...

copper nacelle
#

why do you want to hook player data tracker

#

the API has hooks for player data vars getting set anyways

quick ravine
#

Oh that's what I want then.

#

I have no idea how to use the API so I'm having trouble getting started...

leaden hedge
#

What are you trying to do, you could just fork the tracker

unborn flicker
#

They probably aren't concerned with the PDT mod at all

#

and just mean PlayerData

quick ravine
#

I want to modify and change how charms, vessel fragments, mask shards, etc... affect Glowing Womb

leaden hedge
#

I mean the hard part about that is changing glowing womb

quick ravine
#

In the past, most of the information I modified was in the player data script in the dll of the game, but now there's an api and I have no idea how to use it.

#

It was almost 2 years ago that I did that though...

unborn flicker
quick ravine
#

not the most useful of documentations

unborn flicker
#

Yet, I did not link PlayerData...

quick ravine
#

I understand you linked hooks, but those don't tell me how to interact with player data. I need to change nail damage and spell damage and lots of other things.

#

Plus I have no idea how or when to call these hooks.

ornate rivet
#

buddy

#

literally the first thing on there

#

and it tells you how to do that

quick ravine
#

I'm sorry.
I guess what I'm trying to say is that I'm not really understanding this reference page. Like the first things on there don't seem to be describing how it works so I feel like it's too vague.

#

Like do I do that ModHooks.Instance.SetPlayerBoolHook += and then just type out 20 lines of checks and stuff? Do I have to have a particular format? Do I surround it in quotes?

#

I have heaps of questions about what that means.

#

and what it does

#

and where it's called.

#

Also it's confusing because Initialize() is usually only called once but this says it'll run every time the game tries to set any bools.

ornate rivet
quick ravine
#

Yes, that's what I'm looking at as I type this all out.

unborn flicker
#

Initialize runs once to set up a hook, and the hook runs when called

quick ravine
#

Oh! I get that now. Thanks! That answers that, but what about formatting?

fair rampart
ornate rivet
#

Again that tells you how to do it Voila.
ModHooks.Instance.SetPlayerData += [press tab here and vs will automatically make a function for you]

#

every time the game sets player data, your function will also run

#

yw jngo, idk what I helped you with though thinkgrub

fair rampart
#

you helped me find myself

#

and achieve inner peace

unborn flicker
#

They probably are trying to set up the mod.

quick ravine
#

Yes, I am. I'm very confused about how to do that.

unborn flicker
#

Reference the api and include modding; create a mod class with an override initialize method

#

You should look at a few other mods on github for examples

ornate rivet
#

you should make TL shoot projectiles midair or dive into the attack that makes the big wave
@fair rampart

quick ravine
#

Thank you!

fair rampart
#

bUt ThAt'S pRoJeCtIlE sPaM

ornate rivet
#

embrace projectile spam

fair rampart
#

any idea how I could get a thorns terrain gameobject from like QG?

ornate rivet
#

Fungus3_08 should have some

fair rampart
#

yeah I've got a scene

#

but the only FSM is a slash reaction

ornate rivet
fair rampart
#

thanks

ornate rivet
#

it probably doesn't have an fsm since it doesn't do anything

fair rampart
#

true

ornate rivet
#

The only godmaster scene it has is the hall of gods unfortunately

fair rampart
#

damn now I can't mod the junk pit to be full of crystal hunters

fair rampart
#

I preloaded the thorns with Fungus3_21 and Thorn Collider as the keys but I can't seem to get them to instantiate

ornate rivet
#

dont get the thorn collider tbh, better to make your own damage collider

#

how are you instantiating the thorn?

floral furnace
#

try .active = true

ornate rivet
#

smh tacco it's setactive

floral furnace
#

echhhh :ech:

fair rampart
#

Instantiate(preloadDict["Thorns"].gameObject)

#

I tried w/o gameObject too

#

I'll try SetActive

ornate rivet
#

the .gameobject isn't needed

#

set the position too

#

in case you havent

fair rampart
#

I have

#

how do I make my own damage collider?

ornate rivet
#

well if you're lazy you just add a boxcollider2d and damagehero component

#

also, check to see if Instantiate(preloadDict["Thorns"]) is null or not

floral furnace
#

add debugcollider too

fair rampart
#

well I'm able to print a hierarchy tree of the object

ornate rivet
#

so it's there

#

but it's invisible?

#

send the file

fair rampart
#

where I instantiate it?

ornate rivet
#

what?

fair rampart
#

the .cs file in which I'm trying to instantiate the thorns in?

ornate rivet
#

no I mean the hierarchy tree

fair rampart
#

oh

ornate rivet
#

the thorncollider isn't what you want

#

it's not the actual thorn

fair rampart
#

welp

ornate rivet
#

just the hitbox

#

that's why it's invisible

fair rampart
#

I've been using FSM viewer to find stuff btw

#

there's probably a better method

ornate rivet
#

you will need to use the scene hierarchy I sent

#

the fsm viewer won't have the thorn bush

fair rampart
#

ah I saw a thorn bush somewhere in there

#

why the fuck is my mod suddenly failing to load

ornate rivet
#

try rebuilding

fair rampart
#

oh I changed the preloadedObjects dict without changing the GetPreloadNames key

ornate rivet
#

I was just testing the one I submitted to nes's github and it had a couple lines of code missing zote

#

this is the fixed version

floral furnace
#

all those spikes are indiv gos right

ornate rivet
#

yep

#

pain

fair rampart
#

this'll be fun

#

how do I open the project in unity?

#

do I just choose the HKWorldEdit2-master folder when adding a new project?

#

nvm think I got it

fair rampart
#

I see that there's an AddToSendRandomEventV3 in PP

#

doesn't seem to be such a method for SendRandomEventV2 tho

copper nacelle
#

i mean the method is pretty simple

#

should just take a little bit of a change to make it for v2

fair rampart
#

is it provided by the modding api?

copper nacelle
#

no

#

it is provided by me adding methods to fsm util every time i need to do something more than once

fair rampart
#

alright, I'll try to write the method

#

tomorrow maggotprime

copper nacelle
fair rampart
#

any idea how I would add a hitbox to thorns that I instantiate?

#

addcomponent<herodamage> and getcomponent<herodamage> don't seem to work

floral furnace
#

boxcollider2d

fair rampart
#

do I get that component and then add/get the damagehero component?

#

well there's no addcomponent so I guess all I can do is get

floral furnace
#

wait youre adding your own thorns right

fair rampart
#

yeah

#

I have to add the boxcollider?

floral furnace
#

afaik you need to

#

also shoulnd it be DamagesHero

fair rampart
#

no

floral furnace
#

sorry mis remembering this stuff

ornate rivet
#

yes you definitely need boxcollider2d

#

you might need to change the layer too

fair rampart
#

do I add the box collider?

ornate rivet
#

UWU

#

boxcollider2d

#

you can also add the DebugCollider component to see the boxcollider and make sure it's good

fair rampart
#

every time I tried adding or getting the boxcollider2d and changing its values TL would freeze

ornate rivet
#

just doing thorn.AddComponent<BoxCollider2D>();?

#

maybe it already has a boxcollider, print the hierarchy

fair rampart
#
Printing scene hierarchy for game object: fungd_spikes_09_FG(Clone)(Clone)
fungd_spikes_09_FG(Clone)(Clone)
 \--Component: Transform
 \--GameObject activeSelf: True
 \--GameObject layer: 0
 \--GameObject tag: Untagged
 \--Transform Position: (40.0, 40.0, 0.0)
 \--Transform Rotation: (0.0, 0.0, 265.3)
 \--Transform LocalScale: (0.7, 0.8, 0.8)
 \--Component: SpriteRenderer
 \--Component: DamageHero
END +++++++++++++++++++++++++++++++++++++++++++++++++++++++
#

strangely enough it has a damagehero component

ornate rivet
#

Make it layer 17 btw

fair rampart
#

ok yeah just adding the boxcollider2d causes issues

ornate rivet
#

try putting it in a try and catch

#

and dont forget to change layer

fair rampart
#

would that just be thorns.layer = 17?

ornate rivet
#

yas

fair rampart
#

setting it to layer 17 is now breaking it

ornate rivet
#

uh that should not be happening

#

what happens?

fair rampart
#

TL freezes

ornate rivet
#

are you doing this to a single thorn or a bunch

fair rampart
#

a bunch

ornate rivet
#

and did the try and catch do anything

fair rampart
#

I put that after the layer change so execution never reached there

#

I commented out the layer change and got the error

#

System.NullReferenceException: Object reference not set to an instance of an object

#

wait

#

I used _thorns instead of thorns lemme fix that

#

think I got the boxcollider working

ornate rivet
fair rampart
#

what do I add the damagehero component to?

ornate rivet
#

the thorn?

#

it already has it though

fair rampart
#

I can bump into the boxcollider2d but it doesn't do damage to me

ornate rivet
#

Nice

fair rampart
#

trying to think of how to make a naturally looking telegraph

steady oak
#

what about a mod that replaces every enemy with a primal aspid. Thats what i call a nightmare

elder gate
#

Abs rad it just like 40 primal aspids at once

#

Same with NKG

#

XD

fair rampart
#

is there a way to grab the dust particle emitter for when TL is about to enter the arena as a GO?

ornate rivet
#

I mean, there definitely is

#

you just need to find it

#

if you know it's a particle system, you can log all GOs that have a particle system component

copper nacelle
#

I mean if it's not a separate object you'd have to copy it yourself

ornate rivet
#

oh wait nvm

#

it's in the fsm

fair rampart
#

When I try to instantiate the GO from the Emerge Dust state TL breaks

copper nacelle
#

cloning the whole go elderC

fair rampart
#

big brain move

fair rampart
#

what should I be doing instead?

copper nacelle
#

I mean if you just want the particles then make a new go and copy the particle stuff

floral furnace
#

whats the best way to completely stop a charm's ability

#

because ive noticed in the source most of them are simply checked if theyre equipped the moment the game needs them directly

actually screw it, ill just work around them individually

fair rampart
#

Is there a way to disable pogo on a boxcollider2d?

#

cause I'm currently able to pogo on the thorns pillars

rain cedar
#

NonBouncer

gilded lotus
#

@ornate rivet are you hard done on PC, i was thinking about re-doing the music, if not for the mod ill just do it for leisure

ornate rivet
#

I'll change the music to whatever you want

fair rampart
floral furnace
#

poggers

copper nacelle
#

nice

nova berry
#

allllright

#

that's cool

#

that's cool

ornate rivet
#

uwu

ornate rivet
#

Someone needs to fix the debugcollider class

#

I think it's because the debug lines and the go are not in the same Z position

ornate rivet
fair rampart
#

nice

fair rampart
ornate rivet
#

Get the BossStatue component and
set the spriterender's sprite from the children of bossStatue.statueDisplay

#

at least that's how I did it

fair rampart
fair rampart
#

nothing I'm doing is working

gilded lotus
#

that gave me a good laugh ngl

brazen mortar
#

he peek

unique isle
#

peek

ornate rivet
#

Are you sure you're moving the child with the spriterenderer?

#

it worked fine with pale champion

fair rampart
#

I got the sprite appearing by adding a SpriteRenderer to statueDisplayAlt and assigned it to the sprite of GO GG_statues_0006_5

#

but there's also another StatueAlt GO?

#

GG_Statue_TraitorLord\Base\StatueAlt

fair rampart
#

so I'm not sure if I'm moving the correct child

ornate rivet
#

move all of the ones with a spriterenderer then 😎

fair rampart
#

I actually tried that maggotprime

ornate rivet
#

eeeee

#

am confuzzled

fair rampart
#

anyone have experience with itweens?

#

cause I'm pretty sure that's how TL's sickle paths are created

rain cedar
#

Kill the itween and make your own thing

#

It's fucked

fair rampart
#

should I modify the velocity in Update?

ornate rivet
#

probably fixedupdate since it's a physics thing?

solar jacinth
#

modifying velocity in update elderC

fair rampart
#

sorry I forgot fixedupdate was a thing

#

as if time.deltaTime wasn't a thing but ok

#

mhm

solar jacinth
fair rampart
#

I know fixedupdate exists mate

solar jacinth
#

ok?

#

i wasnt trying to say that

brazen mortar
#

@fair rampart are you still using the shockwave attack from TL?

#

well more importantly are you still planning to use the shockwave sprites

copper nacelle
#

you change nicknames more than I do

#

disturbing

brazen mortar
#

shush dork

fair rampart
#

yes

brazen mortar
#

im still figuring out what i wanna do with the main sprites

#

also whoops missed the tip

fair rampart
#

oh boy time to learn AssetBundle shroompog

brazen mortar
#

rn all ive done with TL himself is shift the palette a bit and make his eyes a bit cooler

#

if i wanna add anything else i would have to make sure i can replicate it on every single frame which is a pain

copper nacelle
#

Using asset bundles for just sprites elderC

#

assembly resources are easier

dark wigeon
#

What about asset bundles in assembly resources?

copper nacelle
#

does unity let you load bundles as bytes

#

i feel like aa did that

leaden hedge
#

Yeah you can

copper nacelle
#

cool

ornate rivet
#

a hk mod without assetbundles is like a mod without grimm pillar attacks, aka a bad one

copper nacelle
#

same

#

none of my mods have assetbundles

#

i knew they were garbage

ornate rivet
#

the real assetbundle is the one in our hearts

fair rampart
#

Is anyone aware of how nail parries work and how to incorporate them into a boss's existing attack?

#

I've seen it as a separate nail tink fsm

weak lodge
#

well i kinda sorta

#

eck

#

dont ask me actually i gave up a long time ago

#

all i remember is that oro's dash slash fsm has the entire nail parry hook or whatever in it

ornate rivet
#

Hmm
The shade uses Slash-nail_clash_tink from resources.assets

trail elm
#

@brazen mortar I saw your sprites, what are making?

gilded lotus
#

looks like stuff for traitor bod

trail elm
#

whats traitor bod? πŸ€”

fair rampart
#

by assembly resources did you mean like Resources.Load?

#

@copper nacelle

ornate rivet
#

you can load the sprites by attaching them to the c# project then loading them with ^

copper nacelle
#

yes

#

as in what saleh said