#archived-modding-development
1 messages · Page 463 of 1
I can't get the particles to appear
have you tried getting the particlesystem component and doing .Play()?
no, don't change that
at least I don't think you need to
At worst, you'll have to find where it's used in the hive knight's fsm and see how the game activates it
in other news, my hacktoberfest shirt came in today
bruh, apparently mine was delivered like 5 days ago, didn't even realize
epic
Is there a way to get a reference to the hatching created by glowing womb
I'm trying to change the sprites

I have these pic and I want to know how to get it with code
it's almost like that's what they were doing
@placid river
Here's how custom knight does it
https://github.com/seanpr96/HollowKnight.CustomKnight
I have read this project and what I need is the path to hatching
dunno how much it can help other than a knighthatchling monobehaviour, tho having a hook for when they get spawned then replacing it from there sounds hacky as hell nevermind this is a stupid idea
pretty sure the hatchlings are children of the knight like the elegy beams
maybe not
they are i think
I mean
eat
amazing discussion
this is not #modding-discussion idiot
wdym load the scene
@jolly oriole
like "can you open it in unity" or "can I load the modified scene as a mod"
I think when you try to build the scene into a new game, the hackily way the scene is built will cause a bunch of errors in the built game, so I'm pretty sure that it wouldn't work
so eventually once the new scene loader comes out you can export a bundle to load into the game
yeah there's not really a good way to do that right now since unity will just trash a lot of the other stuff like scripts and textures and probably crash the game if loaded
there won't be scripts for the time being but I'll wait til raphy helps me out with that
once I figure out how to deal with the bundles not being picked up correctly I think the exporting scene stuff shouldn't be too hard
hey, nes
is everything working properly
last time I tried loading a scene in which I had copied elements everything broke
and then when I tried getting an updated version the little popup window for it would close immediately
probably not
big sad
I haven't touched this since the beginning of october so I dunno what's broken and what's not
been busy with life?
college apps, japan, tests, etc
japan?
im not a weeb
how was it?
interesting
nice
yes very nice
almost went to a cat cafe but like
I didn't because of time 😦
I got to see inside tho
oh if you consider a cafe in a zoo I went to an animal cafe lol
hate coming back to code after a whole month and a half and having no idea what it does
anywayyyy I tried loading all of these scenes
all worked and I was able to save all normally
which scenes are these?
so if you can't save then something weird's going on or you're loading/saving a scene that's weird
I should try recreating what I did with the latest version
but in it the thingy had broken
dunno I'm on my laptop so I don't have the list
and with it the list of scenes was gone
the scene by name thing is working fine for me
so I can't find what I needed (files are otherwise named "level[number]")
what version of the editor are you using?
2017.4.10f1 I think
I'll go check it out tomorrow or something
oh wait I only have one branch on github lol
but do you remember which scene you tried loading
scene, no, but I can tell you which rooms they were
ok
from the WP hub the 2 to the left and right
which you need to activate levers on
(and like basically everything they connected to)
though it's been months and I haven't really tried doing anything with it again since
white palace loads and saves fine for me
scene got stuck on loading
yeah I don't remember
screen fades to black and whatever
and you mentioned there was a problem with the way it handled copied elements
wait you mean loading in the game
in the game
I thought you meant loading in the editor
yeah the scene loading/saving in-game is what I'm fixing rn
wish me luck
nes is my favorite third modder of 2019
good idea
nobody will ever achieve anything
why are you trying
heat death of the universe will erase everything
ikr lol
you wont live until there
...
all this is for nothing

just move somewhere else easy
my disappointment is immeasurable
ok well Imma do the impossible so cya
see ya!
gl on that
will give updates if I make any impossible progress
if i can code hold to jump you can do everything
saleh got some imported castlevania stuff as new scenes before, might ask them
@ornate rivet
?mods
Mods
Google Drive with Mods - https://drive.google.com/drive/folders/0B_b9PFqx_PR9Um9MeFZMV21oWGs
Installer - https://radiance.host/mods/ModInstaller.exe
Mod Summaries - https://docs.google.com/document/d/1gqAd1y3xbNnNY2XWUZ7j6n1LX8FNdMj2zeoclSOTLyM
why are you doing this here
Discuss the development of mods for Hollow Knight.
@ornate rivet think I figured the bundle problem out, looks like it needs an AssetBundle asset at id 1 or it won't read at all, I don't think it has to have correct information, just to exist
I assume this is it https://github.com/nesrak1/HKWorldLoad/blob/master/WorldLoader/AssetBundler/BundleMeta.cs#L12
yeeto deeto cheeto it works
scene loading

@ornate rivet does this relate to our mod
wait what mod
Can i put my custom knight thing here? It's a HuD for the theme "Infection".
yes sid, assetbundling seems to have worked with sly
could be
is this a good speen
yes
well guys I am big stumped
about the differ, I'm not sure how to diff assets since there's not a good way to know which are the same and sometimes they could've even been switched out so idk what to do
the differ?



Should I make this arc bigger?
seems fine
the sprites are played at 12 fps yes? or am i mistaken
they are
staring at boss animations have finally paid off
12 fps? how the fuck it looks so smooth

cursed perspective drawing
tiso's head keeps his head shape
like honestly what the fuck is that
I can't draw
does this look fair

on steel soul, damn dude
da faq
If the frame rate is larger then 1 fps, there’s not enough explosions
That's easy just ddark lmao
jngo lend thy projectile arc code
s
oh god
you don't want to see my arc code
it's just setting an initial rb velocity then decreasing it in fixedupdate
tbf that sounds good enough, you dont reduce the x velocity right or no?
nope
i c
do you still want the code?
thankies from mcspankies
private repo moment
why make your own throw code when you can copy paste playmakerfsm code with dnspy 
whoop
I don't think hk is to scale in terms of unity units
publicized 
EXPLODE!!!!
🗿
Jngo you don't have to make the log static
the point of the Log being static is so that you don't have to copy paste it into every method
ah
imagine not wanting to type Modding.Logger everytime 
~this();
Is that c++
It can be
You don't really call explicit destructors in c# or c++
But c# has destructors too
Fun fact, if you have a non-virtual destructor in c++ in a base class, and you do something like Base* b = new Derived(); delete b;
It won't call the derived classes destructor
But if the base class's destructor is virtual everything is fine
does c# really have destructs? is that like an unsafe thing?
also ~this(); could be a header define, it doesn't mean it has to be a call
it does
~Classname()
{
}
i mean it's seen very rarely and not very useful most cases
in c# ie

not really sure what the purpose of those are since it's not like you're allocating memory or anything
stackalloc 
Oh you guys actually started making Tiso a reality fight lol cool
Did you set the material to sprites default?
so did you do?
go.GetComponent<SpriteRenderer>().material = new Material(Shader.Find("Sprites/Default"));
wdym??
oh you mean you do that when you load the unity scene?
that should be fine
Just to make sure, you aren't trying to bundle output from hkwe right
I doubt it since there's no mb but still
Hkwe uses some bad hacks that will most likely not build it correctly with the right materials and textures
Not sure what you're trying to do but just extracting and reimporting the textures may be easier than setting up dependencies from an asset bundle
No, you have to set the material in the mod, otherwise it will show up as pink (no texture)
I don't remember, but you may be able to derive from an existing material by name and not have to worry about setting it in game
Now that I'm thinking, I could import sprites just fine without extra code when I was making those other videos, why do you have to set the material in game for this?
Just noticed this wrongness in my code, is there a reason I'm allowed to += without getting an error?
It's pink for us when we don't.
why would you not be able to use +=? transform.position lets you update it, no?
I'd thought Instantiate would only allow transform.position + Vector3.up
idk my c# well
it's the same way you can do variable++ and it returns the variable before you do ++ probably
ah
int i = 1;
int j = i++; //j is 1
int k = ++i; //k is 3
int p = i+=1; //p is 4
I should've remembered this from my java class 
Didn't even know you could variable+=number while assigning another variable
It makes sense but it looks weird
O wait I know about the materials
I fixed it by patching the bundle right after unity creates it, it uses a different material id
so I still haven't figured out the dream nail convo
Do I need to do something besides adding the string into the LanguageGetHook delegate?
I have the former
enemy
I found that the issue was because "_1" is added at the end when you set a dreamnail convo
now to figure out how to add multiple dream nail dialogue
I had to make it so that it's like
DIALOG_1_1
DIALOG_2_1
DIALOG_3_1
for DIALOG_1, DIALOG_2, and DIALOG_3
idk why that _1 gets appended
is there any way an object could be pogoable even if it has a NonBouncer component?
does NonBouncer actually do anything?
yes
howwww
it's in NailSlash my dude
it doesn't add the recoil if GetComponent<NonBouncer>() != null
or if GetComponent<NonBouncer>().active is true
so @fair rampart , an object could be pogoable and have NonBouncer if GetComponent<NonBouncer>().active is false
thank you 56 for helping

that wasn't sarcasm btw
hmm maybe I'm bouncing on something other than the go I added the component to
but that's the only go I'm instantiating
the fucking
bomb itself

wait no, I still bounce after the explosion occurs
anyone have experience with Gas Explosion Uumuu?
explosion pogo 
it even has a NonBouncer component already
no
alright, I fixed it by adding a NonBouncer component to each of the go's children
Is the bonfire mod still a thing
yes but broken
Is there any plans for it to be fixed
no
what is IK in Lost Kin's IK control fsm supposed to stand for
lost kin does not have inverse kinematics
is there a way to manually set bossstatue difficulty completion?
wdym
my alt statue plaque isn't updating when I beat the boss
I assume that's the reason pale champion starts off with all 3 difficulty levels completed but I want to see if there's another way
check playerdata
or somewhere
i forgot where it was
actually it won't be there for pale champion since it's a custom statue
try setting the BossStatueState if you have the statue object
I mean if you have an alt statue you just override get variable
And then supply your own completion
oh it's just BossStatue.DreamStatueState
IK = infected knight @fair rampart @copper nacelle
Cannot believe this spread of misinformation
I see
you know that makes a lot more sense
it really does, can't believe 56 lied to us
f# is shit, i couldn't decide whether to include mutability or not
i assume including it would be much faster but a shit design for a functional language
it's just a huge mess
that or i was too lazy
im making an OwO knight
on every hollow knight model its going to have an owo face
oh,
i only just finished the sprint file,
and theres like 50 more sprites edit: more than
i might publish this though
next do every enemy and boss 🙃
i might give hornet an owo face if i find the hornet pictures
oh and @undone girder the owo knight customknight will be shared,
but she has so many frames to do, but then again, so does the knight,
i think hornet actually has less frames to do than the knight.
i need a brake
break**
wait ima test it
should this be happening *white rectangle around character
seems like you removed transparency when editing the sprites?
oh
FRICK
it was ms paint i used.
one sec ima do a pro gamer move and put it into paint 3d
how do i make the white transparent?
by adding alpha?
paint .net > ms paint
not using gimp is the mistake
pdn is better for quick edits, gimp has a lot more features but sometimes it's slower to do basic features
ok so i had no idea how to do it
sigh
When your pupils go off your eyes
when does that happen?
when the pupils go to the top
same
we just need a real life version of it now
ahegao
the following camera is horrible, doesn't follow me at all, and i don't know how to fix that
i have a chunk (with edge colliders) starting at x=64, yet the game somehow thinks that the width of the scene is 50...
ok, i got the width/height thing fixed by hooking into the RefreshTileMapInfo thing
I'm trying to filter texture's at runtime
But swapping between filtered textures is super slow
is there a way to fix this?
no, I think it's just the setting
tk.GetCurrentSpriteDef().material.mainTexture = filteredTex
actually lemme check
ngl that's gonna be an (x) from me
yay
for context here i would like to specify i was right
Good stuff :3
damn that do be looking good
ooh, this was a thing I was asking for
can you force the filter from the Void menu screen onto a room
which filter are you talking about
@west ridge you wouldn't use dnspy if you're modding using the api https://radiance.host/apidocs
i'm trying to mod lan multiplayer in to hollow knight I honestly have no idea where to go I asked x753x (the dream shield guy) he suggested using dnspy to understand what i'm doing and use the modding the api to mod it but i'm not sure how to do it yet
Ah you're the lan multiplayer guy
I'm not convinced you know what lan means because it makes no sense for that to be a goal
Do you mean local?
I think so isn't that kind of multiplayer that allows you to do multiplayer if you are connected the same wifi
Yes but multiplayer over lan is the same thing as fully online multiplayer
Unless you make really dumb assumptions about latency
ok thank you for the clariforcation
It's not a very realistic goal anyway
If you really want multiplayer, local only is much more doable
that's what i'm trying to do
local means with the same computer
I know i'm still working out what everything is called
not with the same computer
the other one
i'm trying to do the kind of multiplayer that allows you to do multiplayer if you are connected the same wifi
ok so I suggest you make local first then think about online
ok
good luck
Here's some code from a previous attempt by 56
https://github.com/5FiftySix6/HollowKnight.Multiplayer
how would i start on modding the hollow knight i got
thank you
so where is the modified assembally-csharp.dll that allows you to mod?
oh i thought it was an external install
sorry for the missunderstanding
I was just confused by this sentence "To install mods that use the modding API you first need to install the Modding API from the the google drive or build it yourself.
The Assembly-CSharp.dll should overwrite your vanilla one at"
~\Hollow Knight\hollow_knight_Data\Managed\Assembly-CSharp.dll
?mods
Mods
Google Drive with Mods - https://drive.google.com/drive/folders/0B_b9PFqx_PR9Um9MeFZMV21oWGs
Installer - https://radiance.host/mods/ModInstaller.exe
Mod Summaries - https://docs.google.com/document/d/1gqAd1y3xbNnNY2XWUZ7j6n1LX8FNdMj2zeoclSOTLyM
most people install the API using the installer
but you can get it from the google drive
so do I need a modded Assembly-CSharp.dll? is it spesific to a mod if so how do i make one?
the API is a basis for mods people make to interact with the game
otherwise you need to make your own assembly
but you wouldn't be able to run other mods at the same time as yours if you do it that way
the api already exists
"To install mods that use the modding API you first need to install the Modding API from the the google drive or build it yourself."
so I hope i'm right on this is an api just the Assembly-CSharp.dll?
That took me 3 hours to work out something that simple : (
hahaha yeah well at least i'm paitent and determinded so i'll get it done... eventually
XD
like start new project c# .net?
thank you sorry for the spam here but i'm trying to learn from scratch
why custom knight sprites are blurry
it's visual studio 2019 edit: realised you ment the framework
I know this is a dumb question but how do you open the .net framework 3.5 class library
I think i found it
That is .net standard
is it the right one?
Thank you is there a place for the syantax on coding I tried radiance hoast but i'm not sure in what order stuff goes nor how to change the api after the coding
to be honest im starting from scratch and using it as a baseline
You're gonna want to know introductory programming before modding at all though
i only just began learning visual basic i'm not a huge fan but it's a requirement for college work
ok so I learnt a bit about c# and coding in general so how do I create a mod for something simple say change the colour of the nail's swipe animation's colour?
honestly just trying to work out how you are suposed to refeance game stuff and and where stuff goes in the files
you can just use custom knight
what's that?
An unhelpful response
that's what he wants to do though, it is helpful
The nail attacks are NailSlash components
It's an example, not what he actually wants
You can change the color using custom knight
can't
Don't even need to read the history
and it's not like it's separated by a year. it's literally right above it
plus yeah, this is context enough
But yeah kurti you should look at some other mod source code to get an idea of the structure
the apidocs link also gives a bunch of examples of what you can hook into
It usally starts with using JetBrains.Annotations;
using ModCommon.Util; and stuff like that but I don't know what that allows me to do
Ok new plan
Learn more about the basic structure of a C# program first
using statements allow shorthand code for using things from other namespaces
namespace being a bit like a folder of classes
so what does referancing namespaces let me do?
Alright let's look at JetBrains.Annotations as an example
ok
There's probably something like [UsedImplicitly] pretty close below that, right?
That's actually the class JetBrains.Annotations.UsedImplicitlyAttribute
ok
But the using statement lets you skip the first bit
I guess it's kinda like that
like a function you referance to help with coding?
It's a class but otherwise yes
I remember when I asked here how to make mods and such. People got angry at me for "asking too many questions" and such, and got a lot of reactions such as
because I didn't knew what things such as APIs were, and obviously I wouldn't because I never programmed before.
Still do.
then, now what?
what the hell suddenly happened to my references
nvm finally fixed it, VS was just being a dipshit and had to remove and readd all the refs again, dunno why it happened in the first place even when i didnt even touch the thing for 5 months
yea vs does that sometimes
that's pretty cool
thanks
I want to do a full fight against the 5 great knights, but I only know how to do the sprites
I could also do tiso sprites if someone wnats to make a mod for him
Someone is already making a tiso mod
You could make the sprites look not horrible for Tiso
@plucky oak
I could add it in to the game for you!!!
pls I'll do it GIMEMEMEMMEEM

mebi is the new mino lol
<@&283547423706447872>
help
the mods have forsaken us nvm
jonny jonny yes papa please come and remove spammer
Thank you
hey
hey gamer
damn i missed it

greetings; can somebody point me the right way to go to export sprite sheets programmatically?
In other words, is there a way I can get an [x, y, width, height] table for each frame of a given animation? This information is presumably inside the game already somewhere, just not sure where.
A use case would be to get the Knight's running animation without searching the entirety of the Knight's large sprite sheet manually.
Yeah I already made something for that
Hang on
Extremely rough but it does the thing
Thanks, I'll take a look at this. I'll ping you tomorrow if I need further contact. From a person used to some C# but not Unity, how you could ever find things like tk2dSpriteAnimationClip is beyond me. I appreciate it.
I can't do modding because I'm on console, but an idea for a mod...
a mod that replaces all of hornet's sounds with her "git gud" line
so you just go up against hornet defender for the 50th time to get your bindings and you just hear her tell you to git gud every 5 secons
dung sentinel is my favorite fight
@potent sedge scroll up
I think the fire missed a few spots.
They should’ve had fire shooting from both sides.
👀👀👀👀👀👀👀👀👀👀👀👀👀
ze'mer boss?!??!???
i will learn how to install mods for this alone
same
MEBI hasn't been on the server since last saturday though 

Very nice if it happens. What they've done so far looks great.
new fennel update for those who care. Put the stuff in fennelWin.zip into the hollow_knight_Data\StreamingAssets folder and Fennel.dll into the mods folder
this one might be too hard 
no more ddark for you cranky
Mwahahaha! Ddark will live on in my heart! And other fights!
does anyone know why a go's healthmanager would stop registering hits after the player has died?
the player still gets knocked back when they land strikes but the enemy's hm doesn't count it as an attack
GameCameras.instance.cameraFadeFSM.Fsm.SetState("FadeIn");
foreach (GameObject go in FindObjectsOfType<GameObject>().Where(x => !x.name.Contains(gameObject.name) && x.GetComponent<DamageHero>() != null))
{
Destroy(go);
}
Destroy(fennel.GetComponent<FennelFight>());
Destroy(fennel);
this is what I do when a player loses
the number of times your hits land decrease with each death
does anyone recognize these symptoms?
all of the code is here https://github.com/SalehAce1/Fennel
maybe
private void OnDestroy() { _hm.OnDeath -= _hm_OnDeath; } ?
I had something similar happen with Tiso
I added an Unload() method that I run at the start of Start() right before I hook in FennelFight.cs
private void Unload()
{
On.HealthManager.TakeDamage -= HealthManager_TakeDamage;
_hm.OnDeath -= _hm_OnDeath;
}
still doesn't work
this should be the same as putting it in OnDestroy right?

np i know i am a genius 
uhh question
performance wise how much am i saving from having
HeroController.instance.cState.walljumping in an Update frame vs storing the reference of the cState then just calling it like "h_state.walljumping" in an Update
and any resources where i can stea- learn how to change charm names and descriptions?
pretty sure that wouldn't change the performance
and I think you can change charm descriptions with the language hook
https://radiance.host/apidocs/Hooks.html#languagegethook
How lightbringer does it
private string LangGet(string key, string sheetTitle)
{
return _langDict.TryGetValue(key, out string val) ? val : Language.Language.GetInternal(key, sheetTitle);
}
_langDict is a dictionary with key string as key and the actual message as value

hello guys, i am happy to announce that i am now a xml programmer
wow sid is modding hk in xml
Hey, I have been searching for a good while and havent found anything on how to make HK mods? Anybody have a secret wiki page I am missing?
Good example mod: https://github.com/homothetyhk/HollowKnight.InfiniteNotches/blob/master/InfiniteNotches/InfiniteNotches.cs
Thank you so much wasn't able to find anything
Im back, who called me?
yeah, Im planning on doing a Ze'mer fight if the help arizes, but not only ze'mer, but the 5 knights altogether
is he connected now?
@ornate rivet wake up idiot
reeee I have been awake dad
@plucky oak yes please , saleh is the support that you need
How can I get the randomizer 3.03?through modinstaller?
the development is going smoothly
I should've added some blank frames now that I think it
holy shit
That is amazing.
thanks
you should ask TC if they need more artists
who?
Team Cherry
cuba
What language are hollow knights scripts written in
c#
is boss rush still being developed or was it stopped after gods and glory
cause i very much enjoyed how you started with nothing and got more stuff after each boss
it was not updated after gods and glory
@plucky oak holy shit that is actually amazing, nice work!
finally got the fucking thing working, turns out coroutines will die prematurely when the mono🅱️ehaviours that called them dies too
what the fuck
why is the sprite black?
these are its material's properties
I print the tint with Log(_sr.material.GetColor("_Color"));
but it gives (1f, 1f, 1f, 1f) which is white I'm pretty sure
and changing the tint works fine in unity
hmm no, _sr.color = Color.white; did not change anything
using the default sprite material makes it show up properly
I've never had this problem before with my material
modding basics
https://radiance.host/apidocs/
thanks
ok youve convinced me thanks
blessed video
nice, the problem was stupid as usual
for some reason, the go's z scale was set to 0 even though it wasn't 0 when I exported it in unity
the z axis is always to blame, what else is new
ttacco why would a video where your mod works be called endme
if anything, it should be called wowiguessiwontdietoday
why wouldn't it be
because it's a moment of success smh
success is just one letter away from death

half of this statement is true
"smh saleh is a modder" part i suppose
damn you're good
thanks
It'd be very cool to see Dryya
damn saleh actually drugged someone into animating for him
can't wait to see this finished
this has to be the mod I've been most excited about
do you plan on designing specific arenas for them, too?
and how hard do you want the fights to be?
Damn this looks cool
So will Hegemol be normal (weaponless) or have the same weapon as the False Knight?
Which mod is this?
@wheat flare
Hegemol will have the same weapon. He will fight with Dryya.
Zemer fights alone.
All the fight will happen in the White Defender dream arena
Hegemol using False Knight's weapon doesn't make sense tho
l
re
yo so i had this simple XML thing
<Text_Changes>
<Text Name="CHARM_NAME_1">
<Alternative>
Crutch Charm
</Alternative>
</Text>
<Text Name="CHARM_DESC_1">
<Alternative>
Literally stop using this garbage charm
</Alternative>
</Text>
</Text_Changes>
and i had this loaded via textChanges which is a global/static XMLdocument
using (Stream stream = Assembly.GetExecutingAssembly().GetManifestResourceStream(res))
{
using (XmlReader reader = XmlReader.Create(stream))
{
textChanges.Load(stream);
}
}
then with a LanguageHook
public string LanguageHook(string key, string sheet)
{
string txt = Language.Language.GetInternal(key, sheet);
//Modding.Logger.Log("KEY: " + key + " displays this text: " + txt);
string nodePath = "/Text[@Name = \'" + key + "\']";
XmlNode newText = LoadAssets.textChanges.SelectSingleNode(nodePath);
if(newText == null)
{
return txt;
}
return newText.InnerText.ToString();
}
but it seems to be throwing a multiple document error? all im finding online is saying there should only be one outer tag throughout the entire XML file but i already checked that as seen on the XML file
why do you have the xml reader if you're just loading the stream with XmlDocument
if xml reader consumes the stream content it'll die
I tried just an xml document with the xml and it seemed ok
And then with an Xml Reader it consumes the stream and then throws an exception on the root element being missing
feliz navidad
YES
how do sprites work for a boss with multiple sprites, e.g. radiance?
You would use multiple renderers
I dont know how they are incorpored in the programming, I just make them
any news?
do the new bosses get recognised by debug's enemy list thingy?
Yeah they should
Hmm what's this
https://github.com/nickc01/CrystalForge
It appears to be nothing
Default class library project
I don't like it
It brings in harmony
He has boilerplate classes to wrap monomod hooks
This is terrible
What does this mean?
above falseObjects = 0
20k ms sleep before checking objects?
I don't think this would work
Probably why it's commented
reflection helper scam
Very nice
imagine not using the superior modding api
No
It does
They use the modding api
They just reimplement everything
They have their own json thing wtf
Wait but they have newtonsoft
He has his own version of the giant modcommon dump thing for fsms and objects
modcommon machine
This is a very strange thing to do
tf
bruh

It's already fat enough
If we add much more it's gonna have the same issue custom knight does
tbf I use something similar
So that I can put using static logthing
Then Log(thing) from wherever
fair
can't you just using static Modding.Logger?
ah, makes sense
good morning
That's perfectly fine, I can wait
thanks for understanding
by the way any of you know how to eficiently edit a sprite to only change its color? I know how to make it from zero, but that's uneficient
I already asked someone on reddit to make an edit of false knight's sprite
and they say they'll do it, but they havent contacted/answered my messages since then
#art-discussion may be able to help you
thanks
I'm sure they'd love to see your animations as well
thanks
@jaunty musk
As of now, a godhome workshop statue that teleports you to the original white defender dream fight
Ohh that's great!
can someone find the spritesheet with the nosk infection blobs in it please
any one with blobs that fall on the floor and damage you
wait
Search files from ttacco
You
Interested in making a custom knight, editing the Knight.png from the customknight mod and the sprites are very disorganized, before I set out to organize them myself I was wondering if someone went through the trouble already and posted it somewhere. I've searched the logs and the pins and don't see anything like that.
here's what I did on my own
here's my method
it's gonna be very tedious to do this without help. writing numbers on knight's head and tracking them from the game to this big sheet is p hard
ya
this took longer than I wish it did
wah
yes
Nice, that'd make it easier to create colliders for them
is saleh working on this mod too?
yes
very nice
also, I imagined this attack to be as random as radiance's radial bean
see y'all tomorrow
I like the fact they're 5
it throws off a bit
also, any indicators to where they'd go, like with Rad's attack?
oh look I managed to summon Angle
hi
how are ya?
aight
bro i literally did it in my deathmod
but it don’t work anymore
for no reason at all
bruh
it works again
it has to be one of the other mods interfering then
bruuuuuh
i figured it out
idk why but for some reason, using deathmod with my other mod godlynightmares works
it literally makes no sense
i have gained other critical information
so you don't even need that mod
if you just have one object to preload in your mod
then it works
so it must be an issue with the api or some shit
because i have no idea why preloading objects would make it work
np
and without the other mod?
ah
Im back
a little late to ask I know but @fair rampart are you too in our 5 knights mod team?
you too @flat forum ? I liked your Isma background
oh, I'd be glad to help in any way I can!
I usually originally mostly did sprite-related stuff
though your animation work's godly and I wasn't sure if I could lend my help in any ways
we´ll see how you can help us, thanks!
ok
yea the one in modcommon makes a new one rather than replace it
@plucky oak Sure, I can help out too if you'd like more devs
@ornate rivet you need my help 😤

it got some brighter filter aplied to it
that's exactly what we needed
if it comes to the table an idea for a totally new attack I'll make the necesary sprites
@fair rampart @flat forum I have been thinking... what if asides the 5 knights bttle a some more minor things?
the knights arent entirely white
look at ogrim
he still has his face and claws blue
wdym by minor things?
and I imagine for hegemol that's all we see
for example making a new special kind of charm
"dream charms" triggered by crtain things we coul add
exactly 4 to be specific
idk if we can add charms instead of replacing existing ones
probably possible but it'd likely take much more effort
let me get in mor detail
it's possible and done I think
mark of purity, to replace the descending dark for the pure vessel's pure nail attack (a weaker version of course)
binds of hallownest, to give a weaker version of the pure vessel's focus
oh!
for Binds of Hallownest!
I did some retexturing to make Baldur shell do that
a while back
it gives you PV's smaller glowy defence thingies that explode
we can probably redo that and add a hitbox to Baldur's shell
and pride of hallownest, mark of prid+lnog nail, but only 4 charm notchs
if needed remove the thing that makes it break
I've done something like that, too, I think
the game has some unused sprite charms
wanna look at those, if you don't have anything in mind for they could look/don't wanna paint from the ground up?
no worris, I will dra them miself
madlad
well, my original though was making them a similar mechanic to th breakable charms
to make him paler/closer to white defender
will you wait for a minute please?
thanks
brb
are you planning on making an even stronger ogrim or just keeping white defender?
I see
the 5 knights figth will be like this:
ogrim, like usual
when he screams da funda isma joins
th second
after defated hegemol and dryya come in
aftr they're defeated, and finaly, ze'mer appears as the last foe
can we also be able to fight them separately, somehow?
I really wanna fight a solo Isma/Hegemol/Dryya
well, it wasn't my original plan, but if you want and can do the separate figths for isma and dryya, go on
Do you have a design doc?
I have sent all the spritsheets I have done to @ornate rivet
right now I dont hav them all with me
Do you have a document describing the mechanics of each boss?
We should have a group chat
yeh how do I do it
idk lol
it seems lik I must have y'all marked as friends to start a group chat

for som reason I can't send @flat forum a friend rquest
accepted
@flat forum holy moly, you intend to make boss mods for all the 5 great knights?!
ok, it was because ignoreInvuln was true
that's pretty dope
ooh, people mod this game?
no
Any reason why hooking into FocusCostHook makes it so you never actually heal? You just stay in the healing animation
sigh it was cause I was returning 0 in the delegate
also that's a lot of hits
@fair rampart
Yes I need your help
sorry, I was gone for a while
also, wouldn't it be better to whiten the fk sprite sheet a bit instead of just brightening it?
png moment
rigth now can't access my other (current account) but for some reason my oldest account is accesible from here
so @ornate rivet any progress in the departament of music?
this is the latest thing zaliant sent
https://streamable.com/2hgnd
I'll ask him
@sage holly
It would be great if you could put the sprite stuff in a google drive folder
and split them by boss too
ok I'll see if I can
okie zaliant said he still has to make some changes to the isma/dd portion
thank you mebi
awesome
@solemn rivet, Hey I just wanted to let you know. I believe I found a bug with the bonfire mod. I am unsure where to put this, so I will toss it here. I upgraded a couple of stats at once and they seem to have debuffed. Before upgrading I was three hits to kill a fool eater now I am up to five.
Bonfire outdated n broke
too big to post there
Saleh: implements a cool new attack
Me:
LMAO



