#archived-modding-development
1 messages · Page 464 of 1
Im back
im legit gonna get hollow knight on pc just for this
same
Jngo we need a White Defender disco ball now.
isma looks so small...
i think it's also mostly due to the lines being too thin
and well she's also too small i think
local modders increase hk pc sale numbers
yea I made her bigger now Mola. She is slightly shorter than Ogrim.
Are you making a new platforming section SFGrenade
?
Woah
@jolly oriole
How you make that? What software do you use? (sorry for my English I’m French)
How does one make sure stuff isn't affected by lag
while (NotHitFloor) //Extend fist until player or ground is hit
{
GameObject copy = Instantiate(strip,strip.transform.position,strip.transform.rotation);
clones.Push(copy);
yield return new WaitForSeconds(0.008f);
}
With this code, I'm trying to make a strip but sometimes there will be a gap if the game lags.
what do you mean InkScarlet?
just use level editor by nes
SFGrenade is making a new parkour level thus a mod
Sorry! I’m French, my English is bad.😅
through level editor i suppose?
highly doubt they are using level editor by nes sugar, it would be a waste of time since it's not finished I think
hey, SFG, quick question
that I periodically bother people with
or, well, 2 questions
first is - can you get info from the main screens?
they have shaders applied, too
n particles n stuff ig
and the more important part - can you force a certain shader to get loaded on every room, instead (or along if not instead idc whatever's easier) of the one that usually gets loaded
thanks a ton
SFG, how do I make this not look bad
@jolly oriole
Increasing with the tile width increases the strip in both left and right, how would I make it increase in one direction?
oh whoops sorry I figured it out. You set the pivot all the way to one side
it looks slightly better
not sure how I could get the particle system to align with the strip
might just ditch it
I'll ask mebi if they can make the strip have a pattern
is there any sort of configuration I need to do to get components of a prefab imported through an assetbundle working?
I attached a boxcollider2d and rigidbody2d to a go in a scene then dragged that go into my Assets folder but they don't seem to work in game
that should work just fine
by not work, do you mean that the components don't exist but the go does?
the components do exist, I logged them after getting them at runtime and they weren't null
and I also logged their properties like iskinematic for the rb and istrigger for the collider
the rb just doesn't move the go when its velocity is set and the collider can't be hit nor hit the player even though I added damagehero and hm
did you set the layer?
that wouldn't explain why the rb isn't working though
can I see your rb settings in unity?
hold on I just deleted my prefab and need to recreate it 
oh thank god the animatorcontroller saved my changing boxcollider
ok...recreating it made it work
how do you get the dream nail impact effect?
@ornate rivet to make it simpler how about no constant trail?
just have a small bit of particles following the ball itself
for example the moss knight's projectile particles
actually nvm his are different
but still a sparse trail might work better and not make the game lag
pog, just had to get the dreamImpactPrefab from WD and instantiate it during the RecieveDreamImpact event handler
how are these hitboxes?
I mean, it looks a little small, but I don't know what I'm talking about
well, you would know.
thats hot
this is looking good as! @fair rampart
thanks mate, the whole team's doing a great job
can't wait to see the final product
Who is on this team?
Saleh (programmer), MEBI (animator), Zaliant (music), FoldingPapers (music/art)
me (programmer)
Which channel should we go to if we want to request voice actors/actresses?
#hk-discussion or #off-topic I guess
Doesn't really fit any channel
Get veru to voice everything though tbh
Probably #hk-discussion might be a bit hard to go into specifics without spoilers in #off-topic
Is it more efficient to have one single large sprite sheet rather than multiple smaller ones?
more efficient in what way, from my 1 minute of research, it seems like it makes rendering the sprites more efficient if you have a bigger sprite sheets compared to smaller ones
and the memory performance is negligible
I'm sure it won't matter for most machines but I was looking for performance
In that case I'll combine all the sprite sheets for my boss into one large one, I dont mind reslicing
Hey, so I'm new to HK (been playing for a few weeks now) and I really like reading about the mod development here and have tried out some of them myself. Can anyone give me a short introduction on HK modding, preferably per DM as I won't be checking this channel all the time?
i am excited as fuck for the mod saleh's programming
saleh and jngo*
thank you mebi for your hard work
this mod would literally be impossible without you
^
I cannot wait to ak 47 my enemies
How can I toggle the different QoL sub-mods, when I go into the Mods in Options I can only turn QoL as a whole on or off, not the individual ones
settings json in your saves folder
It is normal that there is the face of the Knight because I have not finished adding the face of Hornet on all the sprites and it's just a test for my project.
It is normal that there is the face of the Knight because I have not finished adding the face of Hornet on all the sprites and it's just a test for my project.
Uhhh, its a gun mod
It’s normal that I missed some sprites, it’s a test.
I didn't have time to add more, I would do it later.
does the gun mode makes it so you take twice the damage?
because it's doing that for some reason
i dont know how to put it on the installer /shrug
also no it shouldnt unless you use fury of the fallen
maybe you need to ask the guy who made the installer
also that might be it since i have the fury mod
mod or charm?
both
bullets don't seem to hit lifeblood cocoons
yeah it doesnt hit everything thats on the surface, only the doors, because cocoons/breakable wooden beams are tucked into fsms thats a pain to incorporate and check
also btw thanks saleh, i took your suggestion way earlier, felt way better to use it that way
also it might be because of some other mod, but bombardment doesn't work for me
I have no idea what this suggestion was but you're welcome
use scream
see yourself glow
fire gun?
you suggested the "just make me hold fire" thingy
also what is that thing where sometimes when i hold the gun, the knight's face glows purple and i slowly fall to the ground?
many mods
you said in the readme that qol might be incompatible and i also have a bunch of other mods
im not sure about QOL but im dumb and shouldve mentioned stuff like other major mods
i should do that
but i havent tested other compatibility other than speculation since i modified the charms == it shouldnt also work for other mods that alters charms, and probably more
https://streamable.com/yhlcx end piece @flat forum
you lose a lot of punch but you keep a lot of that bittersweet feeling, which can fit zem'er, but, meh?
does quickslash makes it so the gun fires faster?
since it seems to mess with another mod that i have that modifies it
im guessing the new charm descriptions arent showing up for you?
because yeah thats defo incompatiblity, i should add it to the readme ngl
i didn't know there were new charm descriptions
ill test compat tomorrow i guess
but right now yeah it shouldnt work with other charm overhauling mods like Play Lightbringer™️ or Charm Overhaul™️ because i semi-overhauled most of the charms themselves too
you should make grimmchild fire bullets
i should, just didnt get to it because the work it takes but yeah i should
can you make it so dream wielder would make bullets go through walls?
not a bad idea, yeah i could do that
wait how come sometimes when i do dive, bombs scatter but most of the time they all explode in the same place
they have a set time limit
they have like a random range but technically if they dont hit anything theyll blow up on the same spot
theyre more for "im getting sorrounded by trash mobs" thing because dive spam is lame
is this more of what you wanted https://streamable.com/0i8rr @flat forum
Composed By - Christopher Larkin
support the devs and composer(s) - https://store.steampowered.com/app/367520/Hollow_Knight/
https://christopherlarkin.bandcamp.com/album/hollow-knight-original-soundtrack
...
something Radiance-y was kinda the theme I guess
with the powerful attacking choirs
I dunno you do the thing
my problem is that my vision for ze'mer is more PV centric, i have a hard time finding what else to put there
yeah, I noticed
you can
before the really fast QG section
die down on the first part
kill the fast piano bassline and leave just choirs and strings and percussion
basically fast (Resting Grounds) - slow - fast (QG) - slow
start off strong, that clip beginning > move into resting grounds lead > am kill > move into what i have > bittersweet
i planned to stretch our your bassline anyway which will make it slower and thus dropping some intensity
i shall commence sleep and do all this when i wake up
nice
do you guys have people to give voices to the other knights?
I'm so happy for the result.
Link of the Custom Knight (without Glowing Womb Hornet)
https://drive.google.com/open?id=13KnV9BuHx2ACfZ4llbbfotRN0L2D4GJa
I'm so happy for the result.

wah
i took the ideas that you had and incorporated them into already existing stuff, here's how it turned out @flat forum
https://streamable.com/bfk4i
Zemer stuff
Sounds great
@floral furnace theres a bug where sometimes shooting on the ground doesnt work at all, its only happened to me with the stabilized aim charm (which is misspelled btw) so maybe check up on that
what is this
@gilded lotus love it, the exact kind of mod I wanted Ze'mer's fight to have
Side Special WIP
What's the easiest way to get keyboard input in HK. As in if a user is hitting a key that is bound to an action in game?
Asking for a friend
GameManager.instance.inputHandler.inputActions.(whatever).isPressed
what's the Pipe Organ for
@fringe schooner yeah i fixed that up like, yesterday, turns out i was subtracting the deviation/recoil and it was going negative when you use steady body, and for some reason thats what was killing the bullets
also yes i already know about Stabalized is apparently a mispelling 😔 *misspelling
Thats aight
Also gun mod is really fun so far from my playtime with it, was a good bit more than i expected and its super fun
Ya did good kid
huge thanks, im still kinda ehh about it atm, honestly still needs a lot of work on it but yeah thanks
okay but what mod
it looks really cool and I kinda wanna see it in-game
what do I be excited about
I love me some platforming
How possible is it to change up the map and add bosses/enemies/items?
Not saying I'm gonna do any of that if I get into modding Hollow Knight, but am curious if it is possible.
it is
Neato
half the mods are like that
You're making he five Great Knights a bossfight?
Amazing
That's the kind of mods I like
Good luck
thanks
hi graduwuwu
hello Jungle
so I hear you guys are making the 5 knights thingy
lemme just ask you this
is this an attempt to capitalize on the undeniable success of the 5 Knights at Freddy's franchise?
ye
nice
hey, Gradow
tbf me and some other people have been working under the radar on some new modding ideas
mod wen
but I guess it's still undisclosed
btw, forget Zaliant
I don't know you strange person approaching me
I come from a faraway land
where papers reigns
very good
what are your inspirations for this piece
I'm a better composer/arranger/player/avid chocolate milk drinker/person/dog/starer at the moon/expecting a call from grandma a 4:43pmer than him anyways
uuuh
the King's motif for the main intro part thing
that you hear an arrangement of as the white lady's theme
or in WP
yeah
and the WP piano waltz thingy for the 2nd part
what about those first 7 seconds
that's the King's theme
oh
rearranged
hmm
there's no repeat of the first note
and then the descent is a lil' bit different
but it's pretty much the same
very cool
nice
How would you do something like the Zote the Mighty death scene where the background becomes white and only zote is visible in Unity?
look at how it's done in the death scene
there's a go named white_solid in GG_Zote_Mighty, I tried getting it with the preloader but it couldn't get it
try loading the scence manually and check for the gameobjects in the scence
is there a hook that gets invoked for immediately when the knight takes damage?
HeroController.TakeDamage gets invoked whenever a damaging collider is touching the knight, including during iframes
at UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) [0x00000] in <filename unknown>:0
where did it move
and why did it move
wasn't there a ReflectionHelper.SetAttr
it just calls the modding api one
oh it's marked as obsolete
no uh sorry you misunderstand
the one that lets you set a private nonstatic field in an object is no longer in modcommon
but it was showing up because my version of mc that rider has is old
🤔
bruh i literally wrote the method
ok this was my code
ModCommon.Util.ReflectionHelper.SetAttr(GameManager.instance.cameraCtrl, "isGameplayScene", false);
and it didn't work
it gave that error
stop using the garbage version
because it's under something different now
it's slow

the other one just uses FieldInfo::SetValue
the one with two generic types emits a dynamic method at runtime as a child of the original type and which is cached in a dict
which gets you significantly faster speeds
considering you are getting it multiple times :^)
what are you trying to do
have the camera follow a point that isn't the knight
with all its smoothing code without reimplementing it from scratch
i was asking like what are you going to use reflection for
well nothing that worked
it was to trick the camera into thinking it was a cutscene or something
so it wouldn't try to grab the hero
but I figured out the correct way to do it
ic
@flat forum oh wow that sounds soo very nice!
thanks!
good morning
imagine not sleeping 3 hours
imagine finding pride in your unhealthy daily regimes as if nothing else you do has any value
imagine trying to one up somebody's complaints for no apparent reason
you gotta
also, Mola
do you think a string orchestra woild fit Dryya?
something Hornet/Mantis Lords/Lace-y
i think something like the harp from queen's gardens
and the chorus
as that is her area
strings can also work
not much
Zal's supposed to be doing the music
he'a posted some bits on his channel
but I had other ideas for rhe music
and my ideas are objectively better and more correct /s
imagine having been taught music theory
this meme was made by "I just stare at the music and it obediently tells me all its compositional secrets"
look it was kinda mandatory for piano
im not saying its the be all end all
hecc it barely helps but i do know the basics of music composition now so thats neat
but hey some people just have a natural talent for music
whether theyve known it or not
being a music whisperer is a good thing
ye thats kinda how you learn from other media
take what parts that inspire you and learn how to use it
breaking it all down is a good plan its how i do many drawings
like with the statues
kk
hegemol is brass right?
would be cool to add some extra percussion in there too
yeh ur stuff is p good papers
Hegemol is Brass, some Woodwinds and a Cello
that's cool
hmm isma might be good with some woodwind like flute main or maybe oboe
and zemer piano
ofc i dont actually know which themes are already completed
oof
Zal did a choir main White Defender for Isma and I like it
also, @brazen mortar what kinda percussion do you imagine?
probably snares?
and that big one
dont remember what its called im not an expert on drums
just trust what you think sounds good
uwu
Angle have you told them yet
Angle and Gradow have returned to making mods AND they're teaming up??? 
and I am their son
funny because
before godmaster released I had already talked to 56 about making a playable tiso mod
but alas you can keep him
because we had early access to godmaster
like 3 days before the actual release
buddy
we're not making tiso
mawlek is the superior boss anyway
but damn
I don't know you
but I already love your spritework
ngl
one day I'll remake the mawlek into a good bossfight
and you guys won't laugh at him anymore
no sir
HE will laugh at your dead corpses
we can join forces and make the better godtamer
(i was referring to mawlek + tiso)
Oh fuck
t i s o

i like that emoji
I like how that emoji is the straw that broke the camel's back
oh
yeah
I'm pregnant
with Gradow's child
it's weird waking up to things you didn't know about yesterday
anyway no I haven't said anything here
So angle
Imma be out of town till Friday
But when I'm back

It's back to coding boiii
I have some ideas that I'd like to discuss with you later
But I'm on mobile rn
NGG Anniversary Edition when
Im hearing, if I have time, I may help
👀
Ngg is such a shit mod lol why’d I even bring that piece of shit back
NGG2 when
How do I load a specific GameObject? By name, an index, etc.
I'm looking at Enemy Randomizer; I know it's outdated, but best reference I could find. It loads all game objects and then assigns them its own index, which is overkill for me.
Basically I'm trying to spawn a specific enemy at a location in a scene.
I see, thank you.
How do you find the game object paths? Scene names you can find with Log inside BeforeSceneLoadHook, but Benchwarp shows that so that's easier.
Probably ObjectPoolSpawnHook, I'll try that.
you have to manually find the gameobject and log yourGo.printscenehierarchypath()
or find it in the scene's hierarchy print, if you have them
Combo of ObjectPoolSpawnHook, ColliderCreateHook, OnEnableEnemyHook helped me find the game object I was looking for. Thanks.
what is that emoji
not an emoji sir

no
but
how incredibly toxic of sir, toast to question someone's entire existence
i can see why they say modding is full of toxic people 😔
I feel blessed to be defended by sid and seanpr, who I have not interacted with in like 700 years
not u sid


ahegao emoji

guess why
me obviously
So I'm just getting into modding and have manually (with dnspy) removed the recharge on shadow dash (every dash is now a shadow dash), but I think there's a memory leak somewhere because I get slowdown's eventually after 5-10 minutes of dashing around. Does anyone know of a memory analysis tool or something that I could use to track it down?
Oh sure, I was more doing it as an exercise in how to change stuff using dnspy and becoming familiar with the code, don't mean to step on your toes at all. Also after looking at an etw trace it might not be a memory leak per se but rather some function hitting the recursion depth limit. It's in unityplayer.dll though so I don't know what the function name is since that dll seems resistant to disassembly with the disassemblers i've been trying.
Did you make a theme for Dryya?
If not I have some ideas
But I can't actually make music...
I thought of something aggressive similar to Lace with the Queen's gardens stuff and the White Lady's melody
Nevermind
You already made it perfectly
The mod is the five knights fighting the Knight in one battle
Is that correct?
Very ambitious
I like it
thanks
@solemn rivet turns out it wasn't my changes that cause the problem, it's an interaction between EnemyHPBar and unofficial hollow knight patch. After fighting the same boss/enemy multiple times (flukemarm or NKG in this case) UHKP tries to remove its sharpShadowFix from DashedPressedHook and creates many nullreference exceptions. I don't know who makes the modding API or UHKP but I think either side could resolve the problem by checking for existence before attempting to remove a hook.
I'm not totally sure why EnemyHPBar interacts with UHKP to cause the problem, but those are the mods I have installed to make the bug happen (freezing while dashing and doing damage/ killing an enemy)
@rare briar Zaliant is handling Isma and Ze'Mer, but I'm kinda doing Dryya
the idea for her is basically that
something Hornet/Mantis Lords/Lace-y based on the QG theme
and the white lady melody maybe
it's pretty sad/calm/relaxed so I dunno how to handle incorporating it in
@eternal olive enemyhpbar is very outdated. I made it a long long time ago in an api far far away
big thanks to @floral furnace and everyone who involved in development of such amazing Hollow Point mod. :)
i played it today and everything is seems good (no bugs, etc). the only improvement i can suggest - add toggleable function that locks/unlocks player position (like in Contra Hard Corps), so you can shoot diagonally w/o moving forward (while standing or in the air).
and again, you are all great. :D
thanks! glad you liked it, im current still ironing it out because its garbage balance wise and ive been suggested with the same toggle/lock function thing alot so far, problem is i just dont have any actual free buttons to bind it to so for now im just slowing the player when firing diagonally upwards
btw ttacco
can you change it so merchants who sells charms actually describe them with the new changes?
yeah thats my priority right now, lemm, salubra and sly's dialogue
but im doing/redoing the new charms so far because im not happy with them atm
steady body i presume
i dunno, it would be a viable idea but im not a fan of making a movement thingy like it thats integral at core to be exclusive to a charm
It is possible to put custom bosses in Godhome Pantheons right?
Would that conflict with other mods that modify Pantheons?
btw, i can't shoot these guys with the gun, even if i'm aiming at their faces
fixed in the version im working on
same for most of the directional invulnerable enemies
YoukCat afaik you can modify current bosses which in a way can be changed into an entire different boss "adding" them, some modders have done that already
@low cradle
The only way for it to conflict would be if you put the new statue in the same place as another mod
btw is there like a git or something for hollow point?
or anywhere we can follow development
https://github.com/TTacco/Hollow-Point
it's not updated
i do but i rarely push anyway because im not good at using version control
yeah what saleh said
git add folderName
git commit -m "wow"
git push origin master
yeah but, sometimes i get lazy
or i forget
or i have this really tiny fear ill wipe off everything
mostly its the 1st one
it's been 11 months 
technically i already did push the "latest" pre release branch but i never merge to master
ah
check the "HollowPoint-Release-V1" branch for that
im not a responsible git user like you saleh 😔
So if making new areas, probably best to just make swarms like the ambushes in various points or some extra strong enemies as to not modify existing bosses?
bruh push to master
I mean it's an obvious joke but just...
...git gud
get out
git out
good for you
but please change your nickname
it's kinda bad rn and you should feel bad
bow
@eternal olive
is the dash related thing in UHKP no longer needed?
or is it just due to how your code interacted with it
oh god I just realize there's a 8 month old bug I needed to fix that I was gonna fix on this before I just totally abandoned the repo I hatemyself aaaaaaaaaaaaa fml
I don't know whether it's needed or not, (probably still is) it just somehow interacts with enemyhpbar to try to remove a hook when there is no correct reference.
enemyhpbar
hmm
ok
it doesn't remove any hooks except when it's being destroyed and by it I mean a monobehavior attached to HeroController
Yeah that's what's wierd
h
It's probably not your code but the way enemyhpbar adds game objects?
I wish someone would just clone the repo and maintain it tbh cuz honestly I'm not really involved ever here enough these days to keep any tabs on hk bugs
which repo
dumb shit I started but never got that far on
it has a whole whopping 3 fixes because I wasn't very aware of what bugs the game had
it definitely is the mod's fault
not hpbars
hpbars is doing nothing wrong
it's because it does sharpShadowFSM.SetState("Idle");
after new dashes start to fix a storage bug
but if you dash every single frame that means it's running a very expensive operation every frame
it should first get the state before setting it
and only set it when it's not in the right state
anyway what really needs to happen is someone who knows what bugs the game has needs to take over and clean this trash up
or I need to take it off the mod installer so people stop seeing it and thinking "ooh a mod that makes the game less buggy"
I guess that could be it, it's just not where the error log is logging errors
oh
what's the log sayin
wait
wait
wait
no
if you're modding the game with dnspy
you are breaking the game's ability to add hooks properly
if you are modding the modded version of the game I mean
Error still happens when modding using moddingapi
even when you write your own mod and you use hooks with the mod
alright
OK you know what after removing benchwarp mod I've stopped seeing errors in the error log, but the stop while dashing and killing an enemy still happens. Could be that idle thing you mentioned
so, only 3 mods installed: enemyhpbar, UHKP, and my dashfix mod that only changes the SHADOW_DASH_COOLDOWN using a mod hook.
can I give you a suggestion
here's an infinite dash that works totally differently to that
that shouldn't trigger any lag I dont think at least hopefully not
from shitmothst which is uh named after a very old meme mod
named shitmodst
the compiled mod is in the '"art" mods' mod
Well that's only really broken in my game.
@sage holly that's a nice animation but I just feel like the hair looking bits are a bit stiff and the bowing part goes really fast
are we able to choose to face each great knight individually?
or does it have to be a package deal with all 5
Idk
thanks but i was actually asking someone who was working on the mod
idk
@brazen mortar @rare briar theres'a fight with all 5
Ogrim + Isma -> Dryya -> Hegemol -> Ze'mer
but we're planning to add in a thing where you can challenge each of them individually
Make an optional papers fight
Hardest boss ever
Hits you with drum and bass and guitar
we're planning to add an entirely new game mode with 50 new kingdoms each the size of hallownest as well as interstellar travel in the late game
oh an multiplayer too
and yes, you will be able to buy pillows of all your favorite modders as merch, each come with their own special feature. 56's pillow has 56's pp on it, Sean's yells at you, and Gradow's summons an eldrich tentacle god
cringe
since when is sean known for screaming
it's ok sean, I probably meant mick not you
hmmm
you're a pretty chill dude all things considered
mick is also very much chill
it was a reference to how he handles dungos in #archived-modding-help
oh ty saleh
has any proper progress been made on the HKWorld editor or do I just gotta
find smth else to use to make new rooms
mhm
is it hard?
also can I playtest?
you said it's mostly parkour, this part, right?
how hard is it?
most of white palace-kinda hard
PoP kinda hard?
harder?
mhm
and ey, keep up posting progress pics and teasers n stuff
this looks really interesting
"Those not alone" sounds a bit weird
Will fighting every Knight give you any rewards?
it might upgrade charms
i was thinking about hunters journal entry too but lets be honest no one really cares about that lmao
I do 😠
we also need achievements which grenade will hopefully help us by letting us borrow their code 
grenade
I want HJ entries
can you write dream nail dialogue too
like the code, alright Saleh and I'll leave the rest of the programming to you then
alright
thank you
You could ask lore guys for stuff
Does anyone know what the return for ModCommon.ModCommon.OnSpellHook is?
it's a bool but does true mean run the original spell or does false mean that
oh okay false is don't run original
GUYS I SOLVED STORAGE
I FIGURED OUT WHY IT HAPPENED AND HOW TO FIX IT IN THE MAIN GAME
Here's the code for what it does if you tell the hero controller to affect the hero by gravity. It is a total relic from when the game was gonna have swimming (as in like you could swim underwater)
if ((double) this.rb2d.gravityScale > (double) Mathf.Epsilon || !gravityApplies)
return;
this.rb2d.gravityScale = this.prevGravityScale;
this.prevGravityScale = 0.0f;
here is the problem
Normally if this function is the only one called, then either prevGravityScale will be set properly or the rb2d gravity scale will be set properly. However. Here's a situation where that can break
- make the game call AffectedByGravity(true);
- set the hero's gravity to 0 from another function
- make the game call AffectedByGravity(true);
this.rb2d.gravityScale > (double) Mathf.Epsilon will be false so it won't return
this.prevGravityScale will be 0 because thats what it was set to
so the vanilla game would ONLY change the knight's gravity scale from that function... right?
lol I can't even pretend that this isn't true
\----PFSM ---- Actions for state: Actions on Fireball Recoil ::: SetGravity2dScale
\----PFSM ---- SetGravity2dScale (Name) =
\----PFSM ---- SetGravity2dScale (gameObject?.GameObject?.Name) =
\----PFSM ---- SetGravity2dScale (gravityScale?.Value) = 0
but it's ok because when the spell ends it sets it back which is totally not something you can exploit by getting the game to change the state before the spell ends
\----PFSM ---- SetGravity2dScale (Name) =
\----PFSM ---- SetGravity2dScale (gameObject?.GameObject?.Name) =
\----PFSM ---- SetGravity2dScale (gravityScale?.Value) = 0.79
anyway storage would still happen because of this awful fsm code if affectedbygravity was fixed but storage would be instantly canceled by jumping or dashing OR TOUCHING A WALL if it was fixed
or I think even getting hit by an enemy
There's a form of storage which is fixed in the way you said fwiw
With the cancelled by basically everything
It's called "bad float"
yes
one thing I have to ask
does it not do the hook if the person doesn't have the spell
It shouldn't I think
It adds a CallMethod at the beginning of the state which actually does the spell
iirc
I added it for an airstrike meme
i hooked shriek and had it spawn like 30 mini fireballs at the top of the screen
is it recommended to use PlayerData.instance.XXX or PlayerData.instance.GetType?
would I be crucified if I said I was using GetBool with an enum of charms, e.g. GetBool("equippedCharm_" + (int) Charms.QuickFocus)
makes it easier to read than solely charm numbers imo
no
what references do I need to start fiddling around with the UI?
everything needs fsm editing in this game
does anyone know what Bot means in the inventory FSMs?
I can't check but I'd assume bottom
unless you happen to have a dump on you
mobile be like
I have no idea how to get the dung clouds that are periodically emitted when dcrest is equipped
Charm control fsm?
I couldn't find anything in any of the FSMs containing the string "dung" in FSM Viewer
charm control does not contain the string dung
is it in FSM Viewer? can't seem to search for it
when you spawn a dung cloud
you can use the spore shroom dung cloud off spell control but that's not the periodic one
yeet
@fair rampart
I'd been trying to modify that but only managed to change the inner particles
idk what's spawning the outer ones
dung\particle 1 maybe
:\
yeet
don't

i agree with sean
We all know you don't need to

Please I can't just farm dragons in silence
Is it possible to add to PlayerData like equippedCharm_41 or does that bool have to be saved into the mod settings?
This is all new to me
Technically yeah you can add to classes but it's more work than it's worth
why would you want to do that tho
what name would be good for the 5 knights mod? aside from having pale in its name
Pale King's Court
5 Knights at Graddy's
5 Knights at Gradow’s Harem
^
I dunno, if it's Five Knights at X you need to have jumpscares when you lose. White Defender just loudly going DOMA DOMA DOMA or something.
This man understands me
We should call it 5 Knights at Graddy's
And make the jumpscares be just my face
face reveal
200y ago buddy
wow ur old
wow you're older than me
Gradow vampire confirmed.
Imagine being older than mick
I literally can't
get a better imagination
PFSM > Unity's horrible music system
so since no one else has put any other names forward
5 Knights at Graddy's it is
nice
You have to add the jumpscares though.
someone make a tentacle monster lord boss for hk
after you finish godly nightmares
tentacles boss would just be shade lord
gib screenshot
are you making an anime
It is normal that there is the face of the Knight because I have not finished adding the face of Hornet on all the sprites.
Test 2 (Work in progress)

ah yes the racist knight mod is coming along nicely
it better be
i feel very raced by this mod
I ReColored Grimm Knight and made him blue. I think ?
where's the code/fsm for the thing that makes sound in hk dampen when hit?
nvm found it
HeroDamagedEffect
ur a damaged effect
ur a damaged
Sid please shut up
Seriously Sid I'm not joking
You offer nothing helpful
Ever
You just spam
Sure
Sick of your shit
Right because "ur a damaged effect" is so helpful
feelsbadman
@copper nacelle I remember you doing stuff with the OnRecieveDeathEventHook hook
yes
Did you change it
no
modding in 2020 elderc
I hate ptkyr
who dab 
I'm trying to manually send an event w SendEvent and it gets called but the state never transitions
is there something I need to know about PFSM before manually modifying fsms like this?
it should work if you are on the state that has that event
Ok so it actually isn't reaching the custom state until after going through all the actions on it
Then how do other states in the fsm handle transitions if their actions are structured the same way?
Also, if an event gets sent on one action, then are all subsequent actions on that state not executed?
i believe they are still executed
Isma Fight V1 (video by Zaliant)
https://streamable.com/w2g9a
Some of her attacks look a bit weird...
Like they don't belong in the game
Maybe use different colours?
maybe put outlines on her vine whips
And black outlines on her body
yeah that sounds good
maybe thicker outlines in general
also lol Isma carries Ogrim away at the end of the fight
Maybe make the lines when she does her mid air vine thing a bit more visible
also holy shit that music
Maybe you could incorporate more green in her design
For her actual body and not the armor
it also feels like she's not as clearly defined as Ogrim is?
not as much of a contrast between her and the background for some reason?
or maybe the opposite and she doesn't completely fit in?
Yea I think the sprites need more saturation or something. She doesn't look like she's part of the same screen
hmm she looks fine to me, she didn't at first but does now so you'll just have to get used to it. I will ask mebi to add the outline for the whip.
Also I think some of the sprites, especially the vine attacks need some shading, or something to contrast them from the background
hmm, is the outline not black?
nope
it's not as thicc as DD's basically
well I'm not going to have mebi redo all sprites just for that
He doesn't need to
we have plans in place \o/
Can I find one of her sprites to try it out?
The music feels very Isma but there's also DD and his silly voice so it makes for a weird atmosphere
it's a nice atmosphere tho IMO
Also
The animation where she flies away with DD could be diagonal from southeast where she picks him up to northwest
The fly up feels like Superman...
personally the music feels less just Isma and more "nostalgic music from the good old days"
how do I put it
Nothing structurally is inherently changed, it's still WD's music, but just some colorful stuff on top, like a layer
It feels very epic
here is the layer by itself
ooh, that honestly feels a bit better
the other 3 knights may or may not have completely original music
yea I think almost every character in HK has pretty dark outlines
Does Isma have her own fight or is she just together with WD
she spikes the dung balls Ogrim throws into the sky back down onto you
so I'd presume she's not a stand-alone fight
she might have her own fight too where the only additional attack is that she throws a grenade that spawns minions from seeds
ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
also the dung balls seem to be smaller after she hits them

the dung balls are more refined after she hits them 
Will every Knight have his/her own boss room?
The Wheel weaves as the Wheel wills and that may very well be or not be.
So basically
You don't know
lmfao
saleh's speaking in tongues again 
It's more likely that they would kill me for giving the information
lmfao
Benji made us sign an NDA
I respect your silence
nah
lel
I still respect your silence
I still respect your respect
i've worked with saleh in the past however and quite honestly we've been spoiling quite a bit lately lol
I still respect your mod
usually we are radio silent
honestly the arena is pretty neat
it's just WD arena though 
it feels like even tho WD throws around a lot of AoEs
the arena is also wide open
It's the background
with Isma closing the sides off though it makes his AoEs more dangerous especially the dung spikes attack
The background is amazing
kinda lucky TC set it up like that otherwise we couldn't utilize the background how it is
don't need to change it much?
notice how isma leaps out from the background to the battle
yes
Yes
if TC hadn't made them individual assets they'd probably just sit there
yea
literally lucky TC didnt cheap out on the background
first silksong mod will be adding the knight to the game or adding storage back in when TC patches it out :^)
I hear someone breaking NDA in here 😡
adding hornet to hk would be more interesting tbh
well we haven't seen the Silksong bosses yet sooooooo
We saw a couple of them
also seriously fighting the Knight as Hornet or fighting Hornet with all her Silksong abilities is going to be glorious
yeah but not much
And two complete bosses
Lace and the Moss Mother
entry-level bosses
that's like Gruz Mother and Hornet Protector
lace is not entry level by hk standards
Lace = Hornet protector?
That seems off
And Hornet has a lot of new abilities when you fight Lace
But that's not for #archived-modding-development
she does seem to be the hornet of silksong
I know I'm late but about Isma fight - she looks odd because of dingy or missing outlines. I think it would look cool if it'd be darker, like all outlines in the game
But the animations are good
I also think the shading on her is very inconsistent with the arena
This is very easily seen in araraura's pic
Isma's shading is too subtle when compared to ogrim's
I agree with the others
I'm not too sure where the shadow is being displayed on the original- so thought I'd draw what would best fit the sprite?
Similar shading to White Defender 
- fuck i misspelled her name just ignore the file name lmao
Yeah, something like that
Maybe less saturated green

I prefer the old design
it is better
but the shading doesn't fit
where have you seen something in the game shaded like the sprite on the left in the above picture?
cant you just change the shading to make it work ?
we need arts peoples
call the experts
@sage holly
just darker lining i think would be fine
just steal someone from art discussion and never let them return
will be hard to fix the shading at this point
Mebi is here!
good morning btw



