#archived-modding-development
1 messages · Page 482 of 1
If you can’t fix it, break the stuff that works, then technically everything works.
some are at -0.148 and some are at 0.009
they're blurred?
the hazes are the lightbulbs
their glow
they dont use the blur shader, they use uiblend
they're working correctly then, aren't they?
okie
sent
oh
I thought you meant discord
lol
lol
Yea
I can look later today
ok thanks, tell me when you do
it work?
yea
yea
cool
I'm trying to think of some good way to say good job so I am just going to say it this way
that was the coding which is done now forever hopefully
What is that room for?
Dryya's arena surely
Where do I download the unity project for HK I don't know where to find it
I'll make a video on it tomorrow
I’m postponing my boss tutorial bc I’m working on other mods and I can’t record on the pc with me

I want to make a guide for editing hk's map and adding new scenes, what stuff do I need to talk about?
What I know I have to do so far:
1. Ripping HK Unity Project
2. Putting your edited scene(s) into hk
3. Setting up camera lock
4. Setting up gateways (walking from scene to scene)
5. Fixing lighting
Fix the thing that you were having problems with before?
clearly it's working now 
https://discordapp.com/channels/283467363729408000/327461802311155714/729473936651452448
Yeah
oh you mean on the guide? yea that's #5
I mean my copy of the arena's basically that part of the room with a few added things
vases to the central thing and those arch things moved up
Can I add the video to a tutorial playlist
yea I doubt 56 would mind



anyone want anything changed in the api
I'm gonna end up updating it so might as well just do everything rn
don't loud_sound react me that's already fixed
I think this is an improvement
The old one didn't show up until you added it half the time
can you add some simple text above the bar that just says like "loading mods..."
i feel like that can avoid a bunch of "just be patient" replies for newcomers
I hate Unity serialization so much
I just want dictionaries to not look omega awful
please
riparoonimooo
it literally fits all their shit requirements
Idk if anyone else thinks this is a good idea, but could you make the name of the mod that’s currently loading appear under the loading mods text if you do add that?
That's not how it works
It's individual scenes which get loaded, which can be requested by multiple mods
-26 lines feelsokayman
half a shoutout

please make pretty dictionaries mr 52
it's not possible
Like literally
The options are don't use unity and don't use unity
that's called don't use unity
i like that option
me too
aslong as someone else does it
The issue with not using unity is modsettings is also used for save settings
which go into the save
which is unity
reprogram saves 
yes
Unity's json is just shit
But the base class is used for hk saves when you add in mod data
So even if you swap over the dictionary and global settings, you'd still need a fallback at the very least
Yeah that would work out esp because we already patch that call
If the saves deserialize properly or you add something for first time conversion
But then you can't go back to vanilla if it's the latter
Or you have another format for modded saves
Still terrible
well, we already have .dat and .json saves with QoL
Could you have the API use .json saves and update the .dat with nonmodded info?
You could
I was going to say that...
I'm not going to bother with that for the entire purpose of having a slightly better json serializer we have to merge in as another assembly
But dictionaries
oh yeah unity ignores extra garbage
still too much effort
there are already 8 assemblies which get merged

<Merge>MMHOOK_Assembly-CSharp.dll MMHOOK_PlayMaker.dll MonoMod.Utils.dll Mono.Cecil.dll MonoMod.RuntimeDetour.dll ValueTupleBridge.dll</Merge>
hooks, dependencies for hooks, tuples
and then base assembly
Fixed the thing where logs which are too long would break auto-scroll for the in-game log
awesome
How quickly is the api going to come out for Silksong(if it is ever finished)
can't really say
Ok
oh yeah the console loads from some default monospaced fonts now
which is nice if you weren't using modconsole
I don't know if this is the correct place for this, but since I am making changes to the game, I'd argue that yes, correct me if I'm wrong tho.
Aight so I'm using the item placer to place down enemies and place down items in custom positions, however after some experimentation I found that there are scenes which are basically impossible to add in new objects (mostly enemies) or locations for existing key items (these scenes for example are Tutorial_1, Abyss_Lighthouse_Room, GG_Traitor_Lord ect...). I also found out that in some rooms the toll machine object is uninteractable (mainly in the Abyss_XX rooms which include ancient basin)
My question is do I have to declare the use of these objects somehow that isn't just the source scene
Or are some scenes just hard coded and unchangable as of yet
Also I did not mention but I am using the plandoplando mod for this
I do have SneaprCore and ItemChanger and most changes I've made (including enemy placement) work fine in most rooms and I'm looking for a workaround for these problematic rooms
@unborn flicker moment
I also have GeoTracker, MoreSaves, EnemyHPBar and DebugMod in case those cause any conflicts
If you can help please @ me so I don't miss it
there is no scene named Tutorial_1
there is no scene named Abyss_Lighthouse_Room
perhaps you meant Tutorial_01 or Abyss_Lighthouse_room
I added a PlayMakerFSM section and Mod class section 
https://radiance.host/apidocs/PlayMakerFSM.html
I’m just skimming through this, this looks fantastic! Thanks for putting all this together I’m excited to finally edit FSMs with a bit more guidance
Yay
is radiance.host finally being updated again?
yeppo
when is modinstaller getting updated?
This makes my boss tutorial less useful
nice, just in time
isn't yours a video RedFrog?
Yes
that makes a very big difference
Ok
plus there can never be too many examples
Yeah, thanks
wdym @sage holly
just asking
when will modinstaller be good
as in, when will there be a new mod?
Will pale court be on the installer? If it is, will it’s install button be larger because it is big mod?
!Pale Count (the one you're probably looking for)
make it flash rainbow so you can't miss it
you know what, just make it the only mod in the installer and that's it
jngo is the speediest coder when he actually does stuff
it's just that he burnt himself out of hk modding
does he wants to finally make the best mod and then be done
I'd go with !AAAAAAH! Pale Court!!!!!!1
Accurate reaction
after pale court, jngo will move to the mountains, where he will enlighten everyone with his modding powers from a distance
If I end up having to give away my soul to be able to mod this game properly
well I think I’d be just fine with that
And after his meditations he will achieve enlightenment and mods will spring up where he steps.
and everyone will be almost as good as him
That would be nice
I just expect people to commission me for sprites once every 2 decades
Who gets commissions for making mods?
Ok
Ok
done from zero sprites
5 knights?
Yes
Awwww
perhaps
Idk which I hope comes out first, I’m just want more hollow knight
I highly expect a rise in pc hollow knight pursaches with this mod
Yeah
As long as we have new rooms, hollow knight is changed forever
If room adding is easy, then I might just double the length of the game in one of the mods I am working on
there's test of teamwork that adds a few rooms
Yeah, but there is going to be a tutorial soon for it
I think I’ll understand it better once I watch someone else do it
I'm adding new rooms for my pk mod, tryna make it a whole quest instead of just a boss fight
The mod I’m making involves the dream nail and a extension to each area for more charms
I'm making a sort of pk redemption arc
Not at this point, but they're planned
Yeah, got what you mean 
what languages / tools do you use to build mods? unity?
Any c# ide
What I'm not sure how to replace or rather make changeable is the nail.
Wdym
gotcha, c# because its a unity game
Also read the modding api docs since they are finally getting updates
Basically a new nail upgrade, but I wanna make it like a different weapon.
Like make it look different in the inventory?
Slow but long
Yeah basically.
like a rapier?
Change how it looks in the inventory?
But I wanna make it equipped and unequipped
Like a charm?
Changing the sprite and the damage is easy ik, making an equip system for "different" weapons isn't
Charms?
Yeah
If you equip multiple, it reverts to the normal nail
I think I have another problem with charm helper
It might be something I did wrong though
I'm not sure it'll be intuitive to use, like, to change the weapon you equip a charm?
I want to change the UI of the nail itself to make things more straightforward
When I equip my new charm, once I open the charms menu again, it doesn’t take any notches. And if I unequip it in this state, it gives me 6 more charm notches. The only time this didn’t apply is when I was over charmed
there is no scene named Tutorial_1
I think I wrote it Tutorial_01 but if that was actually it, I'm gonna lose it.
Oof
Ok
Thanks for making charm helper anyway! I don’t think that many people are going to exploit Uuwuu
If they do, I’ll just change Uuwuu’a dreamnail dialogue to “don’t cheat UuwuU”
No one can resist a 4 eye UwU
@unborn flicker Yeah I figured out what the problem is
I imported a NPC incorrectly and that messed up all the other NPCs
ah, yeah, the preloader is a little delicate
I must've used a wrong name
Can you give me a full list of all objects you can import?
Because it seems the names of enemies that the Debug mod gives are not correct 100% of the time
You can import any object from any scene
It is probably easiest to do it with a dump of all gameobjects in each scene
Hrm. I assumed as much. I'm new to this so how can I do that?
GameObject dump by scene
kind of old, so if someone wants to pin a newer one go ahead
Aight thanks!
I'll try if I can get it to work
Oh also one more thing
Is there a way to reload the plando without completely restarting the game?
no, not currently
Yep, expected as much because the mods load as the game starts
I assume you're the creator of the mod, cuz 56 tagged you
Yep, that's right. If you have any other questions, feel free to tag me.
Very cool mod, allows you to completely change game progression
Surprised so little plandos have been made
Btw, what's wrong with this, cuz I'm gonna go mad?
<originalSceneName>Crossroads_15</originalSceneName>
<originalObjectName>Zombie Shield 1</originalObjectName>
<deploySceneName>Tutorial_01</deploySceneName>
<deployX>66</deployX>
<deployY>11.4</deployY>
</addPreloadGameObject>```
It works fine without this segment
I just don't get what I'm doing wrong
I can post the whole thing if it helps, but I don't wanna flood the chat
the correct name is _Enemies\Zombie Shield 1
although with a / instead of \
The enemies I imported before worked fine without the _Enemies/[NAME]
That's why I thought it's not required
it depends on the room
Depends on the source room, or the destination room?
I assume it's the source room
yeah
I didn't see those extensions there

But I also didn't look
understandable
Oh yeah I fixed save settings not resetting in the API
Does anyone have an example of a SaveSettings dictionary that actually works
56 fixed it?
These two don't save at all
Like the save json doesn't have them
suf fixed the things not resetting when you quit out delete file and start game
Well, that's the scenario I found the thing he fixed in
idk if it happened in others
it's just quit out at all
just sending this here in case it was missed, the modding api update fucked controller inputs, can't use dpad and most of the other buttons
yes
ah ok free
insomnia had issues as well, pretty sure he uses xbone too
I can walk left and right by using dpad up and down though, so it's not completely unplayable 

@fast estuary should probably be fixed now
cool, thank you
Also was debug broken by the api update?
Someone in modding help is having trouble with debug
@fast estuary can you try this
maybe the solution is just using the linux assemblies 
doesn't work
or like yesterday then
Oh that's like 30 new commits ngl

can you get the dll from somewhere in the middle and then go forwards/backwards depending on if that one works?
doesn't work
bruh
that's like the 3rd commit
@fast estuary do you still have a vanilla install
yes
give zip of managed folder
vanilla
@unborn flicker Hey first I wanna ask you if it's OK for me to ping you when I ask you questions about plandoplando.
I've been having problems making toll gates interactable, they're there but you cannot interact with them at all. First I assumed because it was in a dark room, but even with the lumafly lantern and in light rooms you still cannot interact with them. So are just some rooms not able to have toll machines?
<specialName>Toll Gate</specialName>
<deploySceneName>Tutorial_01</deploySceneName>
<deployOneX>16</deployOneX>
<deployOneY>11.4</deployOneY>
<deployTwoX>13</deployTwoX>
<deployTwoY>11.6</deployTwoY>
<paramOne>1200</paramOne>
<paramTwo />
</addSpecialGameObject>```
This is the code
Hollow Point?
?
What about hollow point?
Np
ok i looked and didn't find is there a link in which i can download it here
Mod installer?
i already had it installed
did
It is there
no i need to install it
this honestly fits #archived-modding-help tbh
Ok
i heard it was here
Let’s go there
the old ass build WAS here but that was 4 months ago
oh
Isn’t it on the installer?
no
yes
yeah i know now my mistake
Oh btw does anyone have a newer version of this: https://discordapp.com/channels/283467363729408000/327461802311155714/729794101259796480 with all the Godmaster rooms?
Or if someone can tell me how to extract the data from those rooms I'd appreciate it
no, using ModCommon; UnityEngine.SceneManagement.SceneManager.GetActiveScene().PrintHierarchy(outputFilename: "whatever_you_want");
Oof, aight. I know nothing about modding HK, so I'll have to look around pins for that
If you'd give me link to a tutorial (video or written doesn't matter) I'd appreciate it
Start with the mod api docs
I think once I saw some code for calculating the notches used for charms
I don’t remember though
@compact cobalt Your coordinates were a little low, so the interact trigger was underground. Here it is with the toll machine y set to 12.2
Aha
Thanks grenade
So I need to place them a little higher than the Knight's y coords
Thanks homothety
Also another issue I've had is with the AI of some enemies like Slash Spider and Super Spitter (Primal Aspid)
They can be imported just fine, but they don't seem to have any AI at all, but are still interactable
hmmm, might require tricky fsm edits to fix
Oof
FSM standing for?
have fun 😄
I find it fun
Welp, haven't heard of it before
I'm still learning my way around this games code
A shame, I was getting ready to spam Primal Aspids everywhere
the problem is it's a generic option to preload any object
and AI doesn't break for several enemies, so it's probably something particular to them, like losing a range trigger object
Yeah, the enemies I've tested so far work fine, even ranged ones like The Spear Sentry for example
All melee enemies work fine as well
Importing these objects in their original area I'm guessing should fix the problem, however I haven't tried it
Might be a dumb question, but anyone here ever built a mod from linux ?
FeelsOkayMan
If you have an edu email you can just use Rider and it's the same as normal
ooh
only real annoyance at this point is fsm viewer is win forms
avalonia ilspy replaces dnspy
Never got anything out of FSM viewer, don't really understand how the game uses FSMs
Goomba
ok bad enemy, next
Bowser
sm3 bowser 
mario enemies dont really work for this
too complicated
empress of light?
I got one
katana zero
That one boss that has like 4 battles from just shapes and beats
this isn't working out as well as I had hoped, I need something simple but not too simple that would work in hk
something from katana zero
what about transfering SS content to HK? 
you can use in game footage
how about some bullet hell boss
Binding of Isaac could possibly translate into 2D?
ok thanks all, I picked one
better if it stays a surprise ofc
ok
I was going to do Zal's suggestion
was? 
epic battle music starts playing
hi
hi
hello mebi
hello Shalun
yes 
Ok bois I have early scene loading working again will show stuff in the morning
Also loading 2x faster with 2.0

@rain cedar @unborn flicker https://forum.unity.com/threads/loading-assemblies-with-serializable-classes-at-runtime-results-in-null-deserializations.614632/
Finally figured out why it's a finnicky piece of shit
Impossible tech
Custom types that seem completely fine don't work if and only if you defined them in your own mod
If it's in the api it works fine
But if I copy paste SerializableBoolDictionary into some mod
and use that in settings
it ignores it
It truly is
Oh yeah and it's only on descent to a new type
So if you call ToJson on your new type directly
That works
but if it's a field of another class
it dies
e.g.
So I think you could define a wrapper which uses reflection to get types which the serializer won't handle and recurs on them itself
But it's so stupid that that would be required
of basesettings or
if Sean doesn't care they can put it in
¯_(ツ)_/¯
just ref seanprcore the chad tech
Also settings are worse than I thought pt 2
Since we have a SerializableDictionary of ModSettings in SaveGameData
It goes down one less than it would if you call ToJson yourself
So any non-primitive fields don't work
But only on SaveSettings
GlobalSettings get a direct tojson
Is there a download page for unity packages or do I have to actually use Unity
I actually cannot find it https://docs.unity3d.com/Packages/com.unity.nuget.newtonsoft-json@2.0/manual/index.html
Sad
i always wondered why do you need a very specific version of unity and not the most updated one
It’s the version hk was made in?
didn't TC update their unity version over time?
Idk
2017.4.10 yeah
I wonder what ver Silksong will be made in
tk2d doesn't work past 2018 so
it's not recommended for you to update your unity project once you've started making your game
yea that always weirded me out
i've heard it's "Because Unity might be changing some stuff in the background that you wouldn't know about and that will affect your game"
TC will never use the new ECS architecture to be able to spawn 30000 fleas 😔
inb4 silksong is actually made in unreal engine
Ooooof
So, if Silksong gets released, who is going to work on the non existent(will never exist) hk to Silksong mod converter?
if TC uses unreal engine they could hire this man
sounds like you just volunteered, redfrog
the silksong engine will be based on Playmaker for Scratch™️
they will use visual studio and nothing else
Lol
It's taking so long to make because it's being rewritten in Vulkan
It’s taking so long because it doesn’t exist
the star trek language, not the API
(Insert conspiracy theory here)
idk why all game companies decided to just not release their games without e3, everybody is waiting for a new game rn
Yeah
you can already see 2021 will be the indie game year again
I think it is actually (insert conspiracy here)
btw those are the versions
@jolly oriole yeah that looks like it should work, thanks
the github one looked right
haven't tried it yet though

Zaliant was right
I shouldn't have done a SotN enemy, they all suck
well it's going into the tutorial anyways
Oof
try shovel knight bosses
Didn’t they already do one?
no, this is for the tutorial I'm making on assetbundling for the doc
I wanted a simple enemy like this
shovel knight boss would be too time consuming
Why not a just shapes and beats boss? They seem easy

Well, I guess it is harder than I think then
i mean you don't even really fight in just shapes and beats except for final boss
i guess you could whack them in the middle of attack
It’s more of survival I guess
yeah
Still would be cool in hk
it's the same reason why i don't think sans would translate well to hk
Deflecting unavoidable attacks
they're both bullet hell
I have a good idea for sans in hk
That’s part of it
like counterattacks in the mario and luigi rpg games
Yeah
Can we get some Animator extensions into the modding api?
stuff like PlayAt(), GetCurrentFrame(), and IsPlaying() are super useful
That sounds nice
local man unable to pr modcommon
ok sir
don't sir me wtf
but you are the father of hk modding, how else should I address you
i'mn't
sure sure
any firzen
he's the grandfather
and yea I dont feel like pull requesting so 
is this the latest modcommon repo?
https://github.com/Kerr1291/ModCommon
yes
How do you access the other bosses sprite sheets?
#art-discussion pins
What about creating your own boss?
Lot of work
I mean how do you do the god home access. I know you need to make your own art for everything
Screenshot the code you are using to clone a statue
I’m not on my cpu
@copper nacelle
I made a pull request
then you get to fix it 
Don't break everything bro wtf
Ok
amazing
yes
painfully
need 2 more dll merges and a custom contract resolver
Think I'm gonna do the meme where we save twice, with json.net being to actual json
can deprecate unencrypted saves from qol and keep compat
idk if it actually matters as far as trying to load it using json utility after so I'll look into that first and maybe avoid two saves if possible
Lol json lib? real pros write it by hand with stringbuilder
Looks like you don't need 2 saves
Yeah a second save is just useless af
tldr json.net serialization -> deserialize via unity -> serialize to json again using unity gives the same string as directly using unity's tojson
so semantically equivalent
the progress is stagnant
no progress lol
that really unfortunate
You can still play it
but it stays in that early stage i saw in this video
There have been a bunch of videos of multiplayer
this one was 14 june
I’ve played it a lot recently
nice
Yay
Ok
Honestly, the armor lord dude isn't even half bad
If only his animations were a bit smoother
Json.Net is up now fwiw
Only thing of note is that loading for the first time will throw exceptions on failure to deserialize
Which will go to the fallback and then everything will run fine
loading as in settings and loading as in saves
It lets you save dictionaries?
oooooo
you can save gameobjects?
n
damn
uh how do I use it 56
ok
ok
ok?
Ok?
Ok
Ok
If you're using JsonUtility you'd use JsonConvert instead with the contract resolver in the api
But I don't think anyone else does that
@unborn flicker fwiw I think using BaseSettings is gonna overwrite what Json.NET gets on some stuff
Which will work fine
But you won't get some of the benefits
I don't think the randomizer dictionary needs to be readable
I should be able to move everything else off of it though
if you have a field with a class which has a field which has another class, both not being in Assembly-CSharp
it'd jsonutility.tojson the field
and fromjson it
which would exclude that latter field
Whereas leaving it out json.net should get it
but if you want to ensure back-compat leaving it base should just work fine and such
Ok. Do you have an example for how to implement savesettings and globalsettings with the new api?
I was never sure how to move off of Mod<SaveSettings, GlobalSettings> either
https://github.com/fifty-six/HollowKnight.HellMod/blob/master/HellMod/HellMod.cs#L14 this is off generics
you'd just override both properties
And as far as doing it with the new API, you should have to do nothing
Just use settings as normal
I swapped the backend out so stuff that wouldn't have worked (fields that unity would ignore and that garbage) should just work
like you can just outright use Dictionary<CustomEnum, CustomType> and such and that'll work
in your settings
oh nice
Is the [Serializable] necessary? Maybe I was missing that way back when I tried
Yeah it might be
I'm not sure honestly
Shouldn't be required now at the very least
Removing jsonutil should get rid of all the weird stuff failing with no error messages
I still have a lot to learn. I was way too proud of myself for making an interface for the first time in plandoplando 

Eventually: plandoplando but bossmodbossmod
I don't have any rando saves on me but this is what I mean about stuff you used to have to StringValue
_itemPlacements in StringValues from doing it yourself v ItemPlacements from Json.NET
Actually used example w/ pale prince
Completion used to not serialize
so i have the string hack
yeah, this'll be much better
5x better
the StringValues is literally unreadable
I’m installing unity on a different pc and I have now realized that I installed the wrong ver
So here’s everything I need:
- Adding a room or two
2.when defeated the character is unlocked in god home
-
How to add the statue
-
Programming the Attacks
I’ll give you some code for a statue in about 20 mins
This is also a good resource for adding a new boss
https://radiance.host/apidocs/Assets.html
Have you made a tutorial on making a room?
Also a quick question how do I build the hollow knight multiplayer host mod?
Hi! I was looking to getting into hollow knight modding
The mod i wanna make is quite simple
I wanna make a mod that gets rid of the crawling spiders effect overlay on the screen while the player is in deepnest
Its just a thing i wanna do for my arachnophobic girlfriend who physically cannot play the game if theres gonna be spiders climbing on the screen
that's the whole point of deepnest though
where is that?
basically a check on roomupdate for the objects in the new room and delete the object responsible for those
DeadHallownest's personal use mostly
as I lack the actual coding ability to do everything I wanted to with it
maybe if Saleh isn't tired to death
I'd bother him to do the coding for me
This isn't what I was talking about but try it anyways
@fervent oak
https://discordapp.com/channels/283467363729408000/610754780461006848/706067229778903122
but also I really don't wanna subject him to the thing I wrote
I was trying to find the object
ok
make pale court
Yeah I'll get to the arenas
make a good boss and it might be considered
gimme articles n stuff on film shot composition so I can do my history homework
I thought your school ended
idk who is winning this argument now so I'm just going to return to modding
yeah I have to make a short documentary on socialism by next February
gather raw materials to edit throughout the summer
also been kinda lazy
downloaded UtinyRipper tho
just haven't used it
nice music, where's it from ?
that's the whole point of deepnest though
@fair rampart
I understand but some people are arachnophobic and phisically cannot bring themselves to play the game out of pure irrationally strong fear, shes crying cause she wants to keep playing but cant progress because the spiders give her anxiety attacks which is why i want to make a mod that gets rid of the spider overlay
Did you try out what I told you @fervent oak
When i press the link it just takes me to a random place in the other chat
Lemme look for it again
yes, that tells you what to do lol
that place has a file
Sorry am blind
u good
I don't think removing the spider overlay is going to be enough
remove the enemies as well and use pallet swapper
They said "I wanna make a mod that gets rid of the crawling spiders effect overlay on the screen while the player is in deepnest"
best tutorial to get started is https://www.youtube.com/watch?v=Ul0iSlGRg1U
so it is enough
@fervent oak #modding-discussion message
🐌
🐌
It should be enough
Nosk isnt spiderlike enough and most weaverlings amd other spider enemies shes encountered dont trigger her too much
Heres hoping its enough for now
More developers should do what the devs from satisfactory are doing and add an arachnophobic mode in the game settings
I think its essential since so many games out there have spider enemies but so many people get turned away because of a lack of arachnophobic options
@fair rampart me?
because it was in cyrillic and Discord doesn't take to it well
song name's nostalgia
or, well
Носталгия
@dark wigeon Any update on the editor?
It's getting there but I found a few stupid problems
Maybe I'll upload a video in two days?
oooo awesome 🎊
I also have transitions and camera locks
I guess the plan next is to be easily able to create sprites from other scenes for custom levels
I probably won't do much today I just got drg
I'm glad you haven't stopped working on it
The only reason I stopped so long was because there was some code I dreaded writing that I finally got done
@unborn flicker palette swapper moment
nah, that's a room rando moment

I think I delete every mask in that room because trying to find just the ones associated with the dive floor was too hard
lmfao
Bruh
@copper nacelle pin da boi
i'm trying to add a transition between two states,but it seems not works. maybe i get wrong, may anyone help me ?
Here's my code
Code and fsm?
how can i add my custom event to a state?
I suggest just using insertmethod to add Setstate(“”)
np
yay
Can someone update this on the installer
SHA-1 6ED5CB3E47419718C5AAA84BA2F979CBF12C58A8
@blissful burrow What's up? I'd post in #randomizer to ask but I don't have permissions and I'm guessing this is mod related
It stops Cornifer from dying and makes setting the map bools not incredibly tedious
It's not a big commit, probably best seen there
Oh, so RandoMapMod issue? Didn't know there was a Cornifer problem, good to know. I'll take a look at the pull request
Idk how well the ObjectNames works anymore with the redo of the serialization system fwiw Gallus
Entirely swapped to json.net and for polymorphic deserialization I swapped from modData to a new field
Has this already been updated on the installer?
What do you mean by the ObjectNames, 56?
Like, the names used in SetBool and such?
acrids thing is on the installer yeah
This
modData is obsoleted now
So it probably won't work
Alright, good to know. I don't actually know what that class does or uses since I don't think I've ever messed with it, but I'll look into it
So I guess I just made my first random hk mod...
?
also I noticed in the docs there was something that said "I don't know where ghost coins are used," I think that they are for shade coins
think
It basically makes HK way harder
what is it?
hmmm sounds harder so far
-You gain 1/2 as much soul as you usually would
No shade spawns, so while your soul orb is never broken, you permanently loose all geo
*lose
Yes
can you upload it here?
the dll?
hey redfrog
my nail arts aren't boosted by fury of the fallen for some reason
nah
you know why?
ok
ok
Here
you know why?
@languid goblet idk, are they supposed to? in the base game unbreakable/fragile strength doesn't effect nail arts
yes, fury of the fallen is supposed to boost great slash and dash slash
What mod are you talking about
just died again in the halloween skin challenge bc of it
oof
OOOOOOOOOOOF
that hurts
happened last time too
ok
i have benchwarp, debug, customknight
have installed weavercore, inferno king grimm, qol in the past
bench warp maybe? it has been acting weird recently for me
how would bench warp affect nail tho?
I haven't used it recently
weavercore is disabled
If you dissable all mods exept customknight wha happens
ok
and narts still aren't boosted
i reenable debug and benchwarp just now
acutally when i open debug, it says nail damage 32 (x1)
i thought it was supposed to be 32 (x1.5) cause i have strength on
if i unequip it says 21 (x1)
wait with fury it says 32 (Flat 21, x1.75)
god why is it not working
it's supposed to say 56
56
that's how much fury + strength does
...
...........
shoutouts
would uploading modlog help anything
just checked nail damage in the json save, it says 21
narts with fury should do 91 i think
except for cyclone
great husk sentries should die in two narts, but they die in four
would uninstalling hk and reinstalling help?
I guess taking a look at the fsm might help?
where can i find that?
I'm looking at it
how are you looking at my fsm?
redfrog did you hack his computer
no
HMMMMMM
my irl friends say I am just because I can mod hk
...
I'm going to leave this to someone else as I don't see anything related to fury in the fsm
I'm also tired
what about dnspy
I don't think you will find much there
actually I might be able to just go to the fury fsm
okko
ok just tested, fury works unmodded
hmhmhmhmhmhmmmhmhmm
HHHHHHHHHHHHHHHHHHHHHHHMMMMMMMMMMMMMMMMMMMM
gonna test with customknight and benchwarp
what mods

"an reinstall!"
your mod spawns a shade btw
that's a lot of notimplementedexceptions
you?
lol
BUGS
lol
that pun is old




