#archived-modding-development

1 messages · Page 484 of 1

fallow wind
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mantis palace? yes

vocal spire
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Ok

limber walrus
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What about void palace, considering your name grubthink

fallow wind
#

in the abyss?

limber walrus
#

Yeah, like the abyss expansion we never got

fallow wind
#

any return Language.Language.GetInternal(..)
@copper nacelle My brain is in confusion by what you mean by this

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Yeah

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That would be nice

vocal spire
#

That returns the normal language stuff

fallow wind
#

I really wanted the expansion pack

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@copper nacelle My brain is in confusion by what you mean by this
@fallow wind nevermind, that was me being stupid

limber walrus
fallow wind
#

I got it but thanks for future reference

limber walrus
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Np

quiet crest
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Where do I post mod ideas

vocal spire
#

Modding-discussion

quiet crest
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Thanks

fallow wind
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Oh I see what he wants...

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"aspidlover"

vocal spire
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Well, there are 2 aspid mods

fallow wind
#

dictionaries confuse me

#

(C#)

vocal spire
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Good for you

fallow wind
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I am confused about the dict[scene][object]

vocal spire
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It is a dictionary of dictionaries

fallow wind
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Uh can I have an example or something

vocal spire
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Any mod that preloads stuff

fallow wind
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Ok

twin bobcat
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Is anyone here a part of the Hollow Knight: Pale Court expansion team?

vocal spire
#

Yes, not me

twin bobcat
#

Are you looking forward to it?

vocal spire
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A lot

twin bobcat
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I am

nimble lake
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same

twin bobcat
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I so want to fight all the white knights

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I’m guessing that they’re gonna make it so that you can use the awakened dream nail to enter the dreams of the dead ones by dreamnailing their corpses to fight them

nimble lake
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iirc their statues are in the white palace anyways

twin bobcat
#

It would also be cool if they make like a Hegemol NPC because it’s not confirmed that he’s dead
Just naked and...?

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Also I don remember there being statues of anyone besides Hollow Knight and Pale King

nimble lake
#

it's likely he's dead, but i won't delve into that here

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also they'll just add HoG-style statues to the throne room

vocal spire
#

Yeah

twin bobcat
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What about the charms

nimble lake
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5 new charms

vocal spire
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Those are added too

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Also any mod can add charms now with charm helper

twin bobcat
#

Also that would be boring if they just do HoG statues
It’s an expansion, not a new boss/charm mod

vocal spire
#

I’m pretty sure that was what it originally was

#

They said that there is more stuff now

twin bobcat
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I only know what was said in the teaser trailer

vocal spire
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Yeah, that’s new

twin bobcat
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2 days ago

vocal spire
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Yeah

fallow wind
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But who IS working on it

vocal spire
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Idk, at least saleh

twin bobcat
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Saleh?

gilded lotus
vocal spire
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Yeah, let’s go there

twin bobcat
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Oh yea

fallow wind
vocal spire
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Bruh, that isn’t impossible. Make the black egg be unable to be entered, then it’s impossible

fallow wind
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I changed the name on the title screen, now it's just the name of the mod files

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it isn't worthy of impossible

vocal spire
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Ok

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Rename it then

fallow wind
vocal spire
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Perfect

fallow wind
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I also changed on github

vocal spire
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Ok

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Is is public on github?

fallow wind
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Yes

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I don't see why you would want to look at it, it's extremely simple for your level

vocal spire
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nothing is safe from me when it is public on github

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I'm making a joke from something that happened earlier this week

fallow wind
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?

vocal spire
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It is a joke

fallow wind
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On wha

vocal spire
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You need to search for what happened to find out the meaning

fallow wind
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So what happened

vocal spire
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as I said, you need to search

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I'm also not telling you where

fallow wind
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...watch me fail

long cosmos
#

Hey guys im interested in starting modding for hollowknight? What software do you use to mod? I am familiar in Unity so I would like to start using that if thats how it works. THanks

#

Creating mods*

copper nacelle
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you'll want dnSpy for decomp and the fsm viewer

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API docs have a tutorial video as well as explaining the basics

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you can export asset bundles from unity using the tutorial in the pins to use in game

long cosmos
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Thanks homie so much

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Right now I wanna make a luigi skin for the knight lol

copper nacelle
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You can avoid basically all modding if that's all you want rn

long cosmos
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Well I want to start learning how to do it

copper nacelle
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there's a mod called Custom Knight which lets you edit the sprites for the knight

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Understandable

long cosmos
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I thought I'd start somewhere by changing sprites around

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yea yea I have it installed

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Want to make my own sprite layout and then incorporate what I've learned to make custom sprites for a mod

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big dreams but I wanna achieve it

copper nacelle
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Generally for sprites you want an embedded resource in the dll and then you just find a tk2dSpriteAnimator and get the sprite definition's material's texture and set that or you set the sprite on a SpriteRenderer

long cosmos
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Aight I think im understanding

copper nacelle
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if you want to find those they're just on the GameObject which you can get a dump of by using ModCommon and just calling PrintSceneHierachyTree on the GameObject

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There's an in-game repl called ModConsole to make that easier

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enemies are listed in debug mod with their names generally and there's a knight dump pinned as well

long cosmos
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aight bro thank you so much Im going to screen record this so I don't forget

copper nacelle
#

np

long cosmos
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Will get to working on it tomorrow and will let you know my progress

long cosmos
#

@copper nacelle what modding api do I download? it says to get one on the tutorial website

copper nacelle
#

you just open the mod installer and it'll install the api for you

long cosmos
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okk

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so is this it?

copper nacelle
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yes

long cosmos
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Ok cool

compact cobalt
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Can I extract a scene's data with the mod console? I'd be so much more convenient
If yes, then how can I do it?

fallow wind
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That would be useful, I don't know

vocal spire
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use utiny ripper

dark wigeon
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What are you going to do with the scene data

compact cobalt
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I need it so I can see the object's names

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That's mostly it

vocal spire
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just use the first 2 pins in modding-development

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or debug

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or hkedit

dark wigeon
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If you don't feel like opening up the editor use asset studio or assetsview

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They will give you a tree view of the gameobjects

compact cobalt
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Oh I just saw that you also extracted the GG scenes, which is what I was mostly looking for

vocal spire
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I did

compact cobalt
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Aight give me second

fallow wind
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When will we get modcommon docs

vocal spire
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let's keep asking then!

ornate rivet
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why do you even need modcommon docs

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just look at the methods it had

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they're all self-explanatory

fallow wind
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𝗼𝐤

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Oh

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Let us push it back to the end of time

vocal spire
#

then we need to keep asking

nimble lake
vocal spire
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edit the fsm

dark wigeon
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You're asking how to have that whole method called?

vale rock
#

I'm sure I could figure it out if I took 5 minutes

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But meh

nimble lake
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well that, but I also want to trigger the entire if statement that turns on the fury (which i'll try to figure out later)

dark wigeon
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Mobile view super jpeg can't really read it

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What prevents you from copy pasting

nimble lake
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this.

dark wigeon
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Why not replace this with the instance then

nimble lake
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because I don't know how to reference that specifically

dark wigeon
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What script

nimble lake
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the one that triggers the fury state

dark wigeon
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but what script

nimble lake
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I don't know

dark wigeon
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you took a screenshot of the method in the class

nimble lake
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oh, KnightHatchling

vocal spire
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I think I know how to do what you want but I am unsure if it is right so I won't say it

dark wigeon
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just by looking there's no static references to it

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there's just one gameobject tho so just GameObject.Find("Knight Hatchling") and find the KnightHatchling component

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well actually nvm I was only local searching

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it's in resources.assets so somebody has to spawn it, will look later but have to go

nimble lake
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alright, see ya

dark wigeon
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ok the search finished and a reference was found in Charm Effects - Hatchling Spawn FSM

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so you'd have to get the reference from the fsm

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I would just to Gameobject.Find

nimble lake
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i remember looking through the fsm but couldn't find it there

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only in KnightHatchling

dark wigeon
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there could be more unity refs, I just did quick search

#

definitely refs there

stoic flare
#

I have a question about how to disable charms at all, I tried using UnequipCharm but it just shows that the charm is not there but it still has effect, any ideas on how to fix that?

copper nacelle
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equippedCharm_n

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set it to false

stoic flare
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clear the equippedcharms list?

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ohh, I see

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Alright thanks, I will try

copper nacelle
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but they're using UnequipCharm

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shaking my head

stoic flare
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equippedCharm_n
@copper nacelle sorry if I sound dumb, but how do I use "equippedCharm_n"?

copper nacelle
#

PlayerData.instance.equippedCharm_(n) = false;

stoic flare
#

aha

copper nacelle
#

or if you're removing all just

PlayerData pd = PlayerData.instance;

foreach (int charm in pd.equippedCharms)
{
    pd.SetBool($"equippedCharm_{charm}", false);
}

pd.equippedCharms.Clear();
stoic flare
#

also I tried clearing and it did the same thing as when I tried unequipping

copper nacelle
#

yeah they're the same thing

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unequip is just remove one from the list

stoic flare
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aha

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Thanks for helping me out

copper nacelle
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np

floral furnace
#

@floral iris
what you need is

  • C# IDE (Visual Studio 2019 works, or Rider if you have it)
  • Net Framework 3.5
  • ILSpy (tho DNSpy also works but ILSpy is apparently better) which youre gonna use to read the games code for reference (note you shouldnt be using this to edit the AssemblyCSharp to make mods)
  • an FSMViewer (especially needed if youre gonna make a mod about bosses)
#

2 other stuff youll need that you can download is the Modding API and ModCommon, which should automatically get installed if you used the ModInstaller on startup

floral iris
#

great, thanks! i'll start with that

#

i'm especially interested in level design and adding/modifying rooms, which i've seen some people do. do you know if that's possible with just that software?

floral furnace
#

hmmm im not too versed with that side sorry, but you can actually ask either NES or SFGrenade for that, latter is currently doing PoP style new area stuff so you can probably ask him for some directions in that regards

floral iris
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ah yeah i think that might have been what i saw

#

the PoP mod i mean

floral furnace
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yeah SFGrenade is your man, tho NES was making a level editor, i havent been updated much with the channel atm

floral iris
#

i guess... should i ping? or is there a good chance he'll see this anyway

floral furnace
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probably

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if not then just ask them

floral iris
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👍

blissful burrow
#

OK but clearing won't trigger unequip hooks will it

copper nacelle
#

🤔

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I don't think anyone hooks UnequipCharm

blissful burrow
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Don't think me coward

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Well yeah

copper nacelle
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Idk if the method is even used

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Period

blissful burrow
#

And no one hooks trinket1++

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Look how that one ended up

copper nacelle
blissful burrow
#

I'm just saying SetBool to false

copper nacelle
#

SetBool false is plenty bro

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You can hook set bool

blissful burrow
#

It is

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Just clearing the list is ech

copper nacelle
#

you

#

hook setbool

blissful burrow
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Yes I'm very fucking ech

copper nacelle
#

simple solutions for a modern era

blissful burrow
#

Wait does Clear use SetBool somehow

#

I assumed no

copper nacelle
#

There's a set bool

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right there

blissful burrow
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Bro

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I upvoted that

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Idiot

copper nacelle
#

Understandable have a nice day

#

You can't just clear equippedCharms in the first place though

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It doesn't disable the charm effects

blissful burrow
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Oh

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Ok

copper nacelle
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It's just for the UI

blissful burrow
#

Understandable have a nice day

stoic flare
#

I have a question, is HeroUpdateHook for everytime the knight gets a new spell or upgrades nail? Or is there another hook for that?

floral furnace
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HeroUpdateHook runs every frame

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every. frame.

stoic flare
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oh so

copper nacelle
#

It would show up as old nail but that doesn't update damage

stoic flare
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aha

copper nacelle
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yeah mostly

stoic flare
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Thanks

copper nacelle
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There's a thing with an fsm event but if you're doing it every frame you can probably just forget that

stoic flare
#

Aight

stoic flare
#

Is there a way to change the damage output of GrimmChild?

fallow wind
#

There probably is, but I couldn't find anything, wait for a modding expert to answer that

#

I have a question about HKEdit 2: do we have to have unity 2017, or can it be a later version?

vocal spire
#

There is a mod for customizing grimmchild

stoic flare
#

oh, may you tell me the name of that mod?

vocal spire
#

Grimm child upgrades or something like that. It is in the installer

stoic flare
#

Aight, thanks

fallow wind
#

How long does it take to load a scene in hkedit2? I nothing is showing up in any folder

ornate rivet
#

it's done probably

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just close the menu and it should leave

fallow wind
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Oh nevermind, I just got about 900 errors in my console

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Yeah I closed, still nothing

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"DirectoryNotFoundException: Could not find a part of the path "C:\Users\rp678\Desktop\ViewHKStuff\Assets\ExportedScenes\level311.unity.meta"."

ornate rivet
#

add that folder

fallow wind
#

ExportedScenes exists

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OH

#

ok

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Neverminds

stoic flare
#

So, I installed the grimmchildupgrades mod and looked into the source code to understand how they edited grimmchild, and I honestly don't understand

ornate rivet
#

what do you not understand

stoic flare
#

I don't understand how they edited the grimmchild

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I currently want to find a way to edit the damage output done by grimmchild

dark wigeon
#

@fallow wind when did you download this and yes you need 2017.10

ornate rivet
#

.4.10

dark wigeon
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Yeah what he said

ornate rivet
#

how goes progress on hk edit

dark wigeon
#

Uh I broke things again

ornate rivet
#

next week is an odd week

dark wigeon
#

But I'm busy on something else rn

#

I can get back to it Tuesday I think

ornate rivet
#

ah unfortunate but also understandable

#

good luck on your thing

dark wigeon
#

Doing a ctf

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Actually two

ornate rivet
#

cool

copper nacelle
#

gl

fallow wind
#

@fallow wind when did you download this and yes you need 2017.10
@dark wigeon I figured it out, but the entire scene is pink, which is not a problem, since I just needed to look at the name of some gameobjects. I downloaded today

dark wigeon
#

Well that shouldn't happen regardless

#

What scene

stoic flare
#

Is there a way to make the grimmchild always asleep? I have tried this, and it works well, but when you sit on a bench or exit a dream it just wakes up for some reason

copper nacelle
#

check the fsm

stoic flare
#

huh? excuse me if I sound dumb

copper nacelle
#

have you read the API docs on fsms

ornate rivet
stoic flare
#

oh, I think I didn't, some of the docs were still "TODO" so I thought the rest would be the same

#

aha thanks

ornate rivet
#

maybe I should put a list of all the sections that are done and not done on the front page

fallow wind
#

What scene
@dark wigeon 311

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(deepnest_east_07)

stoic flare
#

ok so, I don't know if I am doing something wrong or if I am missing a reference, but whenever I try to do PlayMakerFSM fsm = go.LocateMyFSM("FSM_Name"), it gives an error saying that PlayMakerFSM can't be declared, and that go is not known in the context and when I try to use fsm in any context it always says fsm does not exist in context

copper nacelle
#

add a ref to playmaker.dll

stoic flare
#

oh thanks, my god, I have been looking for like 20 minutes for what I was doing wrong

#

oh wait

#

it still says go does not exist in this context

copper nacelle
#

show code

stoic flare
#

well, it is just me testing it right now, so the code is basically the example mod pasted

copper nacelle
#

but where is the go

stoic flare
#

oh wait, my bad, aspid not go, it is aspid in the example code

#

oh that aspid got fixed after putting reference, now it is the Aspid in GameObject aspid = Instantiate(Aspid.preloadedGO["Aspid"]);

copper nacelle
#

aspid is just the class Saleh used for his mod

#

if you wanted to load some preloaded GameObject you'd use whatever class your mod is

#

If it's a static field ofc

stoic flare
#

OH, my bad

#

sorry for wasting your time

copper nacelle
#

np

stoic flare
ornate rivet
#

no

vocal spire
#

no

stoic flare
#

welp

vocal spire
#

shouldn't you see a bunch of errors rn?

stoic flare
#

no

#

I am not having any errors

ornate rivet
#

do you understand what a yield return is even for?

vocal spire
#

bc to me there is a bunch

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oh wait nvm

ornate rivet
#

and you're using locatemyfsm in a very cursed way

#

very

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did you see the guide?

stoic flare
#

yea

vocal spire
#

you are defying the rules of logic

ornate rivet
#

ok so first of all, I need to make certain of something
This GrimmChild class, are you actually using it?

#

can I see the code where you add it to the grimmchild?

vocal spire
#

you can't just add it to anything or add it to nothing

ornate rivet
#

My fear is that you haven't done that and tried to copy the class I made without understanding how it is used since I dont explain it in the guide and assume you know it

stoic flare
#

huh? ahaha..

ornate rivet
#

the Grimmchild class you have made, do you use it anywhere?

vocal spire
#

I want to continue to help, but I gtg

stoic flare
#

no..

#

so, is the only problem that I haven't used it?

ornate rivet
#

no

stoic flare
#

ah.

ornate rivet
#

ok so before we fix the class, let's find the grimmchild gameobject

stoic flare
#

Grimmchild-control?

ornate rivet
#

I assume you got this from the fsm viewer

stoic flare
#

yes

ornate rivet
#

Grimmchild-control is not the name of the fsm

stoic flare
#

oh bruh

ornate rivet
#

the first part before the "-" is the name of the grimmchild gameobject

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the part after the "-" is the name of the fsm

stoic flare
#

ohh

ornate rivet
#

yep

stoic flare
#

oh my god

#

so

#

it should be LocatemyFSM(Grimmchild, "Control")?

ornate rivet
#

unfortunately no

stoic flare
#

huh? Isn't the part before the "-" the gameobject?

copper nacelle
#

GameObject.Find("Grimmchild")

ornate rivet
#

^

#

I wanted to see if the knight had a prefab of it or something like the weaverlings

stoic flare
#

aha

copper nacelle
#

Idk if it's parented to anything

#

Prob should wait till it's non-null fwiw

ornate rivet
#
GameObject child = null;
yield return new WaitWhile(() => !(child = GameObject.Find("Grimmchild")));
#

the yield return doesn't continue the code until we find the grimmchild

stoic flare
#

ohho

#

Alright, thanks for helping

fair rampart
#

big brain

GameObject charmEffects = HeroController.instance.transform.Find("Charm Effects").gameObject;
PlayMakerFSM spawnGrimmchild = charmEffects.LocateMyFSM("Spawn Grimmchild");
GameObject grimm = spawnGrimmchild.GetAction<SpawnObjectFromGlobalPool>("Spawn", 2).gameObject.Value;
#

requires ModCommon tho

vocal spire
#

what's wrong with modcommon?

fair rampart
#

has a bunch of things you'll probably never use, like AStar

vocal spire
#

ok

fallow wind
#

@ornate rivet I have a question about DoH: When loading gameObjects for attacks, there was this code:

 public override List<(string, string)> GetPreloadNames()
        {
            return new List<(string, string)>
            {
                ("GG_Mantis_Lords", "Shot Mantis Lord"),
                ("GG_Radiance", "Boss Control/Absolute Radiance"),
                ("GG_Hollow_Knight", "Battle Scene/Focus Blasts/HK Prime Blast (4)/Blast"),
                ("GG_Hive_Knight", "Battle Scene/Droppers/Bee Dropper (1)"),
                ("Grimm_Nightmare","Grimm Control/Nightmare Grimm Boss"),
            };
        }```
and this code:
            ```preloadedGO.Add("mantis", preloadedObjects["GG_Mantis_Lords"]["Shot Mantis Lord"]);
            preloadedGO.Add("rad", preloadedObjects["GG_Radiance"]["Boss Control/Absolute Radiance"]);
            preloadedGO.Add("blast", preloadedObjects["GG_Hollow_Knight"]["Battle Scene/Focus Blasts/HK Prime Blast (4)/Blast"]);
            preloadedGO.Add("bee", preloadedObjects["GG_Hive_Knight"]["Battle Scene/Droppers/Bee Dropper (1)"]);
            preloadedGO.Add("grimm", preloadedObjects["Grimm_Nightmare"]["Grimm Control/Nightmare Grimm Boss"]);
            preloadedGO.Add("bat", null);```
I know that the second one is accessing a dictionary but what is the first one do
vocal spire
#

that preloads the stuff

fallow wind
#

Sorry, edited it

vocal spire
#

the first one specifies what objects to preload(I think)

fallow wind
#

Oh

#

Ok

#

I see

#

(I think)

#

thanks

vocal spire
#

np

floral iris
#

@jolly oriole hey ttacco said you're the person to talk to about level design in mods and like adding/modifying rooms and stuff. is there certain software you use to do that that you would recommend? (like outside of the normal software you need to make any kind of HK mod.)

#

oh and for reference i've never actually made any HK mods, but i wanna get into, so i'm still a total noob

safe hamlet
#

@copper nacelle

copper nacelle
#

??

safe hamlet
#

😳

weak lodge
#

@copper nacelle

#

make crisanta

copper nacelle
#

you

weak lodge
#

fuck off

copper nacelle
#

no

weak lodge
#

fuck on

ornate rivet
vestal hinge
#

hi, what do i need to install the mods to modificate the sprites, because im afraid of screwing something up

ornate rivet
vestal hinge
#

okay, thanks

fallow wind
#

I'm such an idiotzotedisgust ... so THAT'S what it was for

floral iris
#

modificate
i was gonna say something snarky, but really when you think about it that's a much more logical derivation of the word "modification" than "modify". come on, english, step up your game

#

also @jolly oriole what do you use blender for? and also what's hkwe2? (i assume it's "hollow knight something something 2")

west ridge
#

i don't know who or whom did it but thank you for updating the docs at radiance.host

fallow wind
#

Wait where

glossy solar
#

sorry to bother, but which link in pins is hollow point? can't seem to find it.

ornate rivet
#

use the modinstaller to install mods

west ridge
#

But using the mod installer is better

glossy solar
#

Don’t worry about it, I was dumb and didn’t see hollow point under the mods in the installer lol

tawny onyx
#

may anyone tell me how to loadcate "Kinght Hatchling-ProxyFSM"? I'm trying to use ```
while (true)
{
knightHatchling = GameObject.Find("Knight Hatchling");
if (knightHatchling == null)
yield return null;
else
break;
}

        var proxyfsm = knightHatchling.LocateMyFSM("ProxyFSM");
copper nacelle
#

it's a child of charm effects on the knight iirc

vocal spire
#

Yeah

#

You could probably just get the object from the Hatchling Spawn fsm and then edit it

tawny onyx
#

you mean I can save the gameObject ref from Hatchling Spwan then locacate the fsm of it?

vocal spire
#

Yeah

tawny onyx
#

sounds good

vocal spire
#

Just use insert method

tawny onyx
#

ok

vocal spire
#

Or insert action

tawny onyx
vocal spire
#

Yeah

#

That’s why I suggested using insert method or action on there so every time one is spawned you can edit it

copper nacelle
#

but why

#

just object pool spawn hook

vocal spire
#

Oh

#

Didn’t think of that

#

That would be better

tawny onyx
#

i dont know how to hook object pool spawn

copper nacelle
#

ModHooks.Instance.ObjectPoolSpawnHook

#

or something

tawny onyx
vocal spire
#

Yes

tawny onyx
#

i got it,very thanks

copper nacelle
#

idk if they're tagged like that

#

go.name is what shows up in the viewer

#

but yeah

tawny onyx
vocal spire
#

I think they are tagged with that

#

Yeah

#

I’m going to mod the hatchlings as well

#

I’m just going to make them a little chaotic

tawny onyx
#

lol

vocal spire
#

Just a little

tawny onyx
#

i just try to make them do not attack

vocal spire
#

Ok

#

I’m going to make them faster, deal more damage, and summon more of them

tawny onyx
#

that should be cost more MP

vocal spire
#

Also costs no mp

#

I think I’m just going to summon an infinite amount

#

That should be enough

tawny onyx
#

your memory might overflow after you spwan too many gameobject

vocal spire
#

I don't care about that

tawny onyx
#

lol

vocal spire
#

ok fine, maybe I do

#

how does 50 sound?

tawny onyx
#

if an enemy enter the range, they will all attack and leave zero

#

that's why i'm trying to let them not attack

copper nacelle
ornate rivet
#

I wish I could understand this

blissful burrow
#

Same

fallow wind
#

What is the code for instantiating super spitter? The scripts I wrote aren't working, but I am not getting any errors (and yes I did copy some stuff from radiance and Microsoft docs)

vocal spire
#

Screenshot your code?

fallow wind
vocal spire
#

Where/what do you add the monobehavior to

fallow wind
#

The class

#

(aspidGO)

vocal spire
#

No, what game object do you add it to

fallow wind
#

super spitter

vocal spire
#

Nonono

#

Where do you use addcomponent?

fallow wind
#

OH

#

do we have to add spriterenderer or something to it?

vocal spire
#

No

#

Where do you use addcomponent<aspidGO>()

fallow wind
#

oh I didn't do that...

vocal spire
#

The code isn’t running

fallow wind
#

ok I see

vocal spire
#

Plus you need a scene enter hook or something

#

Because if you just add it at the start of the game, you will have an aspid on the title

fallow wind
#

oh ok thanks

unborn flicker
#

Does it actually work, defining Start() as an IEnumerator? I would've thought you need to StartCoroutine inside Start()

vocal spire
#

I think it worked for me

#

I don’t remember though

ornate rivet
#

yep

sage holly
#

so how many projects are you people working on?

dusty idol
#

@vocal spire in the README(Modding API) it says something about copying over a zip file. Do I need to do that or was it covered by the mod installer?

vocal spire
#

It was covered by the installer

dusty idol
#

ok

vocal spire
#

Sorry, I’m having connection issues

dusty idol
#

np

sage holly
#

oh right that goes to discussion sorry

vocal spire
#

@dusty idol if you have any questions about modding or need help, feel free to ask here

dusty idol
#

got it

dusty idol
#

I guess I forgot how dnspy works. Where's the executable?

copper nacelle
#

you don't dnSpy the exe

fallow wind
#

For some reason the exe wasn't in the latest release

#

You have to go to actions and download the release before that

dusty idol
#

ok, thanks

fallow wind
#

If this is what you are talking about

dusty idol
#

it is

fallow wind
#

Ok

dusty idol
#

wait, how do I download an old version?

#

nevermind, I got it

fallow wind
#

sorry if i am being dumb but this doesn't log anything when the scene is changed. Does anyone know why this is

copper nacelle
#

that hook is garbage

#

use UnityEngine.SceneManagement.SceneManager.activeSceneChanged

rain cedar
#

It works for the old type of scene transition

#

Which is to say it doesn't work

fallow wind
#

oh ok

#

thanks

dusty idol
#

Welp, I made it so every time the knight attacks, he gets hit

#

solid progress

languid goblet
#

sounds fun

dusty idol
#

so where would I write code if I just wanted it to run at all times?

vocal spire
#

In the update method of a monobehavior attached to a game object

fair rampart
#

Anyone have any greenpath assets/sprites on hand? I have an idea for a mosskin knight and I figure that it'll be easiest to use parts of the game instead of starting from scratch

rain cedar
sly garnet
#

I've always wanted to make a HK mod but I have no experience with programming- only really artwork and spriting

vocal spire
#

Some modders need sprites done for them for some mods if you want to do it that way.

sly garnet
#

perhaps

#

I've always had an idea for an original like simpler mid-game boss but I know thats way too ambitious to start out

dusty idol
#

Is soul referred to as MP in the code?

vocal spire
#

Yes

dusty idol
#

ok

#

actually, is there a website or document that explains what all the functions and variables and stuff do?

vocal spire
#

I am slow again....

#

I know

#

I’m just that slow

dusty idol
#

cool. thanks

dusty idol
#

what's an easy way to display some text, mainly for debugging purposes.

copper nacelle
#

just Log

#

and have the in-game modlog enabled

dusty idol
#

how do I enable it?

copper nacelle
#

In your saves folder look at the modding api global settings

dusty idol
#

something about an outdated framework maybe?

vocal spire
#

That’s a lot of errors

dusty idol
#

idk

vocal spire
#

What mods?

dusty idol
#

just mine

vocal spire
#

Screenshot pause menu

#

Ok

#

Yeah

#

You seem to have used something else

dusty idol
#

I think I had this with another game

#

but I moved everything to a new pc, and I guess 3.5 didn't come with it

vocal spire
#

Are you sure that the project itself is 3.5?

dusty idol
#

it was at 2.0, but the drop down didn't have an option for anything higher than 2.1

#

I'll try making a new project

vocal spire
#

Yeah

#

I had the same problem with my first mod

#

I just copy and pasted everything into a new project

dusty idol
#

just to be sure, it's Class Library (.NET Framework) right?

vocal spire
#

Yes

dusty idol
#

ok

#

now I see all the versions

vocal spire
#

Good

#

Now just copy and paste

rain cedar
#

.net standard is a different thing

#

That's why you didn't have the same versions

dusty idol
#

got it

#

I should probably move the logging out of the update function

vocal spire
#

Yeah

#

Save yourself the spam

dusty idol
#

uh, next thing

vocal spire
#

?

dusty idol
#

I'm running "PlayerData.instance.AddMPCharge(1);" in the update function to passively regen soul, but it doesn't change the display until I cast a spell

vocal spire
#

I think you might need to call the update or something

#

Some other mods have that problem

dusty idol
#

I have it attached to the hero update hook

vocal spire
#

I meant the method or whatever that updates the soul orb ui

copper nacelle
#

don't use the player data method

#

use the hero controller one

#

it sends an fsm event to update the ui

#

GainMPChargeSpa or w/e

#

idr the exact name

dusty idol
#

uh, I'll look into that

#

ok, that worked

#

so how do I know when to use hero controller vs player data?

#

ok

fair rampart
#

@sly garnet I'm working on something that's almost purely sprite based if you'd like to help!

vocal spire
#

I’m thinking of just making a mod that adds a bunch of charms that other people request.

#

As long as they provide art

fair rampart
#

That'd be solid. I think there are also a few unused charms in the game files already

vocal spire
#

There are sprites of the charms

#

lol

fair rampart
#

Well yeah I meant sprites

sly garnet
#

oh

#

uhh, sure!

#

what's the gyst of the mod?

fair rampart
#

Here. add me and I'll explain in DM's. I don't wanna flood this channel

sly garnet
#

there

chrome abyss
#

So I'm mapping out all the geo rock object names for rando purposes, and wtf is with Team Cherry's naming

vocal spire
#

Team cherry

merry vine
#

r/Technicallythetruth

#

XD

sly garnet
#

I mean

#

ive heard some of the stupid naming schemes team cherry put in the HK files

#

but I can't remember any lol

fair rampart
#

@vocal spire Hey! I can do the art if you can tell me what the charm is about :D

vocal spire
#

I meant a mod that adds a bunch of small charms that are requested

fair rampart
#

O, do we have to think up the charms then?

vocal spire
#

yeah

#

they can do nothing if you want

fair rampart
#

Hmmmm

vocal spire
#

just an accessory

fair rampart
#

Okie dokie I'll think something and dm you :D

vocal spire
#

ok

dusty idol
#

how does adding charms work if there's a set number of them? Do you have to replace existing ones?

vocal spire
#

you can replace an existing one

#

but grenade made charm helper

#

so it is now super easy to add charms

#

grenade also made a example of how to use it

dusty idol
#

sounds good, but I'm not going to get into that quite yet

vocal spire
#

ok

#

it's super easy though

dusty idol
#

do they get loaded right away, or can you have the charms change while playing?

#

I suppose like the fragile charms or grimmchild

vocal spire
#

wdym

#

in charm helper?

#

they get added right away

dusty idol
#

so, like, I have a variable, if it's set to one value, I get a certain charm, if it's set to another value, the charm changes to something else

vocal spire
#

idk if you can do that

#

there are probably ways to do that though

dusty idol
#

I think it could be fun

vocal spire
#

ok

dusty idol
#

but anyway, I see there's a variable for the range of the nail. can I set that to whatever I want?

vocal spire
#

probably

dusty idol
#

I figure it at least wouldn't display properly without importing a new spite for it

vocal spire
#

for a charm?

dusty idol
#

no, for the slash animation

vocal spire
#

oh

#

why would it need a new sprite?

dusty idol
#

based on how the game works, I would think it has a sprite for each combination of long nail and mark of pride

#

so it can't just get upscaled to match the range

vocal spire
#

It probably can

dusty idol
#

well, if I simply set it to a high value, nothing happens

vocal spire
#

Ok

#

There’s probably something else you need to set

#

Maybe something with a fsm?(probably not)

dusty idol
#

I haven't gotten into fsm, and I kind of don't want to.

vocal spire
#

Good luck modding then

dusty idol
#

I'll be fine

edgy marsh
#

I've edited the nail length before, it just stretches the pre-existing sprite

dark wigeon
#

Ok it took a while but I'm back

flat forum
#

hello back I'm dad

dark wigeon
#

no u

vocal spire
#

Yeah

chrome abyss
#

How does one build a mod from the source code?

vocal spire
#

Do you have a c# ide?

#

Such as visual studio?

chrome abyss
#

I do not.

#

I should probably get one

vocal spire
#

You need one

chrome abyss
#

Yeah I was just messing around on a fork with a text editor

vocal spire
#

You monster

#

That’s worse than the time I tried to write code in notepad

chrome abyss
#

Hey, I was using Sublime Text at least.

vocal spire
#

Ok

#

Better

chrome abyss
#

Okay, I have acquired a JetBrains Rider. What now?

vocal spire
#

Open the project

#

Then find a build button

chrome abyss
#

So I'm getting errors like "The type or namespace name 'UnityEngine' could not be found", for UnityEngine, HutongGames, Modding, and SeanprCore

vocal spire
#

did you add references?

chrome abyss
#

Oh I didn't

vocal spire
#

You will need at least UnityEngine.dll Playmaker.dll modcommon.dll seanprcore.dll and assemblyC-sharp.dll

chrome abyss
#

Where does one get UnityEngine.dll, Playmaker.dll, and assemblyC-sharp.dll?

vocal spire
#

In the managed folder in hk

#

You will probably need more unity stuff

#

But it will probably tell you what you need

floral furnace
#

make sure you have the API installed ofc before you reference it

chrome abyss
#

Hm, I'm not finding modcommon.dll; is that not supposed to be in the Mods folder?

unborn flicker
#

you don't need it

chrome abyss
#

Does anyone know how to get a game object named "_Props/Geo Rock Abyss" when there's another game objected named "Geo Rock Abyss" in the same scene?

unborn flicker
#

In this case, it's an issue with the FindGameObject extension used from SeanprCore automatically searching with FindGameObjectInChildren, I think

#

You could change your fork to use a different search method in ReplaceObjectWithShiny but of course that would mean checking that that doesn't break any existing items, including before and after collecting them, and on reentering the scene after spawning them but without collecting them

chrome abyss
#

I might just say "fuck it, not worth it for the two geo rocks this applies to in the game" tbh

unborn flicker
#

yrdhtsi

blissful burrow
#

If you really want to you could find all of the objects, linq them to name contains geo rock, then place a shiny on their transform, then yeet them

#

Of course FindObjectsOfType<GameObject> is kinda ech and yusuf will yell at you for it

#

But you might be able to just shift the blame to homothety because it's rando and be on your merry way

#

Ah

#

GeoRock exists as a type

#

So you could just do that

#

Assuming it's functional which is a big assumption in this game

unborn flicker
#

Yes, you can search for GameObjects with a GeoRock component

#

that does not make it remotely compatible with the way randomizer places shinies for individual items

blissful burrow
#

I mean if you explicitly need the name for some reason, you could preload the scene then search in it (probably, haven't fucked around with preloading too much), then do name

unborn flicker
#

I mean, yes, knowing which item is which is probably important at some point in the randomizer

blissful burrow
#

I know preloading game objects needs the name to begin with so it's probably not useful, idk if you can preload a scene per se

copper nacelle
#

no

blissful burrow
#

I mean, I'm not gonna tell you how to randomise stuff, but that's not necessarily obvious

#

I assume FindObjectsOfType finds the objects in a determinate order, for example, so you could be assigning x items to a scene, for example

#

Not that it'd be better, idk how it works right now

#

So it'd probably be worse

unborn flicker
#

How much effort would it be to manually load one of the Hall of Gods boss scenes without doing it from a boss statue?

ornate rivet
#

not very hard?

vocal spire
#

Shouldn’t be... right?

ornate rivet
#

Should just be

GameManager.instance.BeginSceneTransition(new GameManager.SceneLoadInfo
{
    //put settings here
});
unborn flicker
#

When I do that the scene changes and I can move around, but the screen is dark and the boss doesn't spawn.

ornate rivet
#

do you choose the correct gate?

unborn flicker
#

oh, probably the visualization

ornate rivet
#

I've done it to WD before and remember it working

#

oh but that was the nongodhome version

#

still dream scenes shouldn't be different from godhome ones

unborn flicker
#

dnspy shows some really messy stuff with the BossStatueController and I wasn't sure how much of it I actually need to get the sequence to work

#

Nevermind, changing the visualization didn't fix it

copper nacelle
#

just send blanker down or w/e

unborn flicker
#

After a few seconds in the scene, the game kills me and I respawn in the dream nail sequence with the screen still black

copper nacelle
#

🥴

#

that's the dying in voidheart thing

#

you haven't set the dream respawn scene

#

the black screen is the blanker though

#

or the camera fade

#

and L219

#

should prob work

unborn flicker
#

oh yeah soul warrior was spawning

#

I just didn't have headphones on and debug didn't update the panel, so I thought he wasn't

#

I'll try that then

#

That fixed the camera issues. Thanks!

copper nacelle
#

np

unborn flicker
#

Yeah, looks like no issues now with loading into the scene and getting it to work

#

Any ideas for how to handle the event after the boss dies? Right now it seems like nothing happens

copper nacelle
#

might need a BossSceneController thing for the automatic one

#

there's also an instance event for HealthManager, so you could hook the boss's hm

unborn flicker
#

hooking that sounds much easier than dealing with TC code

#

ultimate goal is a shiny where you have to defeat the boss to pick it up

vocal spire
#

Cool

copper nacelle
#

avalonia based so it's cross platform

ornate rivet
#

dang

#

release when

#

oh maybe I shouldn't mute modding-help if you're posting updates there

blissful burrow
#

I love link to link to link

ornate rivet
blissful burrow
#

Sounds optimal to me

ornate rivet
#

makes sense

safe hamlet
#

will it tho acrid

#

just think about it for a bit

blissful burrow
#

Direct message link > having to check pins bro

#

It's just facts

past yarrow
#

where the ar mod at

copper nacelle
#

where the asking in the appropriate channel at

#

unless you mean the source

past yarrow
#

how do i get it i mean

nimble lake
#

what does hollowtext do, it ain't working

languid goblet
#

probably

#

considering this is a modding channel

#

yeah i don't see it on mod summaries

blissful burrow
#

Why you gotta delay SceneLoaded hook by 1 frame

#

I do it because api docs told me to but I don't know why you gotta

#

Is it like objects don't exist first frame?

copper nacelle
#

yes

blissful burrow
#

So if you wanted to like spawn stuff instead of messing with already spawned objects you wouldn't wait ig?

compact cobalt
#

So a mod that recently caught my eye is the NG+ King's pass mod because I want to do something similar. So far I've been using a plando with the item changer and it's been working out pretty well, but seeing as I wanna export it as a separate mod and want to work a bit faster, I want to ask how that mod was made. I assume it was with HK edit and not just plain coding?
If that's the case can you also help me to get that working? HK edit really doesn't have any readme files that explain most things (at least as far as I found) and even though I was able to open, modify, and export scenes in unity, I can't find the mod that loads them anywhere (talking about version 2)

#

Seeing as NG+ is a separate mod I assume you'll have to put the map files in a separate mod file in which case I'll have to look into that

#

Keep in mind I know pretty much nothing about the ModAPI so forgive me if this is a stupid question, and explain in greater detail so I can actually understand lol

copper nacelle
#

it's just code

compact cobalt
#

Hm. I was thinking there'd be a more convenient way

#

So is HK edit still supported?

copper nacelle
#

grenade made new scenes in it, could probably set up stuff and additively load

#

I think Saleh got a scene mod thing working

#

To an extent at least

compact cobalt
#

I see

#

I suppose I'll have to look into the API more then

ornate rivet
#

I was able to make this https://streamable.com/pc8k7j using Utiny Ripper (the t is intentional). The only problem it has is that you will need to fix shaders and some game ai.

#

I'm not sure exactly why some of the code works and some of it doesn't with Utiny.

compact cobalt
#

So how do you actually put the scenes in game? I know you need to make a folder called HKWEDiffs and put the exported map files there, but I can't find the mod that loads them anywhere

sage holly
#

to those who have made custom arenas/areas, do you have a full tutorial from drawing the sprites to making the arena?

vocal spire
#

I think someone was making one

compact cobalt
#

Alright so I made a mod that changes some charm effects and costs which I think is a nice start. What's next on the list from simplest to complicated that I can try? I was thinking importing enemies and objects into scenes, although I wasn't able to find much about that in the documentation

#

Any help on that, or tips on what I should try to do next?

vocal spire
#

By importing enemies do you mean assetbundling new enemies or taking enemies from different scenes

compact cobalt
#

Taking enemies from different scenes

vocal spire
#

There is documentation

#

In getpreloadnames

compact cobalt
#

Mhm

#

I see

#

Hold up

vocal spire
#

Then use the other version of initialize

compact cobalt
#

Mhm. Are there any examples in source code I can find? Those tend to be most helpful for me

#

I mean source code of other mods

ornate rivet
vocal spire
#

You can use any mod that preloads stuff

compact cobalt
#

Yeah, I already have that open but keep in mind I'm rather new to this

#

Oh wait, can I get the source code of the mods with DNspy?

ornate rivet
#

this is a pretty clear example

vocal spire
#

Yeah

#

Also yes to dnspy

ornate rivet
#

most of them are on github so you really shouldn't have to use dnspy

compact cobalt
#

Aha, alright thanks a bunch

ornate rivet
#

probably better not to use dnspy to look at mods unless you must

vocal spire
#

Yeah

compact cobalt
#

Yeah, that's my thinking as well

ornate rivet
#

maybe I should start linking examples from other mods in to each section of the modding doc

compact cobalt
#

I wanna get into this so I hope you don't mind answering my questions every now and then

#

And yeah you definitely should

#

This is only the second time I'm working with APIs so all this is pretty new to me

#

And I know lots of folks wanna get into making mods as well

#

So examples help a lot

ornate rivet
#

this channel exists to answer your questions so definitely ask

compact cobalt
#

Aight, I'll be sure to ask whenever I have questions then

#

Hopefully I'll be able to figure this out without too much trouble

#

Nvm actually, I was about to ask something but answered it myself

ornate rivet
vocal spire
#

Ok

ornate rivet
#

you're supposed say Ok RedFrog

vocal spire
#

Me?

ornate rivet
#

yes

vocal spire
#

Ok

#

There

compact cobalt
#

Lol

vocal spire
#

I said it

compact cobalt
#

Well expect more questions in the future lads

#

I wanna learn to do this

vocal spire
#

Wdym I said ok the first time

ornate rivet
#

hmm

compact cobalt
#

Alright, so I'm a bit confused. Now I know how you're supposed to preload the objects which is great

#

But I don't know how you actually import them in a specific scene

#

unless I completely missed something

#

I'm just a bit confused because there are no coordinates at all, or target scenes

ornate rivet
#

you save them in the Initialize method then use them later when you get to a different scene

compact cobalt
#

I think you sent me the same link twice

vocal spire
#

Yeah

ornate rivet
#

no

vocal spire
#

Ok

ornate rivet
#

I get the preloaded objects in the init method, save them into a dictionary, then I use the dictionary to spawn copies of them in the second link

compact cobalt
#

Aha, I'll try it out

#

I assume the name of the scene is PropellerKnight?

ornate rivet
#

no

compact cobalt
#

Hm. Thought so because of
GameObject plat = Instantiate(PropellerKnight.preloadedGO["plat"]); ;

vocal spire
#

Zote scene from eternal ordeal?

ornate rivet
#

PropellerKnight is the name of the class

vocal spire
#

Yeah

compact cobalt
#

Aha

ornate rivet
#

I am getting the dictionary with everything saved in it from the class PropellerKnight

compact cobalt
#

Mhm

compact cobalt
#

Ok, hopefully I'll be able to figure it out. I'll have to try it out later tho

#

Thanks again

vocal spire
#

Saleh are you going to say np or am I supposed to say it for you

ornate rivet
#

sid is supposed to

vocal spire
#

I was waiting for them many times but they never said it

ornate rivet
#

RedFrog, you should put your mods on github

vocal spire
#

I will

ornate rivet
#

ok good

vocal spire
#

I will also eventually put larger mods that aren’t finished on github publicly

ornate rivet
#

just be sure to put the ones that are done at least

vocal spire
#

Yeah

#

I think I left the source code for lifeblood master on a different pc but I think I still have it for Uuwuu

ornate rivet
#

cool

vocal spire
#

I need to update charmhelper for Uuwuu still

#

I keep forgetting

high solar
#

ХК для детей

floral furnace
#

@high solar english only please

high solar
#

Ok

compact cobalt
#

Alright so I have come to the conclusion that I have no idea what I'm doing or need to do

#

Can someone write some code for me so I can figure out how I do this?

#

I'm trying to place a Zombie Guard (origin map Crossroads_48) in Town at 219.2, 16.4

#

Yeah I didn't manage to figure it out

vocal spire
#

Ok not going to write it for you, but I’ll tell you what you are doing wrong if you show me the code that places it

compact cobalt
#

That's the problem

#

Can't figure out even where to begin

#

and yeah, I know what you're going for, teach a man to fish don't just give him food

#

But trust me it'll help a lot if you write it

#

If you're up for it of course

#

Alright let me see if I can understand it (again, it's the second time I'm working with APIs so bare with me), but I'd appricate if you can write the code for the thing I asked for

#

Alright

#

I'll try that

#

Hold up

vocal spire
#

?

compact cobalt
#

Alright I couldn't test it cuz I was a witness to an AB P5 stream

vocal spire
#

ok

compact cobalt
#

Alright so I wrote it like this:

        {
            base.Initialize();
            ModHooks.Instance.SavegameSaveHook += this.SaveGameAction;
            ModHooks.Instance.CharmUpdateHook += this.ChangeCharms;
            ModHooks.Instance.HitInstanceHook += this.HitInstanceAdjust;
            UnityEngine.SceneManagement.SceneManager.activeSceneChanged += OnSceneChanged;
        }
        private void OnSceneChanged(UnityEngine.SceneManagement.Scene from, UnityEngine.SceneManagement.Scene to)
        {
            if (to.name == "Town")
            {
                var go = GameObject.Instantiate(preloadedObjects["Crossroads_48"]["Zombie Guard"]);
                go.transform.position = new Vector3(219.2f, 16.4f, 0f);
            }
        }
#

And Class1.cs(109, 49): [CS0103] The name 'preloadedObjects' does not exist in the current context

#

Oh wait, did I really forget that? Hold up

#

no?

#

Yeah idk what I'm doing wrong

vocal spire
#

You need a dictionary<string, GameObject>

#

Called preloadedObjects

#

Public dictionary<String, GameObject> preloadedObjects;

Try pasting that in

#

Next to initialize or something

compact cobalt
#

I know this is painful, it's painful for me too

#

But it just has more errors as you can see

unborn flicker
compact cobalt
#

Alright, let me take another look then

upper niche
#

How's the multiplayer mod doing?

knotty monolith
#

on the installer though there's no enemysync or anything

ornate rivet
#

unless someone besides jngo starts updating it, it appears it will no longer be updated

vocal spire
#

I want to try updating it but I want to finish other mods first

compact cobalt
#

Alright, so I reread everything more carefully, took a bit of a break, fixed my fuckups and mistakes I did because I misiterpreted some of your advice, and did this:

#

No problems upon building or compiling, but the Zap Cloud still doesn't show in game

unborn flicker
#

You aren't preloading Zap Cloud

#

Look at GetPreloadNames

compact cobalt
#

Am I really not?

#

I am, I think

#

The second line

#

oh

#

yeah you're right

#

It didn't work on the Zombie Guard either though, which is another problem

unborn flicker
#

Right now it is surely throwing an exception in Initialize

compact cobalt
#

Yeah I added it in and it still doesn't show up

#

So how can I fix this?

#

It did at least fix the issue of displaying the mod as 'couldn't load' even though it did

#

But yeah, how do I fix this?

#

I doubt it's because of the rest of the code. It's completely unrelated

vocal spire
#

I’ll look your code over again

#

Oh wait

#

You need to do zapcloud1.SetActive(“true”) or something like that

#

After you set the position

compact cobalt
#

oh, let me try it

#

Yeah that was it

#

MMMMMM I'm so glad it works!

warm copper
#

Nice! Congrats Mike!

compact cobalt
#

Thanks Clark

#

You can expect something P5AB level now lol

warm copper
#

Hahaha

#

Alrighty then

vocal spire
#

Glad it worked

compact cobalt
#

Yeah, I'm still at the beginning (obviously, very obviously)

#

But it's been going rather smooth so far, which is nice

#

I'm going to try and change the AI a bit next

warm copper
#

Best of luck my friend howdy

vocal spire
#

Already to fsm editing?

compact cobalt
#

Hopefully

#

We'll leave it for tomorrow

#

I think you guys and me both had enough headache for one day lol

compact cobalt
#

So, not code related, but still. Does anyone have a nice cube/rectangle spike collision I can load?

#

All the collisions I've found have complex shapes

#

And the rest of the spikes as in _Props\Cave Spikes 1 are just decoration

#

I need a nice spike collision that I can resize

vocal spire
#

make it yourself by assetbundling(jk there is probably something like from radiance)

compact cobalt
#

Problem is, those aren't real spikes

vocal spire
#

you can bounce off them

#

they hurt you

compact cobalt
#

As in hazard spikes, when you touch them they disappear

#

Yes, but you don't respawn

vocal spire
#

well, edit them

#

it's probably something with layers

compact cobalt
#

Hm. Can you just create a spike collision with a command?

vocal spire
#

idk

compact cobalt
#

That would come in more handy

#

Urgh, it's so annoying. The spike collisions are just one big object

#

Yeah, looks I'll have to use radiance spike collisions and just set damageHero.hazardType

#

Hm. Looks like spike collisions are just one big object everywhere, and henceforth none of them have a proper shape. It's either Radiance spikes or a custom object it seems

#

Well then, the spike collider is massive, but at least it's a perfect rectangle?

#

Surely there must be a more convenient way though

vocal spire
#

eat the spike

#

that's your better way

compact cobalt
#

Surely you've used spikes right?

#

In your mods

vocal spire
#

nope!

#

I used sawblades!

compact cobalt
#

Well then

#

Were they static?

#

In which mod?

vocal spire
#

uuwuu

#

at the top of the arena

#

killing oomas

compact cobalt
#

Aha, so they were static?

vocal spire
#

yes

compact cobalt
#

Great!

#

And I assume they didn't make the noise either?

#

Because I couldn't hear it

#

But it might've been because of the music

#

Which object did you use?

#

I can probably figure it out on my own, but if you can remember (I know that's unlikely with how much stuff is used), but it'd still be helpful

#

Alright I found the name out

#

Let me see if this will work out

#

So it's at least temporary

#

I know Nafi Khan used spikes in their mod, what's their discord username if you know it?

#

They're the creator of the NG+ King's Pass Mod, if you don't know

#

Yeah saws are up and running. I would like to replace them with regular spikes just so it fits

#

Actually

#

The saws don't even make any sound, meaning if I can make them transparent my problem will be solved

#

Is there a way to change the opacity of an object?

#

Can't find anything about it on the documentation

trim totem
#

hello

compact cobalt
#

Yo

vocal spire
#

hello

compact cobalt
#

So can you help me solve the unsolvable problem of spike collisions

#

Or at the very least changing opacity of objects so I can do that to saws

vocal spire
#

just change the color or something

compact cobalt
#

Hm. Can I set the material in unity to something transparent?

trim totem
#

sorry i know very little, i just preloaded the spike hitbox from king's pass

compact cobalt
#

Yeah, I know pretty much the same

vocal spire
#

why do you need to make the saws transperant?

compact cobalt
#

Which hitbox?

#

If you can help me with this Kahn you're a lifesaver

#

The only one I can find is too big

trim totem
#

what are you trying to do?