#archived-modding-development

1 messages · Page 492 of 1

jolly jungle
#

wait is it on the first one?

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no wait thats just another animation maybe

vocal spire
#

?

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it's not the first or last one

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there is your hint

jolly jungle
#

what does setparent do?

vocal spire
#

sets the parent of something

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not it

jolly jungle
#

wait what

#

set the parent of not it?

vocal spire
#

?

jolly jungle
#

as in, of anything else?

vocal spire
#

can set either the parent of the fsm owner or something else

jolly jungle
#

oh Im so stupid

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SendEventByName

vocal spire
#

yep

#

now tell me which one

jolly jungle
#

god im an idiot

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the one with SWARM

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but whats the other one for?

vocal spire
#

it probably disables stunning for this attack

#

so it reenables it there

jolly jungle
#

oh I see

#

speaking of stun

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Where do I find the part that triggers the stun

#

And I understand it

#

except for

vocal spire
#

the fsm

jolly jungle
#

How does it know to start

vocal spire
#

the other fsm on hive knight

jolly jungle
#

"Hive Knight-FSM"?

#

oh well I gtg

#

ciao

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good talk

vocal spire
#

hold on image is taking a min to upload

heady oyster
#

if I wanted to make it so that you can talk to npcs while "flying" (floating in midair), where would I start?
I tried looking at HeroController canTalk, but i couldnt override it to work correctly, assuming there's a lot more I need to change
if it's in playmaker fsm, no idea where to start looking

vocal spire
#

you need to edit the nps's fsms

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every single one

#

good thing is the npc fsm names that control when you can talk to them are all the same(from what I have seen)

#

so you probably can just do something like

foreach (PlaymakerFSM fsm in UnityEngine.Object.FindObjectsOfType<PlaymakerFSM>())
{
  if (fsm.Name == "the name of the common fsm I forgot what it is")
  {
    super cool fsm editing code that just removes like one thing probably
  }
}
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on scene change

heady oyster
#

Thanks a bunch for your input!

vocal spire
#

np

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the fsm name is npc_control

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actually, it looks you don't need to edit fsms at all

#

you just need to make CanTalk on herocontroller always return true

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so On.HeroController.CanTalk should be the only hook you need for that

vocal spire
#

yay I have the first 1/2 of my app for customknight+ working

#

I just purposely crashed it too!

heady oyster
#

i tried making the CanTalk on herocontroller to always return true and it doesnt work

vocal spire
#

can you show your code?

heady oyster
#
public override void Initialize()
        {
            Log("Initializing");

            //ModHooks.Instance.RecordKillForJournalHook += OnKill;
            ModHooks.Instance.HeroUpdateHook += OnHeroUpdate;
            //On.HeroController.CanDoubleJump += OnCanDoubleJump;
            On.HeroController.CanFocus += OnCanFocus;
            On.HeroController.CanTalk += OnCanTalk;
        }

        private bool OnCanTalk(On.HeroController.orig_CanTalk orig, HeroController self)
        {
            return true;
        }
#

ignore the weird indentations

vocal spire
#

ok

#

hmm

#

gonna go look at the fsm again

heady oyster
#

i was thinking it might have to do with range

languid goblet
#

orig(self)?

vocal spire
#

yeah

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no hooknows

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we want it to always be true

languid goblet
#

oh

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i just remember orig(self) is important for some reason

vocal spire
#

yes, it calls the next part of the hook, or the original code

languid goblet
#

oh ok

heady oyster
#

the listen prompt for elderbug only shows up when player is grounded

vocal spire
#

ok

#

let me get a scene hiearchy for a sec

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ok

#

looks like you just need to reposition the box collider

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the box collider on elderbug(and presumably others) is really thin

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just set it's y size to 3 or so and move it up a bit, and you should be good

#
 \--Component: BoxCollider2D
 \--BoxCollider2D Size: (5.0, 0.5)
 \--BoxCollider2D Offset: (0.0, -1.8)
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to

 \--Component: BoxCollider2D
 \--BoxCollider2D Size: (5.0, 3)
 \--BoxCollider2D Offset: (0.0, -0.55)
#

should be good

heady oyster
#

Ok ill try in a bit thx!

vocal spire
#

np

#
foreach (PlaymakerFSM fsm in UnityEngine.Object.FindObjectsOfType<PlaymakerFSM>())
{
  if (fsm.Name == "npc_control")
  {
    var collider = fsm.gameObject.GetComponent<BoxCollider>();
    //cool collider modifying
  }
}
#

this should work

heady oyster
#

this is probably a dumb question

#

what reference/namespace/whatever do i need for this

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i looked up in documentation, said i needed HutongGames.PlayMaker, HutongGames.PlayMaker.Actions, and ModCommon.Util. and i added those but no luck

copper nacelle
#

Playmaker.dll

tawny onyx
#

you can simply add all ref of game folders dll

#

lamo

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i means managed folder dlls

heady oyster
#

56 - playmaker.dll was already a reference
sawyer - i added reference to al managed folder dlls
still no luck

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all the namespaces i tried

floral furnace
#

oh, its probably because its PlayMakerFSM not PlaymakerFSM

heady oyster
#

it was a dumb question

#

thanks ttacco

floral furnace
#

it happens, np

vocal spire
#

Oops sorry

vocal spire
#

that's what happens when you write code in discord.......

heady oyster
#

this is my code rn

#
        private void OnAttack(AttackDirection dir)
        {
            Log("attacked");

            foreach (PlayMakerFSM fsm in UnityEngine.Object.FindObjectsOfType<PlayMakerFSM>())
            {
                Log(fsm.gameObject.name + ": " + fsm.FsmName + ": " + fsm.name);
                if (fsm.name == "npc_control")
                {
                    var collider = fsm.gameObject.GetComponent<BoxCollider2D>();
                    collider.size = new Vector2(5.0f, 3);
                    collider.offset = new Vector2(0.0f, -0.55f);
                }
            }
        }
vocal spire
#

ok

#

does it work?

heady oyster
#

testing it on onattack because im not sure if my onscenechange works, but whenever i attack, these errors show up in the modlog

#

[INFO]:[API] - Couldn't resolve assembly netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51, with sender Unity Root Domain
[ERROR]:[API] - System.IO.FileNotFoundException: Could not load file or assembly 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51' or one of its dependencies.
[ERROR]:[API] - File name: 'netstandard, Version=2.0.0.0, Culture=neutral, PublicKeyToken=cc7b13ffcd2ddd51'
[ERROR]:[API] - at Modding.ModHooks.OnAttack (AttackDirection dir) [0x00000] in <filename unknown>:0

vocal spire
#

yeah

#

o

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right click the project

#

click properties

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change the .NET framework version to 3.5

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oh wait, also change something in the code

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fsm.name in the if should be fsm.FsmName, sorry

heady oyster
#

for some reason 3.5 isnt an option for me

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i checked and i do have 3.5 installed apparently

vocal spire
#

you made the wrong project type then

heady oyster
#

oof

vocal spire
#

you need to make a .net framework class library

heady oyster
#

IT WORKS

vocal spire
#

yay

heady oyster
#

thanks a bunch, time to move it to onscenechanged

vocal spire
#

ok

pseudo zinc
#

@vocal spire dnSpy did the trick for me, I was able to add other badges to the mod I had, so I'm all good. Thanks for your help!

vocal spire
#

np

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getting really close to finishing customknight+ but I'm really tired. tomorrow I have school, so idk when it will be finished

#

hopefully by the end of this week, but I have said that at least twice during the development of Customknight+

supple sedge
#

you know when you kill jellyfish and theres a bomb inside, is it possible to instantiate just the bomb?

jolly oriole
#

probably

supple sedge
#

if all i want to do is instantiate like an aspid or something how can i do that?

vocal spire
#

Preload it

supple sedge
#

yeah but how do i get the path

vocal spire
#

Scene hierarchies

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4th pin

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If you want godhome hierarchies then 3rd pin

supple sedge
#

ok thx

supple sedge
#

so i cant compile because there is a backslash in the path what am i doing wrong zotewheeze

vocal spire
#

Do the other slash

supple sedge
#

ok

supple sedge
#

im doing this to instantiate an aspid but it isnt working GameObject fire = GameObject.Instantiate(preloadedObjs["Crossroads_03"]["_Enemies/Spitter (1)"]);

vocal spire
#

When are you instantiating it

supple sedge
#

when you use vengful spirit or the void one

vocal spire
#

Show me your initialize code

supple sedge
#
        {
            Log("Initializing");

            ModHooks.Instance.RecordKillForJournalHook += OnKill;
            On.HeroController.Start += InitializePlayer;
            On.HeroController.CanDash += CanDash;
            preloadedObjs = preloadedGameObjs;

            Log("Finished");
        }```
vocal spire
#

Show me your preloading code

supple sedge
#
        {
            return new List<(string, string)>
            {
                ("Crossroads_03","_Enemies/Spitter (1)")
            };
        }```
vocal spire
#

Hmm

#

So are you saying it’s giving a null reference

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Because you need more than instantiating it

supple sedge
#

imma go try catch it be right back

vocal spire
#

You need to set it’s position and set it active

supple sedge
#

ooh i didnt set it active

#

are there no fog canyon scenes in the scenes rar?

supple sedge
#

are the fog canyon scenes in the godhome rar?

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because i just cant find them

jolly oriole
#

does fog canyon have it's own prefix or is it also part of the fungus scenes?

supple sedge
#

yeah i just saw its a fungus thats why i wasnt finding it

#

i get what i deserve for not reading the pins zotewheeze

#

how can i get the player facing direction?

languid goblet
#

im doing this to instantiate an aspid but it isnt working GameObject fire = GameObject.Instantiate(preloadedObjs["Crossroads_03"]["_Enemies/Spitter (1)"]);
ok would i need fsmviewer to find out what _Crossroads_03 and _Enemies/Spitter (1) are
guess i need to try to find some sort of workaround for that

supple sedge
#

no, just download and extract scenes.rar (4th pin)

languid goblet
#

hmm
so i just preload a list of the gameobjects i want in initialize?

supple sedge
#

ye

languid goblet
#

sick ty

supple sedge
languid goblet
#

also i'm not entirely sure but maybe cState.facingRight might help with the facing direction

#

take it with a grain of salt you probably know more about this than i do

supple sedge
#

bruh how did i miss that zotewheeze thank you

languid goblet
#

i somehow missed that part about preloading objects too lmao

supple sedge
#

lol guess we´re even then

jolly oriole
#

for the git dudes here: if i tried something with assembly signing (using a strong name), would it be a bad idea to version control that strong name key? i'll just remove it

gloomy lichen
#

anybody got hollowpoint?

languid goblet
#

...is Deepnest_East kingdom's edge?

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kinda makes sense but also not

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hollow point is on the mod installer

gloomy lichen
#

k thanks

fast estuary
#

deepnest east is kingdoms edge

languid goblet
#

ok

supple sedge
#

yep and fungus3 is fog canyon

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its kinda weird

fast estuary
#

fog canyon and queens gardens

languid goblet
#

@supple sedge how would i set the position of the gameobject

supple sedge
#

gameobject.transform.position

languid goblet
#

ok

#

ok it worked but they aren't attacking

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the primal aspids

supple sedge
#

are they not moving, not following you, not going to the shoot state or not creating bullets?

languid goblet
#

nope

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wait do i need to set all it's children active too or smth

supple sedge
#

idk

#

im not that experienced

languid goblet
#

also how do vector3s work, currently i'm just spawning them on top of the player

supple sedge
#

you can do the player position + new Vector3(offsetX,offsetY,offsetZ)

#

but i wouldnt mess with the z

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since its 2d

languid goblet
#

ok

#

how much would 1 change it by

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like (1,1,0)

supple sedge
#

i think 2 is about the normal nail lenght

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so 1 is half of that

languid goblet
#

ok

#

ty

#

guess i'll figure out the not moving thing later

jolly oriole
#

the knight is about a unit (maybe a bit less) wide, the hitbox 0.5 units wide

languid goblet
#

ok

supple sedge
#

im instantiating a corpse jellyfish clone from fungus3_01 and in the txt it says it has a fsm called "corpse" but i cant find it on the fsm viewer

jolly oriole
#

try looking for it in the resource thing in the fsm viewer

#

hm, not there either

supple sedge
#

yeah but whatever i can see the the states and variables on the txt so it doesnt really matter

dark wigeon
supple sedge
#

is this on fsm viewer or is it another program?

dark wigeon
#

another program

#

it basically just does a hex editor search using that text and finds the asset which has it (which asset isn't really that important, just that it's in that file)

#

I suppose I could do built in global search support for fsmview using the code in that program

supple sedge
#

cool thanks

#

whats the name of the program?

dark wigeon
#

assetsview

supple sedge
#

thanks

vocal spire
#

Oooo

jolly jungle
#

guess who's back

#

Where did you find that?
@vocal spire what do you mean?

vocal spire
#

"Hive Knight-FSM"?
@jolly jungle

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I do not see this fsm

jolly jungle
#

ah

#

really?

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this is it

vocal spire
#

Wait are you looking in godhome or the hive

jolly jungle
#

hive

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why?

#

oh wait i should be looking at godhome right

#

cuz thats where ill (eventually ||hopefully||) be making the mods

vocal spire
#

Whichever one you want to mod

#

I was in godhome

jolly jungle
#

wait can I not just copy over the things between them?

vocal spire
#

Yes

#

Most of the time

#

But uumuu for example is really different

jolly jungle
#

anyways im planning to start by doing a crystal guardian mod as a first i think

vocal spire
#

And Grimm has different ai

#

Cool

jolly jungle
#

first serious one, that is

#

plenty of test runs will come before

vocal spire
#

Is it gonna be really rng heavy?

jolly jungle
#

hm

#

good question

#

specifically the crystal guardian one is supposed to be slightly unfair

#

for reasons

#

but I have the moveset and all already listed out

vocal spire
#

Cool

jolly jungle
#

I can just look at it now

vocal spire
#

better than uuwuu

jolly jungle
#

uuwuu is the three-phase multi-colored upside-down uumuu right?

vocal spire
#

4 phase

#

Yes other than the phases

#

made by me

#

Not much you can do with a non upside down jellyfish with a tazer

jolly jungle
#

shouldve called it nnwnn

#

anyways

#

thats heavy rng, you say?

#

must suck fighting it

vocal spire
#

You should try it

#

I can’t even beat it anymore

jolly jungle
#

heh

#

I think I'll stick to devving, at least till I beat the base game

supple sedge
#

so i found an fsm in fsm viewer, can i know what gameobjects its attached to?

vocal spire
#

@supple sedge look at the part before the -

#

Before it is the name of the go, after is the fsm name

supple sedge
#

ok but in the code i have to load it from some scene, can i know what scenes its in?

dark wigeon
#

how are you opening the fsm list

supple sedge
#

im opening the file from file explorer, like sharedassets, but from what i understand you need to load scenes by their name like fungus3_01

#

so how can i know the scene name of a scene file or something

dark wigeon
#

hmm I thought fsmview had scene indices but I guess that's only sse

#

Open Scene List and find the scene name with the number from shared assets

supple sedge
#

i already have fsmviewR2 do i need RC3?

dark wigeon
#

I updated it just now

#

so for example if you opened sharedassets23.assets now you can see the scene name is Room_Tram

supple sedge
#

are all the scenes sharedassets?

dark wigeon
#

might be easier if you don't want to use the new version

#

well scenes use both level and sharedassets

#

but yes every scene/level will have a level and a sharedassets file

supple sedge
#

ok ill try something out and ill see how it goes

#

also assetview is very cool thanks for showing me shroompog

vocal spire
#

Aww something happened without me?

#

I’m bored

#

And I don’t want to work on the CustomKnight plus creator

dark wigeon
#

how is that going

vocal spire
#

Good

#

Pretty much finished

dark wigeon
#

not on github yet?

vocal spire
#

No

#

Well

#

Yes

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But private

dark wigeon
#

but no

vocal spire
#

Also it’s a really young version

#

Pretty much nothing is added

#

Also idk how to port it to mac and Linux so I’ll figure that out after finishing it

dark wigeon
#

winforms?

vocal spire
#

I think so

supple sedge
#

so i loaded sharedasset156 in fsm viewer and got the Lil Jelly fsm, then i saw in the document that 156 is Fungus1_29, but in the fungus1_29 txt i didnt find any Lil Jelly

vocal spire
#

Using control + f?

supple sedge
#

yeah

#

actually the gameobject is called Lil Jellyfish and the fsm is Lil Jelly but still i cant find them

dark wigeon
#

there is one in the scene

supple sedge
#

really?

vocal spire
#

I haven’t seen anything called Lil Jellyfish when looking into preloading oomas in a previous project

dark wigeon
vocal spire
#

Why is it with a moss charger

dark wigeon
#

it's not

#

the left isn't a hierarchy just a list

vocal spire
#

Oh

#

Got it

dark wigeon
#

the right is

supple sedge
#

ok so i tried it in asset view and it did work, but shouldnt it be on the txt as well?

dark wigeon
#

it should be unless it was instantly deleted by some script

#

well actually it's in sharedassets

#

only level assets are loaded on startup

#

sharedassets are just the first scene that has a reference to an asset

vocal spire
#

Ok, CustomKnight plus creator is a wpf thing

dark wigeon
#

that won't work on anything but windows unless you port it to avalonia

vocal spire
#

F

#

How do I do that

dark wigeon
#

by using avalonia

#

and following tutorials

vocal spire
#

K

dark wigeon
#

the xaml is somewhat portable

#

avalonia is like wpf but isn't a replacement for wpf

supple sedge
#

now how do i know the Lil Jelly path, like _Enemies/Lil Jelly or something

dark wigeon
#

it's only Lil Jelly

supple sedge
#

awesome

dark wigeon
#

the tree's root is always a gameobject in the root of the scene, so if you had opened corpse steam it would still show

Lil Jellyfish
    Corpse Steam
supple sedge
#

aahh ok

#

thx

dark wigeon
#

if you're trying to preload it or something it probably won't work because as I said it's probably spawned by something

supple sedge
#

then how can i get a reference to it?

dark wigeon
#

you need to find something that has a reference to it that you can get a reference to

#

for example if there is an fsm that references it you need to grab the pointer from the fsm monobehaviour

#

I would have a really easy answer but uh assetsview's xref builder is kinda broken

#

do you know what conditions spawn it?

supple sedge
#

no, ill see if i can find any but now i gotta go bye

vocal spire
#

I guess I’m just gonna go recreate it in Winforms bc the only tutorial on porting wpf to avalonia I can find is 4 hours long, a live stream, and doesn’t have anything useful within the first 15 mins....

#

I know what I’m doing tomorrow!

dark wigeon
#

if you use winforms mac people can't use it because mono forms is 32 bit only

vocal spire
#

Well

#

What do I use

dark wigeon
#

make it in wpf

#

port it to avalonia best you can

#

replace the parts that no longer work in avalonia

vocal spire
#

K

copper nacelle
#

make it in avalonia port it to avalonia

vocal spire
#

..........?

grizzled coyote
#

can i have help with the hollow point mod?

vocal spire
dark wigeon
#

well he's already doing it in wpf and also avalonia doesn't have a ui builder

#

so might as well just stay in wpf right now

vocal spire
#

How do I port it tho?

#

I looked it up and the only guide that showed up was what I explained earlier

grizzled coyote
#

well i need the file for the hollow point mod

vocal spire
#

Bruh

grizzled coyote
#

i need help with that

vocal spire
#

Ever heard of reading the channel description

dark wigeon
#

the ui is in xml with most of the same names

vocal spire
#

Ok

dark wigeon
#

so you would just copy paste your wpf xml into an avalonia project and then if something errors you'll have to fix it somehow

vocal spire
#

Ok

dark wigeon
#

and in terms of the c# side, it really just depends what you're doing

#

but wpf will for sure not run on mac and only runs on linux if you install windows .net in wine

vocal spire
#

K

copper nacelle
#

wpf isn't winforms

dark wigeon
#

when did I say that

copper nacelle
#

Oh I thought they said they were doing winforms

#

Actually blind

#

mb

vocal spire
#

Nvm it literally just fixed itself.... bruh

dark wigeon
#

no it always does that you just have to build the first time

vocal spire
#

plz help. I cant figure out why certain errors suddenly appear or what they are

#

also tried looking it up

copper nacelle
#

have you considered showing the xaml

vocal spire
#

this causes it

<Window xmlns="https://github.com/avaloniaui"
        xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
        xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
        xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
        mc:Ignorable="d" d:DesignWidth="800" d:DesignHeight="450"
        x:Class="CustomKnightPlusCreator_Avalonia.MainWindow"
        Title="CustomKnightPlusCreator_Avalonia">
    Welcome to Avalonia!
    <Grid>
        <Grid.ColumnDefinitions>
            <ColumnDefinition/>
        </Grid.ColumnDefinitions>
        <Button x:Name="CreateButton" Content="Create" HorizontalAlignment="Left" Height="19" Margin="75,111,0,0" VerticalAlignment="Top" Width="78" Click="Button_Click"/>
    </Grid>
</Window>
copper nacelle
#

remove the welcome i think

vocal spire
#

tried

#

building gives me a different error tho

#

Severity Code Description Project File Line Suppression State
Error XAMLIL Unable to find suitable setter or adder for property Click of type Avalonia.Controls:Avalonia.Controls.Button for argument System.Runtime:System.String, available setter parameter lists are:
System.EventHandler`1<Avalonia.Interactivity.RoutedEventArgs> (line 12 position 144) Line 12, position 144. CustomKnightPlusCreator_Avalonia C:\Users\hogue\source\repos\CustomKnightPlusCreator_Avalonia\CustomKnightPlusCreator_Avalonia\MainWindow.axaml 12

copper nacelle
#

Why do you have click set to a string

vocal spire
#

idk

copper nacelle
vocal spire
#

that's what it was in vs

#

*in the original WPF project

copper nacelle
#

you want like Command="{Binding Button_Click}" afaik

vocal spire
#

ok

dark wigeon
#

click is a normal event in wpf but yeah you have to use command for everything in avalonia

vocal spire
#

ok

#

yay it worked. Thanks a lot

#

I have a button, on a box

#

10/10 would do again

vocal spire
#

ok I was able to copy all the xaml stuff over ok, but I'm having trouble with the actual code

#

also seems like my wifi is lagging now....

#

nvm can confirm my wifi is no longer lagging by sending the previous message

dark wigeon
#

like what

vocal spire
#

like accessing the elements through code

#

also how would I make a file explorer menu?

dark wigeon
#

think you can put FindControl<Button>("nameofcontrol"); during init code

vocal spire
#

oh ok

dark wigeon
#

so you can get a ref to the control

vocal spire
#

thanks

dark wigeon
#

file explorer menu
you mean openfiledialog?

vocal spire
#

yeah

dark wigeon
#

I think the only difference is you need .ShowAsync() instead of .Show()

vocal spire
#

ok

#

well, uhh this was my original code I got from looking it up
var dialog = new System.Windows.Forms.FolderBrowserDialog();
System.Windows.Forms.DialogResult result = dialog.ShowDialog();
CurrentPathPath.Text = dialog.SelectedPath;

dark wigeon
#

yeah you need to use an async method then await ShowAsync instead of ShowDialog

#

oh also

#

folderbrowserdialog bad

vocal spire
#

assumed that from how it uses forms

#

also what do I use FindControl on?

dark wigeon
#

I think as part of the form it should be included

#

ie this.FindControl should work

vocal spire
#

it doesn't seem to

#

also I can't add a reference to System.Windows.Forms

dark wigeon
#

my dude

#

it's avalonia not windows forms

vocal spire
#

k

dark wigeon
#

in the file you are editing does it extend Window

leaden hedge
#

i mean it seems pretty simple

vocal spire
#

yes

dark wigeon
#

but this.FindControl doesn't exist?

vocal spire
#

yep

dark wigeon
#

wat

vocal spire
#

nvm adding this worked

dark wigeon
#

oh I guess it does need it

#

but please don't try to reference System.Windows.Forms

vocal spire
#

so how do I use openfiledialogue?

#

I won't

dark wigeon
#

I told you

#

create new OpenFileDialog

leaden hedge
#

dont you just do string[] x = await filedialog.ShowAsync(your window)

vocal spire
#

oh

dark wigeon
#

then await ofd.ShowAsync(this)

#

yes

vocal spire
#

sorry, I thought I needed to do an extra using for it or something

vocal spire
#

needs a bit of remaking but IT WORKS

#

nvm

#

doesnt work yet

#

did something wrong

#

50% of it works but of that 50% only 50% is accessible

#

for some reason everything but the buttons work

#

It's like they are always disabled, even when I set them to enabled

#

I do love being pinged in channels I cannot access lol

#

nvm

#

discord bug

dark wigeon
#

Its because you need ReactiveCommand.CreateFromTask but that only works if you set up with mvvm

vocal spire
#

so I need to redo it in mvvm?

dark wigeon
#

I dunno how you're supposed to do it if not using mvvm but a cheap way would be to id the button, findcontrol it in the constructor, and set a .Command += MethodName();

vocal spire
#

ok

#

k do I need to change it from void to ICommand?

dark wigeon
#

Sorry, .Click += MethodName;

vocal spire
#

still doesn't work

#

oh wait

#

.click

#

still has the same problem

dark wigeon
#

What

#

What are the args of the method

vocal spire
#

object sender, RoutedEventArgs e

#

oh

#

it built

#

it just didn't change anything

dark wigeon
#

Still gray?

vocal spire
#

yeah

dark wigeon
#

Uh ok well I'll work it out with you tomorrow but that's working for me

vocal spire
#

ok

#

I'm even setting it to enabled in the code

#

lol

#

can confirm opening a combobox with pre set stuff crashes

#

and for some reason 2 textboxes have arrows on them

vocal spire
#

Spent all morning fixing my server that was broken by a admin :(

languid goblet
#

hey i kinda understand what's happening in path of pure vessel code now instead of not understanding any of it

jolly oriole
#

that's pog

shy nebula
#

not pog

languid goblet
#
Log("Done");
pv.LocateMyFSM("Control").enabled = true;```
so about this code though
i thought you only need SetActive? if i create an instance of another gameobject, would i also need to enable the control fsm (whatever that is)?
#

like in my own code when i set a primal aspid to active, it appears and everything but it doesn't move around or shoot or anything

jolly oriole
#

possibly

#

idk how that fsm is constructed

vocal spire
#

Hello

jolly oriole
#

wait nvm

vocal spire
#

Has something happened without me

#

@languid goblet that’s probably because of the range

jolly oriole
#

possibly, last line is to enable the fsm component on the gameobject, it's possible to have components on gameobjects without them active @languid goblet

vocal spire
#

How would o remove a component from a go?

#

Is it just destroying the component

languid goblet
#

so how would i know which components are active?

vocal spire
#

Logging

jolly oriole
#

unityengine.object.destroy(gameobject.getcomponent<whatever>())

vocal spire
#

Ok so I was doing it right

languid goblet
#

how does the range work?

vocal spire
#

Look at the fsm

languid goblet
#

oh

#

is there cross platform fsmviewer or no

jolly oriole
#

last time nes said something about that, i think it was no

languid goblet
dark wigeon
#

mac or linux

languid goblet
#

mac

dark wigeon
#

yeah no the avalonia version was never finished

languid goblet
#

but i upgraded to catalina to fix an issue with my computer crashing

#

so wine and mono aren't even options anymore

#

darn

vocal spire
#

F

#

why not finish avalonia fsm viewer while I’m at making the CustomKnight + creator

dark wigeon
#

yeah you wanna help I can start on the hard stuff

vocal spire
#

K

vocal spire
#

where do I find the source?

dark wigeon
#

for

vocal spire
#

avalonia fsm viewer

dark wigeon
#

let me get it to a good place and then I can push a base later

vocal spire
#

ok

#

gl

dark wigeon
vocal spire
#

lol

#

any idea why clicking this would crash?


          <ComboBox x:Name="SkinAnchor" HorizontalAlignment="Left" Height="24.8" Margin="235.2,151.6,0,0" VerticalAlignment="Top" Width="102.4" SelectedIndex="4">
              <ListBoxItem Content="Lower Left"/>
              <ListBoxItem Content="Lower Center"/>
              <ListBoxItem Content="Lower Right"/>
              <ListBoxItem Content="Middle Left"/>
              <ListBoxItem Content="Middle Center"/>
              <ListBoxItem Content="Middle Right"/>
              <ListBoxItem Content="Upper Left"/>
              <ListBoxItem Content="Upper Center"/>
              <ListBoxItem Content="Upper Right"/>
         </ComboBox>
dark wigeon
#

idk what does the exception say

vocal spire
#

doesnt give one

#

just causes it to do the reporting to microsoft thing

dark wigeon
#

did you mean comboboxitem?

#

why listboxitem

vocal spire
#

Oh

#

Idk

#

Worked in wpf

#

I’ll change that

#

Works now, thanks

#

Buttons are still greyed out tho

dark wigeon
#

code?

vocal spire
#
<Button x:Name="CreateButton" Content="Create" HorizontalAlignment="Left" Height="19" Margin="75,111,0,0" VerticalAlignment="Top" Width="78" Command="{Binding Button_Click}" IsEnabled="True"/>
CreateButton.IsEnabled = true;
dark wigeon
#

what happened to .Click += ... instead of Command in xml

vocal spire
#

I don't remember, but i don't think it worked

#

gonna try adding it again

dark wigeon
#

I just did this

using Avalonia;
using Avalonia.Controls;
using Avalonia.Markup.Xaml;

namespace AvaloniaSandbox
{
    public class MainWindow : Window
    {
        public Button yomama;
        public MainWindow()
        {
            InitializeComponent();
#if DEBUG
            this.AttachDevTools();
#endif
        }

        private void InitializeComponent()
        {
            AvaloniaXamlLoader.Load(this);
            yomama = this.FindControl<Button>("yomama");
            yomama.Click += Yomama_Click;
        }

        private void Yomama_Click(object sender, Avalonia.Interactivity.RoutedEventArgs e)
        {
            Close();
        }
    }
}

working fine

#

try again

vocal spire
#

Ok

#

Should I remove the Command= part?

#

Removing that worked

#

Thanks

vocal spire
#

yay everything works now

#

except for the parts I haven't added yet

dark wigeon
#

@supple sedge I got xref search working again (can't search fsms because those are binary) and no results to any level files

#

(a 1 by the scene means it is preloaded by the scene)

#

so it looks like some scenes are referencing lil jellyfish but not using it

#

as I said, it's possible some fsms are using it but I looked around in a few of the scenes and don't see anywhere where it gets used

#

so the answer is there's not really a good way to reference it unless you create a bundle that references it

vocal spire
#

What are they trying to get again?

dark wigeon
#

because I don't think the game ever uses it

vocal spire
#

I meant more of what do they want to do since lil jelly probably isn’t what they are looking for

dark wigeon
#

they're trying to preload it

vocal spire
#

For what?

dark wigeon
#

and you need a ref from a scene

#

to spawn it I assume

vocal spire
#

What are they trying to spawn tho

dark wigeon
#

lil jelly

#

I'm not sure why they don't just use baby jellyfish or whatever it's called

#

but specifically "lil jelly" is unspawnable it seems

vocal spire
#

So it’s probably not the little jellyfish then

dark wigeon
#

yeah I think it's baby jellyfish

#

well I took a second to think and looked at the sprites, baby jellyfish is the tiny zapping looking jellyfish

#

lil jellyfish is the orange one that comes out of the big jellyfish

vocal spire
#

Oh

dark wigeon
#

still no idea how it spawns

vocal spire
#

Fsm

dark wigeon
#

I looked

vocal spire
#

I thought it was fsm...

jolly oriole
#

which level id was fungus 3 01 again? 193?

dark wigeon
#

ok my best guess is the actual lil jellyfish is corpse jellyfish

#

the sprite name is lil but the gameobject is corpse

vocal spire
#

Yeah

dark wigeon
vocal spire
#

Maybe the corpse on the healthmanager

dark wigeon
#

yep that's where they come from

vocal spire
#

K

#

I wonder if silksong will use fsms. I wonder if solksong is being made in unity

#

Maybe silksong is actually a scratch game

jolly oriole
#

where would i look for the corpse jellyfish?

#

in fsm viewer

dark wigeon
#

sharedassets156.assets

jolly oriole
#

thank

vocal spire
#

Wait a minute

#

I can use those in Uuwuu

#

Uuwuu 2 just got a lot harder

vapid cape
#

Uuwuu 2, huh?

supple sedge
#

i guess lil jelly isnt what i thought it was. Anyways, what im trying to find is the bomb that comes off the corpse of the jellyfish. Ive tried spawning the corpse and setting its state to explode but that didnt work out, so if anyone knows if im doing something wrong or if i can preload the bomb let me know

dark wigeon
#

there's the ref in explode

supple sedge
#

oh yeah so i didnt think of lil jelly for no reason lol i just have bad memory

#

so do i have to preload the corpse and then get the gameobject

#

?

dark wigeon
#

lil jellyfish ref is corpseFsm.states[1].actionData.fsmGameObjectParams[6].value

#

bubble death is corpseFsm.states[1].actionData.fsmGameObjectParams[3].value

supple sedge
#

cool thx grublove

dark wigeon
#

and of course you can get the corpse prefab instance from the corpse field in any jellyfish's healthmanager.corpse field

supple sedge
#

fsmgameobjectparams doesnt seem to be an option, do i need extra references

dark wigeon
#

o its private

#

maybe try GetFsmGameObject

#

o its private

#

🤔

supple sedge
#

big sad

dark wigeon
#

reflection?

supple sedge
#

i can try that

#

but first ill have to read the docs to see how it works

dark wigeon
#

it might be better just to get the action data itself

copper nacelle
#

fsm.FsmStates.First(x => x.Name == "Explode").Actions.OfType<CreateObject>.First().gameObject.Value type beat

#

there's a util class in modcommon

#

it'd just be fsm.GetAction<CreateObject>("Explode").gameObject.Value

supple sedge
#

what should i put in CreateObject?

dark wigeon
#

wat

#

it's just CreateObject

supple sedge
#

hmm that isnt an option

#

do i just need ModCommon.Util for this to work or do i need more from modcommon?

copper nacelle
#

just the former to use the extension

dark wigeon
#

are you sure you "imported" playmaker? (using)

copper nacelle
#

^

supple sedge
#

yeah but only HutongGames.PlayMaker idk if i need more stuff

#

from playmaker

dark wigeon
#

HutongGames.PlayMaker.Actions?

#

you know you can just like ctrl+. right

supple sedge
#

oof idk how i missed that my bad thanks guys

supple sedge
#

how can i get the vengful spirit gameobject on a scene? I thought of using GameObject.Find but there is probably a way more efficient way, maybe its stored in a variable or something

jolly oriole
#

probably somewhere in the knight's Spell Control FSM

floral furnace
#

theres also a prefab in the HeroController

#

but afaik the shade equivalent isnt in it

#

you can instantiate with "HeroController.instance.spellprefab1" or something like that

jolly oriole
#

The prefab in the herocontroller is likely a child gameobject of the go with the controller

supple sedge
#

im trying to destroy the spell gameobject when its created, so i want to find an instance instead of a prefab

vocal spire
#

Just make it so it’s never created

supple sedge
#

how can i do that, by setting the gameobject to null?

vocal spire
#

RemoveAction

floral furnace
#

yeah, check at what fsmaction in a state spawns the gameobject (iirc for fireball it would be a SpawnGlobalObject object in the "Fireball 1" state) then use RemoveAction

#

fortunately the fireball effects are also with the fireball prefab unlike the quake ones, so 2 birds with one stone

supple sedge
#

that worked thanks

supple sedge
floral furnace
#

nice one

#

just dont forget to also apply it to the Fireball 2 states, since thats what handles Shade Soul

supple sedge
#

heres the dll if anyone wants to try it out, let me know if you have any suggestions or found any bugs shroompog (requires use of modcommon)

supple sedge
#

ive just noticed most bosses dont trigger the bomb on collisionnotlikequirrel

jolly oriole
#

just change the GOs layer to the same as the knights attacks, idk what that is tho

floral furnace
#

sawyer uploaded an image containing the layers

jolly oriole
#

yeah, it's also in the globalenums of the game

supple sedge
#

i actually found even more bugs now zotewheeze time to fix them

#

put i think most are pretty simple fixes

languid goblet
#

looks cool

#

meanwhile i'm still trying to figure out why my primal aspids aren't moving zotewheeze

supple sedge
#

dont worry it also took me a while to find out the bomb was called Lil Jelly zotewheeze

jolly oriole
#

it's a cute bomb, you don't want to imagine a bomb called Jelly

supple sedge
#

imagine big jelly

#

a bomb that comes when you kill uumuu

languid goblet
#

just imagine uumuu's core yeeting towards you at 50 mph

fast estuary
#

that would actually have been really cool in the main game

#

just as a last thing when uumuu dies

supple sedge
#

is there a hook for when the player picks up an item?

#

because currently im doing fsm.InsertMethod("Fireball 1", 0, () => OnFire()); on Initialize, but that only seems to work if the player already had vengful spirit when he was loaded

lean arch
#

hey all, I'm having an issue with Visual Studio not thinking GameObject is a valid type/namespace in a test mod that I am working on:

#

Is there something I need to include that I am missing?

ornate rivet
#

your class has to be a monobehaviour

lean arch
#

but my class already inherits Mod?

supple sedge
#

do you have references to the unity engine dll and do you have using UnityEngine; on top of you code?

lean arch
#

yes and yes

supple sedge
#

are you sure you have the unity dll as a dependency of the project?

#

you also need the unity engine core module dll i think

lean arch
#

no, how do I check that?

#

Thanks for the help by the way 🙂

supple sedge
#

right side of visual studio right click on dependencies, then add reference and then see what dlls you already have and if you dont have one of the ones i said click browse

#

the dlls i said are all under the hollow knight steam folder under hollow knight data -> managed

lean arch
#

aha, that fixed it!

#

cheers, thanks for the help

supple sedge
#

you will also need more dlls for modding tho

#

on the creating mods section

lean arch
#

will do, thanks again 😄

magic grail
#

hello

supple sedge
#

hey

#

i thought my mod wasnt working but it was just toggled off

#

at least its 1 less bug to fix i guess

jolly jungle
#

@supple sedge I like it!

#

Is the mod only the projectile?

jolly jungle
#

does this mean, for example, there can be only three fat zotes at a time

#

?

#

also, the Hall is "workshop", right?

#

actually im not sure anymore

jolly jungle
#

when I download it, what do I take and place in unity?

#

oh nevermind I think I got it

supple sedge
#

how could i make the bomb collide with bosses as well by changing the collsion layers?

jolly jungle
#

I probably misunderstood the question, but didn't you just answer your own question?

supple sedge
#

kinda, i just dont know how to acess and change collision layers and the docs are still in the making

ornate rivet
#

gameobject.layer

#

oh if you want to change the matrix itself, I guess you could do
Physics2D.IgnoreLayerCollision

#

changing the matrix sounds like it will break a ton of stuff though

vocal spire
#

Good mod idea

#

Fits perfectly with the randoknight mod I made. Idk why it breaks everything

#

because currently im doing fsm.InsertMethod("Fireball 1", 0, () => OnFire()); on Initialize, but that only seems to work if the player already had vengful spirit when he was loaded
@supple sedge you are doing this in initialize??????? How does any of your mod work

languid goblet
#

is there a hook for when the player picks up an item?
@supple sedge playerdata has fields for fireball level and other item stuff i think

vocal spire
#

It does?

languid goblet
#

think so

vocal spire
#

Oh I thought you said something different

languid goblet
#

i typed methods and then i realized it wasn't actually a method

#

just a variable

supple sedge
#

forget about it turns out it works it just had the mod toggled off

#

you are doing this in initialize??????? How does any of your mod work
sorry my bad, im actually doing this on On.HeroController.Start

jolly oriole
#

Before or after orig(self)?

dark wigeon
gilded lotus
#

avalonia hmmm

dark wigeon
ornate rivet
#

lovely

dark wigeon
#

@vocal spire I've invited you to the repo

#

half the code is garbage rn

vocal spire
#

K

gusty sedge
#

Coding looks like hell to do

languid goblet
#

well if that's the only example of coding you're given, then yeah it looks like hell

gusty sedge
#

I've seen a few examples

glass thorn
#

radiance.host is down, looks like a TLS certificate issue

#

Who maintains that, BTW?

weak lodge
#

iirc angle

ornate rivet
#

messaged them about it

ornate rivet
#

@glass thorn
www.radiance.host should work

glass thorn
#

Looks like they fixed it, it's working again

ornate rivet
#

yep angle fixed it

jolly oriole
#

big pog

burnt kite
#

For my reference, can I ask here if I have questions on mod development in general? I was looking at the pins and I am using them for reference already. I just didn’t know if I am good to ask general questions if I run into significant problems. (I am interested in modding a different game, but using the HK modding tools for reference.)

flat forum
#

bother this channel your heart's content for programming problems

#

pinging 56 is always a good idea

vocal spire
#

Agreed

shell furnace
#

hypothetically

#

how easy/difficult would it be to create a mod that just removes the benches from the game

young walrus
#

probably super easy

minor zodiac
#

Then charms would be useless

shell furnace
#

exactly

#

(i want to do a benchless run but i'm running into a few issues regarding automatic spawn sets to benches)

young walrus
#

why would that matter

#

there's only like.... 2 benches that even do that

#

dirtmouth and VS mound

shell furnace
#

hm, okay

#

so i only have to go deathless to Soul Master

proven cipher
#

You only technically use the bench if you spawn on it. Just don't equip a charm.

flat forum
#

@shell furnace make a hook for loading a room, make it check for and delete all objects with "bench or whatever" in their name

#

to remove benches

#

it's 12:30 I have bo clue what's going on

jolly oriole
#

did anybody here somehow get debugging working? (in my case i try to debug my mods in HK from visual studio)

vocal spire
#

Don’t y’all just hate when you set the sprite and it decides it doesn’t want to?

vocal spire
#

can confirm unity is evil for some reason when it comes to the last 2 lines that I have revised 20 times with the same result. I know the code was running. I didn't get any exceptions. it just doesnt do anything

#

Thing is that setting the sprite of another object instantiated from the same object to the same sprite works about 30 lines earlier

#

Would provide my code but I already rage quit and turned my pc off

lavish chasm
#

so i only have to go deathless to Soul Master
@shell furnace also would have to beak thk first try, respawn is at black egg bench

jolly oriole
#

It is possible but very convoluted and unstable. Instead, use the debug mono (provided by DNSpy) and DNSpy to debug assemblies. You can debug even monomod-patched (not as straightforward) but not HarmonyPatched (since it is runtime only).
@fair rampart gonna look into that, thanks

copper nacelle
#

runtime detour doesn't play well with dnspy's debugger, even with debug mono

#

crashes the game

#

if you get the debug unity player and convert your pdbs to mdbs you can get actual line numbers but anything which uses on hooks doesn't work with an actual debugger

vocal spire
#

shroompog my code works now

#

I don't care that I dont know why it works though

vocal spire
#

How do I make a sprite flash white? I tried adding the spriteflash component and using flashWhiteQuick() but everything just stays white

sage holly
#

I'm having problems with bundle

#

could it be that the scene has too many elements?

vocal spire
#

?

#

I might not be the best person to help here, but could you show the error?

sage holly
#

no error shown

#

just that there's nothing exported in the export folder I selected

vocal spire
#

hmm

#

brb

jolly oriole
#

idk how you select your stuff to bundle
i do it in vanilla way that i select everything related (scenes, images and stuff), then in the inspector part at the bottom, i set the assetbundle i want the selected parts to be included, then i just let unity build the assetbundles

sage holly
#

I selected the scene

#

should I make a prefab with the stuff within the scene and then use that instead?

vocal spire
#

that wouldn't actually be a scene tho

jolly oriole
#

uh, make an assetbundle, i haven't got a prefab to work in hk

#

you can use this to build the assetbundles, will be available under a top bar thing "create assetbundles", will then build the assetbundles (for windows, if you include shaders, if you need to build seperate ones hmu)

vocal spire
#

oooooooooooooooooooooooooooooooooooooooooo

jolly oriole
#

just drop that somewhere in the assets folder of the unity project

sage holly
#

thats the problem

#

it aint creating the assetbundle

vocal spire
#

I think that's why grenade sent it

jolly oriole
#

idk how the assetbundle browser works, but try making 2 assetbundles, one with the scene, one with the rest

vocal spire
#

with everything, mine worked

#

I also made like a really complicated scene

jolly oriole
#

if you try it in the pure unity way, it tells you that scenes and materials cannot go in the same bundle

#

at least on my end

sage holly
jolly oriole
#

that error lol

vocal spire
#

lol

#

anyone know how to read that

#

wait a minute it said the operation completed successfully

jolly oriole
#

the only thing i can get out of that is that it wants to write some kind of file, but it can't, i have no idea why

vocal spire
#

task failed successfully

#

How do I make a sprite flash white? I tried adding the spriteflash component and using flashWhiteQuick() but everything just stays white
@vocal spire plz I need help

#

I also used CancelFlash() .2 seconds later

#

still stuck at white

jolly oriole
#

you put the spriteflash and some kind of renderer (apparently a spriterenderer) on one go with nothing else and then just said flashwhitequick?

vocal spire
#

it had playmaker stuff, but... yeah...?

jolly oriole
#

hm, idk why it wouldn't work

vocal spire
#

k

#

gtg see yall later

vocal spire
#

can a gameobject with a spriterenderer not have textmeshpro too?

#

plz someone answer I don't want to make a child go if I don't have to for some reason

#

fine I'll make a child

vocal spire
#

k textmeshpro has decided to not work

copper nacelle
#

you can't make a child you're not legal yet

vocal spire
#

k

#

then time to copy a child from someone else

#

¯_(ツ)_/¯

copper nacelle
#

stealing children

vocal spire
#

copying children

copper nacelle
#

Also for the sprite flash thing it can depend on what shader the renderer has

vocal spire
#

k

languid goblet
#

out of context quotes

vocal spire
#

why does everything suddenly stop working

#

YES FINALLY AFTER SO MUCH TESTING I HAVE A SINGLE LETTER APPEAR ON THE SCREEN

copper nacelle
#

bro

#

any canvasutil

vocal spire
#

im dumb

#

still confused on my last error tho

#

appearantly transform.Find(name) doesn't work even when you can confirm with PrintHiearchyTree() that there is a child of the name

copper nacelle
#

Is it nested?

vocal spire
#

idk

copper nacelle
#

don't you literally have the hierarchy tree

#

is it like x -> thing -> y or x -> y

vocal spire
#

like the position?

copper nacelle
#

like in the tree

#

GameObject/Thing/Y

vocal spire
#

well there are gameobjects before it so mine is more like ParentParentObject/ParentObject/GameObject/y

#

but still GameObject/y

copper nacelle
#

Might be inactive

vocal spire
#

k

copper nacelle
#

You can do go.GetComponents<Transform>(true).First(x => x.name == "whatever")

vocal spire
#

ok

#

stranger thing is when I use the same code later, it works

#

and it can't be that it's being set to active

copper nacelle
#

rancid egg

languid goblet
#

that's a lot of idols

vocal spire
#

just wait until I resurrect the pale king

#

in a couple months once I can pay for sprite commisions

#

oh... hey... my least favorite part..... making the actual logic for the inventory

#

actually I have it pretty much down already in certain ways

hasty fractal
#

?mods

jolly oriole
#

tfw you have 3004 king idols

vocal spire
#

should I be using Find(fsmvariable) or Get(fsmvariable)

jolly oriole
#

idk, i have a mixture

vocal spire
#

Get seems to not null reference if you input a wrong name

#

I dont like null reference exceptions

#

one day I will figure out the sprites issue......

#

nvm solved the sprites

#

now I just need to add every single other vanilla item

#

oh yeah I was also going to make some text with the page number.... I can just add it to the description of the page changing items

jolly oriole
#

got dnspy debugging working, but drawback: can't use it with my version of the modding api, as it triggers quite a few nullreferencexceptions with preloads

vocal spire
#

F

#

try
{
}
maybe?

jolly oriole
#

the nullreference parts are in the assembly-csharp.dll

vocal spire
#

oh

#

¯_(ツ)_/¯

jolly oriole
#

but nice thing you did, only criticism is the clutter on screen

vocal spire
#

thanks

#

im trying to make that extension to item helper I said i would do a while ago

jolly oriole
#

i figured

vocal spire
#

might involve me rewriting a lot

#

just realized something

#

there should be modding competitions where modders try to make a mod in a set amount of time, and whoever finishes first wins

#

wow..... switching pages worked first try......

#

ok... fine... it had to have something off

#

also my code is a huge mess

hexed violet
#

coding does not look fun notlikequirrel

vocal spire
#

it is

#

but it isnt

#

¯_(ツ)_/¯

hexed violet
#

i mean you get the joy if creating simething that works

#

but its agony coding it to work

vocal spire
#

I like to think of it as a challenge that haunts me in my sleep

#

disclaimer: did not have knightmares last knight

hexed violet
#

many knights

#

anyways, you have fun!! ill be going

vocal spire
#

you too!

jolly oriole
#

You do know that it's spelled "nightmares", without the k

flat forum
#

this is a reference to the mod, @Кnightmеrе#3365

vocal spire
#

yeah

flat forum
#

Someone out here playing 5d mind chess

jolly oriole
#

... How did you @ them without pinging them? O.o

flat forum
#

:)

vocal spire
#

(:

vocal spire
#

ok pages working now

#

I'm extremely happy with how this is turning out

#

All that's left to do is remake the adding system, and add all the original items

vocal spire
#

wrong server

jolly oriole
#

<@&283547423706447872>

vocal spire
#

wow it is surprisingly easy to add original items(without sprites)

jolly oriole
#

the last exceptions/errors with my version of the assembly is achievement stuff, but idk how to patch those with mono

vocal spire
#

F

vocal spire
#

Thank you flower, love key, and sly key for making me have to add another type of item

vocal spire
#

And now I have to make that type of item more complicated.....

sage holly
#

heard there was a new and cool mapping tool that could've saved me a lot of work

#

could it be that stupid me forgot to fix the object error at the begining of ripping a scene with utiny ripper?

vocal spire
#

@sage holly you need to fix the errors in those scripts. Double clicking then should bring up a notepad. Go to the line where the error is located and screenshot and send here

sage holly
#

you mean these specific errors? what should I write in them?

#

if you mean the ambiguous object errors that are no longer showing, wether I fixed them or not (which I can't remember if I did) then how do I access them?

vocal spire
#

No

#

The unexpected using errors

sage holly
#

what should I do with those?

#

as in, what should I change in the notepads? (I dont know much of unity programming)

vocal spire
#

Follow the instructions I gave you

#

Screenshot

sage holly
#

oh alright

#

lemme open it

vocal spire
#

I’ll do the programming for you

sage holly
#

nice thanks

vocal spire
#

Hmm

#

Everything looks good

#

Try closing and opening unity

sage holly
#

that hasn't worked in the last 2 days

#

lemme check in the other one

vocal spire
#

Hmm

sage holly
vocal spire
#

Oh wait

#

It just looked weird on my phone

#

Add a semicolon at the end of the first line

#

With no semicolons code is die

#

The last error on there is fine

#

I can assetbundle with it there

sage holly
#

semicolon?

#

this-->;

#

?

vocal spire
#

Yes

#

See how it’s at the end of all the other lines

sage holly
#

yeah I used to put it in there

#

I guess I didn't put it this time because the object error wasnt going away

vocal spire
#

K

sage holly
#

I can be dumb some times xd

vocal spire
#

lol

#

Remember for next time

sage holly
#

didnt assetbundle+ more errors

#

what is the newest assetbundle browser version?

#

@vocal spire

vocal spire
#

Idk

#

The newest one on the github

jolly oriole
#

i never worked with utiny ripper, you may want to ask @ornate rivet with that

sage holly
#

at this point I might just surrender and start again

vocal spire
#

I used it

vocal spire
#

Gonna suggest it again: big modding collaboration mod. Maybe something for Christmas? Big Christmas quest for the knight to go on?

languid goblet
#

i would be interested in contributing but i'm not especially good at either coding or drawing sprites, at least not when compared to other people here

vocal spire
#

K

languid goblet
#

i could help with sprites though
if any are needed

vocal spire
#

Also it would only be a collab if at least 3 modders were in it

#

At least how I would consider it

jolly oriole
#

🤔

pearl chasm
#

Gonna suggest it again: big modding collaboration mod. Maybe something for Christmas? Big Christmas quest for the knight to go on?
@vocal spire I'd be up for that! Though I'm still pretty new to modding HK (The only things I've actually made are custom versions of Blackmoth and the Charm Overhaul)

dapper rose
#

yes, its sounds nice

vocal spire
#

Ok

sage holly
#

people I have good news

#

I finally managed to make the assetbundle work

vocal spire
#

Yay

#

Pale court development can continue

sage holly
#

at this rate I may learn to program before it gets finished

vocal spire
#

Gonna suggest it again: big modding collaboration mod. Maybe something for Christmas? Big Christmas quest for the knight to go on?

zealous basin
#

I can do Christmas Knight Sprites for sure.

vocal spire
#

K

#

at this rate I may learn to program before it gets finished
@sage holly I dare you to remake Uuwuu

zealous basin
#

im gonna turn shape of unn into solid snake box.

zealous basin
#

i did it

jolly jungle
#

I dare you to remake Uuwuu
I plan to, actually
And no one can stop me

vocal spire
#

Wait you are

#

no one can stop me from remaking Uuwuu in silksong though

jolly oriole
#

tc can

vocal spire
#

Good point

jolly jungle
#

Wait you are
It's on my list, yes

#

I'll need to get better though

#

And make something working before that

zealous basin
#

i did the christmas pure vessel, its done.

vocal spire
#

Cool

vocal spire
#

Update on Hollowmas mod: we have a good storyline for the new content

#

Will release once we are a bit more sure on the details

languid goblet
#

is it hallowmas or hollowmas

vocal spire
#

Idk

#

That’s part of what we need to decide lol

#

Probably hallowmas