#archived-modding-development
1 messages · Page 527 of 1
could an object be behind the camera ?
I mean, I doubt the camera is a GameObject
i meant like we can move the z direction of the camera iirc
Oh
Uhh
IDK
I guess you can probably just find out the z coordinate of the camera and that's your answer
how long would it take to make a mod that tracks progress of like what someone has done in their save so that if you want to get 112% you could see what you don't have yet?
somebody (i forget names) has made a website that shows you what's missing
but TC actually made something like you suggested already in the game
it's just unused
Could you link me the website please?
oh god
1 sec
that was fast
where
damn
hmm what do i do
it tells me to pick an installation location
did you try picking an installation location
select the installation path of the version you want to look at ig
wait what
i tried uh
rip
it shouldn't take that long?
damn
is there any templates for custom knight that have the frames numbered for each animation? I'm trying to make a custom geo set and it's really hard to tell which frames are which because of the seemingly random rotations of the images.
check the pins for Godump and spritepacker
pulls apart and repackages the sheets for easier editing and to show animations
Thanks :3
uhhhh my pc is just too shit for fsmviewer 
rip
the last thing i can do is move hollow knight back to C:
the program keeps crashing each time i try to open scene list
which one
i tried the avanolia one it didn't work
i try the normal fsm viewer one
it crashes
the avalonia one should work with any hk version, the normal one only with 1432
afaik
i have 1.4.3.2
then in theory it should work
unless my pr somehow fucked things over in fsmview, though it shouldn't
hey sfgrenade what did you use to make custom rooms in your mod and all
you can manually set your game location by creating a file called hkpath.txt next to the exe and pasting the path to your game
wrong message thanks discord whatever
i moved the location to c:/ and uh i tried loading scene list and that
it crashed
maybe it's just my system going apeshit
fsmviewavalonia?
both fsmviewavalonia and fsmviewr2
actually
fsmviewavalonia seemed to work but it lagged my system a lot
avalonia is the only one that works on 1.5 I recommend only that now
i have 1.4.3.2
wait
yeah i do
i do this
it goes "not responding" and closes itself
so avalonia worked but was too laggy?
ok do you know how to use regedit
yes
open regedit and go to Software/Valve/Steam/SteamPath
and if it's wrong, change it to the correct steam path
its
is that correct
yes
was it always correct
not sure? this is the first and only time i checked it
but you got this earlier?
did you move with steam or copy and paste
ok one last thing, https://github.com/nesrak1/UABEA/wiki/Sending-a-crashlog crash fsm view by opening the scene list and send me this
im using pmfsmviewer
wait
outofmemoryexception

i'm gonna try closing chrome
so i'll be switching to phone
if that doesn't work rip
it still crashed
that only happens if the unity version is wrong
I'll be home in 2 days, I have a wpf version of fsmviewavalonia
I'll send that to you then
how do you make custom pantheons?
i mean how do you change the boss lineup and remove bosses that you dont want
wait for the gg atrium to load
get pantheon boss list
change pantheon boss list
in that order
GG atrium is the name of the room where the pantheon's door is
Also isn't this a mod that was already made?
Isn't this just for decomaster?
Anyways
Wait nevermind
Found what I needed
I think
i have 56's randomized pantheon mod and want to manually build it into my own mod
can anyone explain how to do this?
What do you mean build it into your own mod?
nice, the windows sdk option in vs installer doesn't install the windows sdk (maybe just headers or something, definetly not the sdk)
<@&283547423706447872> ?
ty
nice
scäm, i suppose
can't even scam like we do smh 😔
modinstaller2 is a scam to give 56 everyone's steam logins cmon 😤
You didn't have to spill the beans

did you just say BEANS ? you want to summon things ?
me when 
Tbh having to login to use modinstaller is a good way to check for piracy
Would be *
which font is used for the title screen text
the one who made silksoon should know
Perpetua / noto serif
Nice
also a good way to get #archived-modding-help to be filled with "wtf windows tells me its a virus and it wants to take my steam information!!!!!!"
Gog users: 
i spoke of a login, not a steam login, gog api doesn't appear difficult, given one could 'get inspired' by lgogdownloader
oh alr
I don't like logins whenever possible, please don't lock modinstaller behind a login
unless that credential is contributing to the experience. And even then only those features should be behind login that need them.
For example if MI had depot downloader integration for downpatching
piracy check needs credentials, checkmate /s
I want sfgrenade back they were nicer 
Nah, flubber says funny words
That's fair 
I think adding a login to the piracy check would be good
the what
O_O
piracy check
for?
idk, maybe modinstaller
just have them insert their credit number


letting pirates freely access mods 
we can mostly get the pirates out
pirates have most likely wrong paths
furthermore, there is nowhere a 1.4.3.2 patch i have heard
so if mods get updated to 1.5 it'll get harder
why would they
literally not an obstacle, if they can find download pages, they can press "ok" and probably identify a folder
idk how you mean that, there are enough pirated copies of it on the web
for a short while
i definitely know of a 1432 torrent that exists from my time searching for what patches are available
you can just download the mod api yourself if you really wanted to 
then back to the rudimentary pc of mi1 
a pirate can build both mapi + all mods on github locally (for a different patch i mean) , they then could share those pirate-mod dlls with the rest of the pirates
they might even write their own pirate-modinstaller
... we're talking about people that search ||do you really thing imma put a search term here?|| and download things without checking anything. they won't do any of that
thing is, there are pirates who download pirated stuff then there are people who actually crack the stuff for "street-cred"
say pirate again
you perfectly distinguished between pirates and crackers
pirating pirates pirate pirated pirate games

crackers are pirates too , i'm just saying it's going a lot of effort for not a lot of value to add piracy checks in MI
everything is one line of code if you're dedicated enough
lmao, just no linebreaks
a single line of code that is a few thousand characters long
to be fair, i was also talking about the whole login setup or any such convoluted checks
login is bad
Among us is bad
Bad game with bad cast and bad people
no piracy check is cringe
i support a dialog that asks "are you a pirate" and pressing yes button, installs a mapi that plays a rickroll when game launches and nothing else 

<#archived-modding-help message> told ya
i do retract that statement 50%
Why would you pirate HK?
I just searched for a certain term that I’m not gonna disclose. Why are there so many HK downloads?
why would you not pirate hk tho
Because 1. It’s a great game and the devs deserve the money and 2. Piracy is illegal 3. You are cringe when you pirate hollow knight 4. You run the danger of getting a virus
it’s a shit game
do you honestly think any of that stops them
qed
Then why are you here?
No
to make fun of people that like this game
Then why did you contribute to hktwitch?
i made it bitch
i wish i had the power to outmeme sid 
Then why did you make hktwitch if you think the game is shit?
it stopped me 
as well as the fact that buying a game makes it 10 times better
Piracy is good
how so
imagine working hard for several years on a game to earn some money and then someone just pirates your game 
Me when multiple millions of dollars is “some money”
ok true
debatable
but if 10000 people pirate a 15$ game you'd lose like 150000$ and that's still a ton of money
even if you earn millions
sir, this is #archived-modding-development, not #off-topic
I still think a login would be good for the installer
no
What’s so bad about it?
an enormous amount of effort to block access to an installer when you can find everything publicly and just drag and drop files
like if you've gone to the effort of finding a torrent of hk you're probably tech savvy enough to install modding api manually
Imagine wanting to install a mod
And the mod manager asks for your steam info
???
people have enough issues trusting modinstaller when windows defender gets mildly irritated as it is
the only argument i accept 😤
oke but make the githubs private and only give 56 the link so that you can only use the modinstaller 
One google search and you have 50+ options
pirating games over google search is a new one for me
unless you mean downloadVirus.com
what do you mean?
is already resolved
The Binding of Isaac mod website actually does this, fwiw. On top of causing some people to avoid it, it also breaks really easy for people with essentially any Steam privacy settings enabled.
awful
how did they manage to do that, from an api view that sounds really hard to break, because privacy settings should not matter when logged in

It comes up on the modding discord regularly. I think it is only allowed to see publically available info, and they use it to check that BoI is in your steam library?
check the logged in user for steam via registry + fetch the steam user library publicly from the api
Guessing
i never worked with / know of a steam api, though i think there is one (at steam's size, why wouldn't it). But on gog it would be exactly 3 steps, login (embedded web browser for website login), get a auth token, get game list (, check if hk in gamelist)
I don't think steam let's you get the games tbh
That's why steamdb needs a public profile I think
sad
Mod installer?
ye
Also #archived-modding-help, this is #archived-modding-development, for development
You can find the mod installer link in the description of #archived-modding-help and the pins of it
and sorry to bother you
Np
is there anywhere that i can get the hollowpoint mod?
The mod installer(s)
ahh thanks
do you know when the mod installer will be updated to the latest update?
3 months
ok
agreed.
Not to mention humble
||Which also makes simple filechecks difficult, seeing as simple gog/humble download can be zipped up and done||
i just now realized that the build i uploaded for 1.5 tot doesn't even work for anyone else beside me
i dont know what your talking about everything looks fine to me
apparently it doesn't error out when it can't find the file, but getting to tot should be an issue and inf load screen you
if you need a save file in WP
also looks funny on save select
smh
but tbh, i wouldn't put it past unity to have that method silent die and just return a null assetbundle
@light zodiac try this (ping for visibility)

how do i get the necklace?
talk to hornet in front of black egg
hornet not giving me in Room_temple
wait what
ok, that shouldn't happen
i love my save screen
fuck, reproduced it
probably playmaker stuff
how did you get the text to change (to holy land)
is it a save file thing or something in ToT
save file thing
GlobalEnums.MapZone contains all usable values for those things
most show up with godhome art
intresting
then there are the other unused ones with art, like Dream and The Royal Quarter
i think i have an excel somewhere where i documented which ones use which
TEST_AREA
is one of those, yes
-49 min 
why is sprite moddable no for some
that is an odd way of my old self to say "this is not used in the game and has it's own sprite instead of using sprite art of another area, so it can be customized at will"
basically that column isn't needed
because one can just change sprites anyway
also umm you may have forgot to remove this
yep, it's one of the renamed fsm events
"Talk Finish" => "CONVO_FINISH" 
no, things just don't work anymore and at some point you see that it's a renamed event
yep, works now
finally i don't have to be ingame to see how things actually look
So what are we seeing here
Like, how'd you get those area pics for the savefiles
is that your actual save point?
save edited, but also looks like that vanilla
respawn point is correct (white palace for save 1) but the mapzone (that shows on the main menu) is a unused one
This?
go to save file
edit the number next to mapzone
none is 0 and as you go down +1 (like a enum)
you dont
oh liek that idk
Wait isn't that what SFG did?
he used stuff ingame
Wdym?
to document what the images correspond to, i made myself a mod where i incremented the saved mapzone each save+quit
That's the sheet up there?
yes
12, 17,20 mapzones
Save art X,Y is on the spritesheet?
yes
how do you all print the hierarchy tree of a gameobject without modcommon
So how do I use this sheet now 
sfcore gameObjtct.transform.Log
gameObjtct 
thanks
may not be as fancy as modcommons one though
i have no idea what you're trying to do
So suppose I want to make my game use the Royal Quarter art when I'm there
How would I go about and do that
scenemanager.mapzone = globalenums.mapzones.royal_quater
rn it displays CoT image, right?
in the scene with a bench obv
where do I stuff that and in what context
I need to do this in the saves menu, or someplace else?
1 sec, eating ice cream rn, cant type fast
so one option is
- to have a
UnityEngine.SceneManagement.SceneManager.ActiveSceneChangedhook - in it check if the to scene (param 2) is the scene with a bench / savespot you want in another area
- if that is the case,
GameObject.FindObjectsOfType<SceneManager>()(or in any other way) the scenemanager of the scene - set the mapzone of that scenemanager to the royal quarter enum value
warning: may mess up quickmap
what's this item supposed to be ? and is there a pre-requisite before interacting with it ?
if it helps , it's in 'Deepnest_44'
the cropping is great, it could be either sharp shadow or an arcane egg
does this help ?
i cannot interact with it lol
oh it's too high probably
should be able to just interact though
oh wait
the interaction box is on the floor
dang it i moved the item lower so that smolknight could reach it
the box is in the floor now i guess
idk, the other's didn't really work till i dragged the item down , Mantis Claw for example
there are a few that don't work, isma's might be one and claw. but most items have the knight go into the ground interact anim at least
so there's a type of shinyes called "Shiny Item Stand" they're the problematic ones for smolknight because i think their trigger is higher up

so if i asked how would i start creating mods what would you say??? i have very basic knowledge of programming btw
ty
except link no work
404 Not Found
is the error message on the page thing
now it works ty
is there some sort of actual categorisation for them or do you need to manually look for all of them and fix
Are there rooms/scenes where there are multiple "battle gate" instances (the gates that close for a boss fight/arena fight) that open and close independently? So one gate that opens and closes based on some trigger that doesn't affect the other gate in the same scene?
Aight, thanks
What's Quickmap?
wdym
do you mean multiple gates?
in the room with the soul warrior, there are multiple gates
one that opens with the switch, and one that closes on fight start
Alright, thanks!
It seems that there are only 2 "battle gate" instances in that scene, namely the ones from the Soul Warrior fight. The rest, I assume, are different types of gates.
Is there any scene in the game where there are two different arenas or an arena and a (mini-)boss fight in the same scene, each with there set of battle gates?
It's the name of the game object and I think the game plays a different animation
I just searched the scenes/*.txt for all of them
Might want to search in the scene dump in case you haven't already
The map you open when holding down the map key
But can you automate the fix or only finding them?
Thanks 
the fix for most of them is to bring them lower by a unit or so, so ive just done that manually for now
Makes sense
The only one I can think of might apply is the Crystal Guardian room (first fight has gates, then second fight has them, and iirc it's just one room).
There's also False Knight that has multiple gates, some start closed and some don't, but they are all opened from the end of the fight. I don't think that this is what you're looking for though.
Edit: apparently CG is separate rooms, and I was misremembering 
crystal guardian is in two seperate rooms
Ah
i don't know if there is any room with multiple gates in it, afaik TC also coded them that all of them close/open with the arena/whatever
Apparently Hornet 1 also has 2 gates, and only the left one opens up after the fights, the right stays closed for some reason
oh
To force the player to learn Cloak
True, but you can't reach the right ledge either, but I guess it is to prevent confusion
anybody know where gotten charms positions gets set?
I tried modifying them a while back to remove sprintmaster, and I just changed the position of the charms in the top row on GameCameras awake
Ex:
That feature is going unused though 
at least i got that part working again
Nice
aka im tired of "it tell me to update but im already updated" which is a totally valid complaint
meh, i'll redesign the whole charmhelper
What exactly is wrong with it?
good question
Also if you’re redesigning it, just thought this would be cool, maybe an easy way to change the layout of charms? Ex: move row one charm, change how many charms per row
I'll merge that but updating the exe is so much effort
who owns radiance.host? could we not just have radiance.host point to the latest release on github?
assuming that's your issue and not the build part of it which would be 
angle
I mean it's not hard I have perms
I just gotta build it
And then move it
And then update the hash
Yay more people are gonna have a random au.exe pop up now
mi1.25 
Question
I have to freeze knight input for a period of time
I tried using these
InputHandler.Instance.StopAcceptingInput();
HeroController.instance.IgnoreInput();
But it keeps moving. Logger says that these values are false. Animation freeze works nonetheless though.
It looks like the correct thing but it still doesn't want to ignore input. I cannot find where it can be reenabled either.
heroController.IgnoreInputWithoutReset();
and
heroController.AcceptInput();
Yes, i used that, it didn't work out.
Can it be overriden because of next scene loading?
what changes were made to mi that breaks the auto updater
everything
the auto updater does that
this is what branches are for wtf 🥴
for what
the auto updater just has like a 50% chance of not working
cmm
50 is too low tbh
does the autoupdater have its own repo or how is that handled
it's in the modinstaller repo
where
So it is another repo
56 liar
do not attribute to malice what you can attribute to stupidity
funny words magic man
saving that quote mister yusuf 56
can that be pinned
it's Hanlon's razor
wow plagiarism
Is there an easy way to get rid of the text box that pops up when you talk to Hornet at the first fight? I looked in the "Encounter" FSM of Hornet, which has a state "Box Down" that supposedly gets rid of it at the end of the conversation, but I want to be able to get rid of it at any point. And when I simply set the state of that FSM to "Box Down" the UI disappears, but the text stays and the player doesn't have the ability to move yet.
immitate what the fsm does ig
Well, I'm letting the FSM do what it normally does, but that only works (as far as I'm aware) when the player has read/skipped through all the dialogue. When I execute that behaviour in the middle of the conversation it doesn't work.
hm
then ig doing
fsm broadcast the "BOX DOWN" event
fsm broadcast the "NPC TITLE DOWN" event
fsm broadcast the "HORNET END CONVO" event
fsm broadcast the "CONVO END" event
fsm broadcast the "RESET CONVO" event
also doesn't work, though it is more broad than what the fsm does
Nope, broadcasting all those events doesn't work either
hm, let me dig into the code, gives me time to not update sfcore
additionally, broadcast "CONVERSATION_END" (or send it directly to what is hopefully the only instance of DialogueBox's GameObject's "Dialogue Page Control" FSM)
hope that helps
adding charms was never easier 
time to add 40 more charms into the game
oh my fucking god
what the fuck did you do
also i'm braindead on using custom bools for custom items 
does itemhelper use internalboolget or normal boolget?
getbool*
depending on the type of item getbool/getint will be used
😭
that's why my items didn't work
fuck
oh wait
nvm i thought you said internalgetbool
if you're using the modhooks for those it shouldn't be a problem though
wait ima post code
i may have done a mistake
actually i think i can solve it myself
why are charms horrible
and why does adding 4 charms make it think that it needs 2 rows (up to 20 charms additional space)
can you just make it so the current row gets the topmost layer
also multiple mods that add charms won't interfere right.....???
the same with items
fixed that, was literally squashing the whole thing multiple times
yep, won't interfere
cool
nice overcharm 😎
next is deepester focus and deepestest focus
Are we sure the installer’s new message shows up? People in #archived-modding-help are still saying the same old “install latest path” thing
it doesn't, the build hasn't been uploaded to radiance.host yet i assume
probably because the autoupdater is borked
Oh I thought it was
It should have been though since modlinks was updated to include the new hash
oh nevermind i may be stupid

oml
somebody take away my license to use msbuild
built on the wrong fucking branch 
regardless we also need to figure out what's going on with the auto updater no?
can we also have shallow focus ? it focusses just as fast and just as much as base but has a 5% chance of healing 2x the masks
huh, for whatever reason when i compile most recent version it crashes trying to access an install i don't have without prompting me at all
and it's hitting this breakpoint and then not showing me the dialog 🥴
Fun
Iirc I had to redo something with the automatic installs when trying to build the most recent ver(except before the message was “changed”)
I also think I added support for the new gog path so that might affect it
isn't the breaking point there so you can look at things before they happen?
yeah, proceeding on from the breakpoint does nothing
rip
Hello,
I want to make a custom knight sprite sheet. The additions I wanna add to the original design aren't that complicated, so I'd say they'd be pretty easy and fast to draw. Regardless, I'm aware animation and spriting is a tedious and time consuming process, would anyone here know how long it usually would take to make a sprite sheet? Not a complete one. I intend to leave out some of the "lesser used" sprites like Shape of Unn. It seems pretty intimidating and I don't feel like spending more than two months working on this. Ping when you respond, thanks
Depending on ur workflow
I'd say one month minimum
You can watch up on Bob(Forgot another word at end) video for working at effective pace
On sprite
Why does Random Pantheons need Vasi?
Because it uses mirror
Ah, thanks
https://github.com/hk-modding/api/issues/61 mapi broken :c
it's the 2020 crash reporter, so it's the 1.4.3.2 mapi on 1.5 hk
did they give a crash report/player.log or something?
nope
ig we have to magically figure out whats wrong
it happened with me while messing with more saves but that was more saves fault and not the api's
well if its the 1.4 on 1.5, i'll just link how to go to 1.4
imagine using decomaster
do you intend on making that a section in such a way so it can't be beaten?
how many units above ground do you get with a 1 frame jump again?
nvm
0.333 units above the ground it is
does this look right ?
The part near the knight looks big but the spell itself looks fine
the circle is off-center
ah okay let me try adjusting it a bit
does anyone know what is it called ingame ? i'm having trouble figuring out what it is supposed to be
how much smaller is smol knight?
0.5x the base knight. actually it'd be 0.25x by area
Placed this on Heavy Fools
However, nothing happens
I'm assuming it's either because I'm changing the wrong thing, or I'm doing it in the wrong place
you sure that "Ground Slash" is an fsm variable?
ok, then it should work
Instead of through the fsm?
nah, that should be good, in theory
It doesn't work at all though
not appearance, not hitbox, nothing
stays just like normal
tested with 10 and 100 as the scale
hm, weird
I'll run it again now
does it not appear or does it apear at normal scale?
i ask because often there is a setScale being called after activating / spawning GOs and such
appear at normal
Ah, thank you
So I'm doing it in the wrong place
I'll test by making it double in size every swing, we'll see what happens
Maybe grow a tenfold
yeah with smolknight i had to initially do it every heroupdate till i figured out which events were resetting my scale
Nice work there 
Welp it seems my test either made it not activate, or shrunk it
testing now to see which
Aight, I think I know the problem now
It seems to have not been the problem, or at least, not the entire problem
Aight for some reason all the swings don't work anymore
I removed all code to do with them
But they're still broken
Removed the script to alter the enemy, gonna see if it's gonna change anything
Welp at least now it works
So there's something in what I wrote that breaks it
Welp I'm back to square one
it seems like anytime I touched the scale of it in any way, it stopped working correctly
But I'm not sure if it's only the scale or other things too
What code were you using to change the scale
Uhh that’s a little large
still didn't work
What happened each time
There was either no change at all, or the swipe simply didnt deal damage
Are you sure you didn’t accidentally activate debug mod invincibility?
¯_(ツ)_/¯
uh
Should I be changing some other scale?
i think if you change the scale of a prefab object it does not work
might want to try using the hook instead
The scale changing or the prefab itself?
the scale does not work iirc
Oh
But why would it disable the hitbox or whatever it is that caused it to not damage
if its not a prefab but just being activated it might work but i'd still try once in the onhook
Also I still took damage from the enemy itself btw
Hm, aight
I'll see if I can find how to use the on hook again
also is there a reason you need to alter z direction ? idk if it affects collisions at all tho
No?
They aren’t altering it
nvm i read this and did a pro dumbo move
pls excuse me
i assume now the z scale by default is 1
yes i thought earlier that since you mentioned having changed it to 1 that it was something else earlier
Enemy placement for Fyremoth is nearing the 1K lines
enemy placement for tot is around 0
why do you wanna place enemies?
I don't. rusty does.
oh wait, fyremoth, not sanctuary
And I'm only half way
then it's acceptable
why wouldn't it be acceptable otherwise?
because in custom scenes you can have custom content, so needing to manually place enemies is just bad design
ah.
'custom content' meaning monobehaviours that place the enemies at the position of the gameobject they're attached to in the custom scene
is ReflectionHelper.GetAttr renamed to ReflectionHelper.GetField ? or are they two different thingies all together ?
okay trying to build i get a 'ReflectionHelper' does not contain a definition for 'GetAttr' so is it removed or am i not referencing something ?
GetAttr was renamed to GetField
Wait….
because getattr was a bad name
okie i was wondering why it didnt give errors when i just find and replaced it
why does screenshake show OoB smh
because tc has black borders so you can't see oob stuff
i would love if it actually didn't show enviro particles OoB
btw can you show me later how it works?
List<EnemyMove> enemy move will either add, move, or remove an enemy
The name of the List<EnemyMove> variable is the scene name
Reflection is used to get the list with the name of the scene at runtime
Yeah. I’m gonna remove the move feature. We aren’t using it.
using UnityEngine;
namespace Fyremoth
{
struct EnemyMove
{
public readonly int index;
public readonly string name;
public readonly EnemyMovementType type;
public readonly Vector2 position;
public EnemyMove(string name, Vector2 position)
{
index = 0;
this.name = name;
type = EnemyMovementType.CREATE;
this.position = position;
}
public EnemyMove(int index, string name, Vector2 position)
{
this.index = index;
this. name = name;
type = EnemyMovementType.MOVE;
this.position = position;
}
public EnemyMove(string path)
{
index = 0;
name = path;
type = EnemyMovementType.REMOVE;
position = Vector2.zero;
}
}
}
The enemy move struct
namespace Fyremoth
{
public static class ScenePatcher
{
public static Dictionary<string, GameObject> enemies = new Dictionary<string, GameObject>();
private static readonly BindingFlags privateStaticFlags = BindingFlags.NonPublic | BindingFlags.Static;
public static void OnSceneLoaded(Scene scene1, Scene scene2)
{
string name = scene2.name;
if(scene2.name.StartsWith("Crossroads"))
{
name = PlayerData.instance.GetBool("crossroadsInfected") ? name + "_infected" : name + "_uninfected";
}
FieldInfo list = typeof(ScenePatcher).GetField(name, privateStaticFlags);
if (list != null)
{
foreach (EnemyMove move in (List<EnemyMove>)list.GetValue(null))
DoMove(move, scene2);
}
}
private static void DoMove(EnemyMove move, Scene scene)
{
if(move.type == EnemyMovementType.CREATE)
{
SpawnEnemy(move.name, move.position);
}
else if(move.type == EnemyMovementType.REMOVE)
{
char.TryParse("/", out char ch);
string[] path = move.name.Split(ch);
GameObject obj = scene.FindGameObject(path[0]);
if(path.Length > 1)
{
for(int i = 1; i < path.Length; i++)
{
obj = obj.FindGameObjectInChildren(path[i]);
}
}
Object.Destroy(obj);
}
}```
private static void SpawnEnemy(string name, Vector2 position)
{
if(!enemies.ContainsKey(name))
{
Fyremoth.Instance.LogWarn(name + " does not exist");
}
GameObject obj = Object.Instantiate(enemies[name], position, Quaternion.identity);
switch(name)
{
case "Baby Centipede":
obj.AddComponent<DirtCarver>();
break;
case "Super Spitter":
obj.AddComponent<SuperSpitter>();
break;
case "Vengefly King":
obj.AddComponent<VengeflyKing>();
break;
case "Mage":
obj.AddComponent<SoulTwister>();
break;
case "Mantis Flyer Child":
obj.AddComponent<MantisYouth>();
break;
case "Moss Knight":
obj.AddComponent<MossKnight>();
break;
case "Giant Fly":
obj.AddComponent<GruzMother>();
break;
case "Traitor Lord":
obj.AddComponent<TraitorLord>();
break;
}
obj.SetActive(true);
}
private static readonly List<EnemyMove> Tutorial_01 = new List<EnemyMove>()
{
new EnemyMove("Buzzer", new Vector2(82.1f, 65.3f)),
new EnemyMove("Buzzer", new Vector2(173.6f, 40.9f)),
new EnemyMove("Buzzer", new Vector2(186.5f, 40.9f)),
};```
Da code
leaking the custom enemies 😔
cömplex
you already told about half of them
I did?
not anymore
Oh you mean in the fyremoth server
oh right
I meant this was posted for anyone to see
it wasnt public
what you asked for
then it was probably me who leaked it
there's still mention of it
I don't know what you're talking about
me neither
Me three
https://hk-modding.github.io/api/articles/menu_api.html moved with xrefs
image broke for some reason
wtfffffff
56 these docs are way too white
opens docs fuck why is the batmobile outside
invert it all 
there's a dark one that monomod uses it you guys want to check it out
I thought it was a bit worse looking but idk
how do i get to the github io thing from the repo again
or do you mean https://monomod.dev/
i saw this if it helps https://github.com/steffen-wilke/darkfx
that's the monomod one yeah, the monomod.dev link and the darkfx theme
I fixed the image btw
nice
Woahh, thanks
Does anyone know how I could make a mod that switches gravity?
makes sense
https://github.com/SFGrenade/HKHKHKHKHK grenade does it invert gravity
i have no idea
maybe
maybe not
I made one
I thought I made a repo on GitHub for it but it seems I didn’t
Also it “inverts” gravity. Unity rigid bodies don’t seem to like negative gravity so it’s a little weird
.
Nvm use this one
it does, also tries its best to make it actually detect ground, works great if you have no expectations
'ground'
Nice
i think it does actually mostly work fine, though i think there were some problems specifically with 'ground' detection
why the fuck did i invoke Awake from Start
it switches gravity every 'R' press though
Mine switches when you hold quick cast
What the hell is hkmote
oh
what the hell is art mod
Used the same image smh
what the hell are mods
🧐
🧐
May I ask how you know that and don’t know what a mod is?
what the hell is cheese
do you know the concept of sarcasm 
That thing my country is known for
i'm a normal standard citizen of #archived-modding-development dude,,
Oh. Yeah. I forgot
What?
discord rich presence mod
I used the official name 
old screenshot i found on what discord rich presence looks like
Ah
i'm gonna continue working on the mod so it supports auto dependency install for 1.4.3.2
i know customknight can do that in 1.4.3.2
it can? CK does?
only modcommon is installed automatically iirc
doesn't customknight get images from the web and put default ones into ck folder
or
m
idek

Loading things from the web without hash 

No
its the sprites that mess that idea up
u get the whole atlas
i have to figure out how to steal use sfg's code
to get them properly
Then dont dump the textures, only the sprites
aye gotta figure that out, yes
without making the sprites incompatible with existing skins
or at least i did but i fucked up somewhere and i am too lazy to fix it
Then you have figured it out
i remember reading on here that you had to deal with uv maps and stuff to figure out the sprite from the atlas
i do not comprehend
I can’t DM
DMing the wrong person you are
SFG this is not
what
h
my first time seeing this feature
cool i guess
it's another feature i'll never use
It’s new. It doesn’t even work on iPhone
^
this is the only time you can use default stickers without nitro
oh yea, i have blocked you because you pinged me multiple times, sucks ig
hehe , i mean i used yoda speak to imply not being serious
dm, you can't
Ah. That’s why I can’t reply to your messages or react to them
I can still ping though
<#archived-modding-development message> smh, pinging people
I mean pinging doesn't do anything if you're blocked
hk gameplay 
make it consoom way to much computation and display 'live' screenshots
I don’t think that that is possible
impossible because
you need to use assets that you uploaded to rpc application to show images
Doing it would give people acces to your discord account
Or at least email and password
Or even your token
it takes too much delay for some fucking reason
sad
if you want, i would go absolutely extreme to add a soul and hp display in the big image 
i got a lot of space anyways
let me calculate
14 area images,
normal, empty normal, lifeblood, hive & empty hive masks,
1 soul gaug (or 2 with 1 big 1 small)
3 save types
5 nail types
6 spell types
3 narts
would it be possible to add an icon for when someone is playing multiplayer ?
area images are in small image display
i will only be including hp and soul gauge
soul gauge would be 1/3 increment
33 soul, 66 soul and max soul
also little soul vessels as well?
so wait
ranging from 5-11 masks
oh
with empty lifeblood hive and empty hive masks
only considering vanilla ?
do you have to upload the total count? not only the different types of assets?
just create a thing that lets you interface with other mods tbh
its pretty easy
btw you can reference other mods even if they're not installed
i already did that with room names
as long as you don't call any code relevant to them
playerdata abuse 
yuri teach
like i want to get data from another mod
and they have made something public, but i dont want to not run my mod when they are not installed
if(ModHooks.GetMod("ModName") is IMod mod) {
EnableTheModInterop(mod);
}
...
public void EnableTheModInterop(IMod mod) {
var mySpecificMod = mod as MySpecificMod;
mySpecificMod.GetMagic();
}
is a pretty good way
6 assets for 5 mask
noooooo
30 assets for 5 mask if you include soul gauge
you can't reference the type in the method with the check
then how do i do a MySpecificMod.getMagic() ?
ughhhh should i only include the soul gauge in big image?
this should work
i can then display the hp in text form
name resolution is lazy so if the method is never called
a ref error will never be thrown
adding in hp display for big image would take way too much assets
so any function that uses MySpecificMod should be called by a proxy that checks ModHooks.GetMod("ModName") is IMod mod ?
wait
sure
you could also just initialize a class
.
that handles the state
and during Initialize if the mod is installed you create the class, otherwise you leave it null
and then just do like this.TimerModInterop?.ResetPB()
so TimerModInterop's class has to implement all public methods i want to use from the other mod ?
yeah
the key is the check ModHooks.GetMod("ModName") != null has to be in a different method from any references to the mod
BingoUI does it if you want an example I believe
my bad, with vanilla hearts (normal hearts), and soul gauge without soul vessels it would take 24 assets
and 5 hp + 1 soul vessel would take 30 assets
so
2 soul vessels would take
hold on
it would take 132 assets for all soul vessels with 5 normal hp including broken/empty hp
i can't
i would have to upload them to the assets
lmao
and there is a 300 asset limit
just upload all possible combinations
add just the ability to see the kind of save perhaps ?
like normal , steel soul and gg hud
already did that
mmmm
i planned to swap places with big image and small image
idk when i will do it since it sounds like too much work for me
what the fuck
m
um
i see name 
BETWEEN US
visual studio 
visual shitio :shroompognt:
it installs the windows sdk and the shit
but
it sometimes goes apeshit and uh
becomes unintelligent piece of scrap
do you guys think i can combine dlls and modloader doesn't go crazy
hm
can i ask about making a custom knight?
or i need to go somewhere else?
#modding-discussion pins
i mean
i have a question like
can i use texturepacker, as for rw?
oh also btw for ModHooks.GetMod(string name) it is the actual name of the mod
so not necessarily the class name (if someone overrode it)
love me some webexception
brb making my mods have some unicode in them
☹️
like 56's nicknames sometimes
\😤
\😤
How else are you going to use emoji as variables? 
there is something wrong in this that causes the error
don't know what
i'm gonna try ditching the user agent if that'll help 
56 was so gracious and made that for me
Ok




