#archived-modding-development
1 messages · Page 530 of 1
mhm, I'm on 2020.3.13f
Um
Do I have to make every image on my folder a sprite
Please tell me an easy way to make every image to a sprite
don't you just like drag it into the slot
I can't
I can't drag images onto sprite fields
I guess me dumb
WAIT
I GOT A BIG BRAIN IDEA
I SOLVED IT
yea, should just be able to click the tiny circle to the right of it aswell
No
why tf is mapi's loading bar flickering
That doesn't work
i'm getting the loading icon (the knight running) in the middle of preloading
:)
raw skill
i'm this far already
Is this every scene?
yes
why
to have a few dumped sprites
Dude I wish i knew why
Um
Unity is still turning images into sprites
Cool
I'm going to let it take its time
:mariocomfy:
Are you making a sprite collection for 1.5?
Yeah. This takes a long time.
possibly
progress i think
About this, how can this be made a bit more aesthetically pleasing?
add silksong trailer to remind the player's pain waiting for silksong
yes, but you won't have a blurplane then
Not what I had in mind, but I actually like this lmao
Maybe a semiblurred, darkened promotional poster in the background, and loading screen tips under the bar?
we should have loading screen tips on both when the scene is loading and at the start of the game
e.g. "shaman stone is op"
is there any way i can add custom music to my area?
yes
i would like to know how
how i do it:
have a go, put a SFCore.MonoBehaviours.PatchMusicRegions on it
makes the collider a music region, i think i have some test things that allows it to have scene managers with music directly in them but idk the current state of them
oh
1 sec
idk what enter track event is
https://github.com/SFGrenade/ModdingHelper/blob/master/Unity Scripts/Editor/PatchMusicRegionsEditor.cs have this in an Editor folder in your projects Assets folder
why?
you can leave enter track event as default (crossroads), works
so you don't have to guess the snapshot name
there should be a dropdown
there isn't
let me open a unity project real quick
2020, but i have a dropdown there, it's the same script
which sfcore unity version do you use?
thanks
3150 dumped sprites atm
idek how to get this
you can either use https://github.com/Unity-Technologies/AssetBundles-Browser, though the latest commit is from 2019
or you can manually set the assetbundles of assets at the bottom of the inspector thing and build those assetbundles with https://github.com/SFGrenade/ModdingHelper/blob/master/Unity Scripts/Editor/CreateAssetBundles.cs
both are (either 1 or multiple) editor scripts
the sfcore will still work if i drag in only the scene into the assetbundle right
It should auto-reference everything required
it only auto referenced the sprites used in the scene
then sfcore isn't required in that scene
wierd....
it will reference assemblies, not pack them into an assetbundle
which is good because that allows one to have a bare assembly with only definitions in the project and one that actually does things in the game
so if i have the sfcore mod installed too everything will work fine in my scene
i hope
yes
in unity it's like "so this gameobject has script xx.yy.zz with values aa = ??, bb = ??, ..." and the only thing that needs to be the same is namespaces/classnames
otherwise sfcore either couldn't be used in a unity project or it would do absolutely nothing with existing classes in hk
now uh
i guess i prepare my code so that it replaces the gameobjects in my scene with the preloaded ones
wait
how do i... access my scene then

is the scene from my assetbundle automatically extracted into the game so i can just teleport into my scene?
you load it
can i just teleport to the scene without doing anything except putting it as embedded resource then?
no
there's like the AssetBundle.LoadFromMemory or something
and then you can get the actual scene object after that and load it
I think if you load the bundle it might work by name? but idr you'd have to ask Saleh or grenade
this would work?
(Assuming i have an embedded resource called assetbundlething and it's an asset bundle file)
that loads it at least yeah
Cool
Idk if you have to load the scene itself from the bundle object or at that point it's just by name
you have to use the unity functions if you do by name I think unless you fix the method
It does something which throws with custom scenes
and by the method I mean the game manager one doesn't work
the assetbundle only needs to be available, the rest just works
e.g. transistioning into the scene with a TransitionPoint works
you can do what i did with sfcore and sfcoreunity with your mod, just that your monobehaviours then instantiate preloaded gos where they are for example
in the meantime, i'm at nearly 6000 cropped sprites
is this important
seems to not be a valid script, so ig it won't work what you want to do with it
i added the transitionpoint script from sfcore i think
it was just found there
hold on
wait what, sfcore shouldn't have one
idk
wait
i haven't checked
i just seemed to have one
wait
huh
it used to have settings
yeah
weird
ig having something like this anywhere in your assets (i keep scripts in their own folder for organisation) isn't bad
and yes, it will use HK's one if assetbundled and loaded in hk
i... guess i had one of these? i don't remember
apparently
i have loaded in assembly-csharp from 1.4.3.2.
into my unity project
that's why it appeared

that should give like a fuck ton of errors
why
because unity makes an assembly-csharp for every project and therefore another one is not the best thing to do
oh m
Wait
I think i bundled the scripts such as area title controller and etc into my main mod dll
Awesome
yea, for unity, literally only fields are important
and i also used the 2 project approach because unity likes to crash if you have your actual mod dll in the files and update it (and let unity reload it)
When i copy the dll that only contains the monobehaviors and load in my actual mod, those things will still work as intended i hope
the dll with only monobehaviours is used in the unity project, so things get 'linked' against the classes
then the assetbundle will be loaded by the mod with actual content, so those values of the assetbundle are put into the classes with actual content
amazing
i love my 2.4 million line modlog
'the first'? the actual mod project, the unity project or the only monobehaviour one?
The actual mod project
I made unity project in a different way
Not in visual studio 
is it bad that it only builds with ctrl+b?
No I can just right click the project and build
I think i can build all projects with ctrl+shift+b
idk, ctrl+b is my goto
Calm down i accidentally left ping on 
Same
or i use the top menu thing to build all
help (i uncommented UnityEngine.Audio but i don't know what to do next)
these are the ones i use in tot
so basically how the decomp looks, but only the fields ofc
what did you do
looks like an error to me
i think im stupid
the string is [p] but there's no reason to use it if it's not from user input when you can use the enum
pog
i just noticed there are missing textures
huh
terrain: made of chunks that have meshfilter, meshrenderer and some form of collider (i prefer polygoncollider2ds). easily working texture on those can be achieved with a SFCore.MonoBehaviours.SceneMapPatcher script on it as well. just needs a (preferably black) texture bundled.
sprites: spriterenderer. for simple sprites (default or lit shader) you can also put a SFCore.MonoBehaviours.SpritePatcher script on it as well, which then just sets the shader to the given one (and optional scale)
so you don't have to bundle your things 3 times, one for each platform
i
i just noticed
um
i don't have hazard respawn thintg
i'm missing several stuff 
tbh now i'm looking forward to uhhh
replacing old gos with the new gos preloaded from abyss
just out of curiosity: why are you making that for 1.4.3.2? i mean, from all i know mi2.5 could be there like this next friday
i guess i'm just waiting until mapi 1.5 releases
i can't have 2 instances of unity can i
huh
you can
i was wondering just because i wanna find the gos from areas
i think it's going to do that
considering
chrome 
I'm so lazy to open discord app
i think unity 2017 is less of a ram consumer so i think i'm
good
for the doors btw:
- transition go
TransitionPoint (Respawn Marker: Hazard Respawn Marker)
BoxCollider2D (trigger)- EnemyDetector
BoxCollider2D (no trigger) - Hazard Respawn Marker
HazardRespawnMarker - haze2 (optional)
SpriteRenderer (optional)
- EnemyDetector
when preloading stuff, does everything in the gameobject get preloaded?
@viral ridge
Yes
@rough pulsar are you making any custom scene or just looking at others?
Hey guys. If Silksong releases, what would you like to see differently in the modding community? For me, it would be a more structured modding API. (Namespaces or even just folders to keep it easier to have an overview over the API)
you assume silksong is coming out 
Can’t I ever ask a serious question? 
do you want an answer?
Why would I ask a question if I don’t want an answer?
because this is modding dev
I asked the same in discussion but didn’t get any reaction
an api that has a lot of basic helper classes / methods might be cool, a built in in-game mod-installer and a standard UI system (like the new mod UI)
also good call on asking if and not when silksong releases 😉
In-game modinstaller would be nice but wouldn't it force people to connect to WiFi to play the game
I agree. Like 50% of the mods rely on modcommon or sfcore. A lot of those functionalities could just be in the API. Some very niece things could be seperate though. I have actually been thinking about an integrated installer. The problem would come with updating mods. I’m not sure you can edit an assembly on runtime without issues. Also, do we then want to directly load a mod once downloaded or just on the next restart to make sure that the mod doesn’t miss hooks that it needs.
I… didn’t even think about that
I think unity has build in functions to check if wifi is connected. Just disable the installer or at least the download/update part when wifi is disabled and add a retry connection button. If there is no such function just ping the google domain or something and see the output
custom scene
Like 50% of the mods rely on modcommon or sfcore
majority of sfcore probably won't be in an api though, as only the util stuff would have a place in the api
integrated installer
have fun unloading mods at runtime for updates, also a way to completely reset the entire game (similar to close+reopen)
to make sure that the mod doesn’t miss hooks that it needs.
the above would solve that, if that even is possible
... and then there's the argument to not bloat the mapi
integrate modcommon's astar into the api 
why was it even there? has anybody ever used it?
What and where 
_ _
For the sfcore part: what about things like title logo, style and charm helpers?
I get that some things are too niece but some of these would probably improve performance since they can be integrated using patches and increase the likelyhood that people don’t write it themselves
Also, it depends on your definition of bloated. In my opinion, the api would be bloated when there are a lot of functions that are never or rarely used by any mods
probably, though i honestly have no idea if they are working completely bugfree (for charms i know that it definetly doesn't rn, need to fix that at some point)
I was using it as examples. I’m talking about a potential silksong API and what we could do differently. Not what we should do differently now.
Just out of curiosity, is there any documentation on the modding API that is up to date?
I see jesus
@ kaan don't you dare accidentally do the same stuff I'm planning to do 
just wondering, how would one make an abyss boss work in the abyss
specifically, I mean what would one have to do to make a dark character easy to see in a dark background
part of the challenge is trying to see the boss
lmao
I guess you could put the boss against a brownish-ancient basin background
but then it's not as cool
Not telling 
I mean, I asked because I want to make an abyss arena for the modded shade boss fight eventually
I mean, you have no problem seeing the siblings, right
so just make an arena like that
oh yea, just making the bg really blurred makes seeing the siblings easy
I can't tell if you're sarcastic or not
not sarcastic
well that's solved, now time to finish pale court so I can finally move on
You don't have much time to finish it 
After all, you're releasing it in seven days
As we all know
So good luck
uh huh
normal is black outlines w/ other content, so abyss themed is brighter outlines w/ dark content
or yea, like siblings, dark grey background, and simple black sprites
That's a funny thought
:)
:)
:)
pale court 👀 👀
oh my god i was right
pale court is coming out before silksong
Naming gameobjects in unity 
This isn't documented anywhere in modding api documentation?
that is not part of the modding api
yeah
and
it is a nice piece of information but it's not a full in depth breakdown because it isn't part of the API so every member doesn't get commented
yusuf hates me
nope
true
:(
what does it say
what framework and what game version
framework girlboss to the rescue
I didn't change framework and game version is at 1.4.3.2
Framework is .net framework 3.5
O
Hold on
It calmed down
AND IT'S STILL TRYING TO SHOW ERRORS
I think intellisense fucked up
save the file
Building project already saves file
then IDK. Close the file and open it again? I have something similar some times
what to do with intellisense fuckups: close vs and reopen
I think i fixed my issue
This variable is the name of the gameobject that the knight is going to be teleported to in the destination scene, right?
yes
so in vanilla it would be something like left1, right1, top1, bot1 or door1 and it checks for the direction you are entering with the name of the go (so pretty much what i listed just without the 1s)
I am trying to spawn double for every enemy that spawns but in OnEnemyEnable I am instantiating a new enemy and it just infinitely spawns enemies. Is there a way to get around this?\
Um
Give a tag to the enemy that you duplicated? So when you duplicate an enemy, check if it has the tag "duplicated" or something then it shouldn't duplicate that
I haven't checked
as far as i am aware, the only usage i know is The Knight's hard fall tag or something
Okay imma just try and see if it works
Sure
i honestly don't think that adding dynamic tags is even possible
though i could be wrong
Try creating a monobehavior
I believe it is
A monobehavior that does nothing
Check if the enemy has that monobehavior, if it does then ignore that enemy, but if it doesn't exist inside that enemy, apply that monobehavior to the enemy before duplicating it, then duplicate it
And check if it has that monobehaviour?
Yeah
Do
Uh
var monoBh = gameObject.GetComponent<MyMonoBehavior>();
if (monoBh == null)
{
// code here to duplicate
}
nonbouncer simulator
GetComponent<T>() returns null if the gameobject doesnt have that component
i think
can't be certain that no enemy uses nonbouncer
yes
Maybe the problem is that OnEnable is called during the instantiate methd so anything I do to the object is after
that's why I said simulator
But the problem is that if I blah = Instantiate(enemy) then onenable is called on bleh before the next line of code where I add the mono behaviour
I believ thatd be the only reason this wouldnt work
I think you can though
Check output_log then
they hated him because he told the truth
The unity docs sets it in an example 🤔
^
I'm also a dummy
Time to test my scene via transitionpoint and get confused why it doesnt work
I’ll be waiting for that (not)
This should work right
I'm also creating a transitionpoint object when On.GameManager.EnterHero fires, that should work right
In the right scene
With the same name as entrygatename
whatever the 'right scene' is, maybe?
personally i use the activescenechanged hook
I'm gonna test it just in case
I was following saleh's video tutorial for the script part
Sick, it doesn't work
Hold on
I know what happened
It was just a dumb mistake 
what does not working mean
Whats expected is if something has been duped once it will stop duping. But what happens is that the enemies just duped infinitely
yes
because you add the duped go to the dupedgos list, not the original one
and compare to the original one
Add both enemy and enemy_d to the dupedgos list
^^^^^^
Pretty much what sfg said
(please don't snail me 🥺🥺🥺🥺)
any sets
i guess it doesn't matter if there are like 5 entries tbf
Yooooo it works
Is there some sort of data that enemies in hollow knight that would say whether they are attatched to the walls like crawlids or the venus fly trap thingies
if you mean tiktiks I think they use a raycast action in an fsm
Probably a bit late, but another possible solution is to check if the gameObject name ends with “(Clone)”, since the Instantiate function will automatically add the word “(Clone)” to the end of the newly created object’s name
I
I didn't know that
Wow
Does anyone know why hitboxes in my scene doesn't work?
Edge collider?
¯_(ツ)_/¯
The knight just phases through the part where the collider is?
Oh did you set it to terrain
Hold on
The go’s layer
I think it may be
You did
When i enter my scene, the knight just falls off 
I think it's because i set my transitionpoint's direction wrong
Another option is to use a polygon collider
anyone knows how do i add mod settings to my mod inside hollow knight settings?
with the ability to change values like floats and booleans
A settings menu, saveable settings, or per save file saveable settings?
Im trying to allow the player to change variables in the mod with a settings menu
What version of hollow knight is your mod for?
1.4.3.2
Can’t unless you write everything yourself
Or port the 1.5 api’s menu api to the 1.4.3.2 api
I'm
Gonna do that
Jk
I'm too lazy
Cool bc I was making my own menu api as well, more of an inventory ui but it’ll work for menus too
For 1.4 or 1.5?
Both
Planning to port to all versions the installer supports
And yes I still think the installer should at least support both 1.4.3.2 and 1.5 if not other patches
I'd like to get into mod development for games I play and since I love hk i figured it would be a good place to start. Are there any guides to hk mod development that yall would recommend?
the api docs are a good place to start https://radiance.host/apidocs/ModdingAPI.html
i love the landing page
it works
i actually haven't seen these docs yet, they seem really nice as actual docs. are you planning to remake the getting started stuff from the original docs or just keep both?
I thought I did but maybe that was a different page
Ah no I didn't
Planning on remaking most things that are relevant
like I don't think modcommon or anything belongs in the API docs
why are your caps so inconsistent
because i turn off the capitalization on mobile sometimes
habit
sometimes i don't though ig
disabling auto capitalisation in swiftkey was the best decision i ever made tbh
polygoncollider2d > edgecollider2d
you can't change my mind
@mortal trout shoutout
true
so true bestie
https://github.com/hk-modding/api/pull/65 this fixes my issues with tabs and spaces
It’s basically an override of your local settings
https://github.com/hk-modding/api/pull/65/commits/5267d0f65dcfcb243deda614b891c0efd87c439b#diff-03024aba83b16a4ae19f94f775ff92892e0ac6f76fa986532b67b6a71c5e448cR6 uh, why were the project guids updated? does visual studio just do that?
why tf does this say tabs
what
what do you mean?
indent_style = tab
wierd.
and when I type it places spaces
and tabs are replaced with spaces
also,
"This should probably be customized by Fifty-Six and other very active maintainers of this project."
imagine being active lmao nerds
true
updated it
@unborn crypt you wanna make a mod. Do you have any experience in programming in c#
Hello, I installed the mod "AdditionalMaps" because I wanted a map for the white palace but it doesn't work, when I'm in the white palace there is no map.
@crude wave wrong channel
Yes, I know but nobody answered me in "modding-help"
nice
that doesn't make it better
Yeah. I wanted to help but I have never used it
I'm extremely late but I am sure that you find WP's map near the beginning. If not the beginning, it should be the hub
Godhome also has a map
Nope
You assume sfg's that nice 
IS IT AT THE END OF POP
I miss the old sfg, nice and warm and kind sfg
who
Sfg still helps me tho
It's in pale king workshop
He gave me a few scripts just to make things easier
I mean far
if i don't play minecraft tomorrow (which i probably will, but maybe i can do both at once) i can move the wp map to the front of wp, so that it's inaccessible for those who already progressed in it lol
I'm confused
Do you mean
uh
Oh I get it
Isn't the beginning part of wp still accessible though??*
the entrance and first two scenes no, the left and right parts of the hub also no
reminder
uh
isma overworld
i just wrote it here just so i put it in the next update
No
I noticed someone was using my mod and oddily, a text appeared called "isma overworld"
I don't think that should have appeared
🔫 no more games, tell them truth
that's even weirder
Also I don’t think I reported that bug?
would anybody who has HKWorldEdit set up be willing to check what's going on with the hitboxes that cause the kp floor to crumble? It seems like the one displayed in debugmod isn't accurate and I'm trying to figure out whats happening, here's an approximation of what i found through trial and error: https://cdn.discordapp.com/attachments/818520522471637052/869729247290355823/unknown.png
I kind of wanna get into modding Hollow Knight just so that I can implement a charm Glorification system...
... aaand I have no idea how to add references to other mods
the wiki just kinda says "you'd better know how to do that first lol"
thanks, I'm still pretty new to coding
can't find image of vs interface, but on the left or right side there should be your project with its files displayed, somewhere there is also a thing called "References", you can expand that, which then shows "Assemblies", right click that, click "Add reference", that opens a reference manage window i think its called, go to "search" (or whatever the 2nd last option is afaik), then at the bottom there is a button "find reference" or something, then navigate to the dll files you want to reference, select and ok and ok
yeah I had tried that but it threw up an error.. one sec
you can't do that with certain assemblies, i know that the system ones and mscorlib won't work
yeah maybe I'm just attempting to reference the wrong DLL
are you trying to mod for the 1.4.3.2 or the 1.5 patch?
1.4.3.2 I think.. at least it should be
then it should work
can you show the project properties (the main page, where it shows the .net framework version)?
ah see, I'm working off of the example mod provided by the wiki
maybe that's been updated to 1.5
god I really don't know what I'm doing, huh
actually, the example mod was updated to 1.5, so it's technically not on you to not realize that
yeahhh that's what I figured
might be easier to start from scratch I guess, despite not really knowing what to do lol
https://radiance.host/apidocs/NewScene.html#mod-project-setup is actually nearly a step-by-step how to create it i just realized
at least the first 3 steps
alright, I'll see if I can get anywhere
yeah it added the reference (finally)
now all I gotta do is figure out how to actually code the stuff, now that the setup is out of the way
https://github.com/SFGrenade/MoreHealing/tree/85f5adbfe070cbe0c17b440e282dbd22e21d53ce should be a good example of 1.4.3.2 charm adding stuff (iadk if it's outdated) (yes, specifically that commit, as the one directly after it is for 1.5)
alright sounds good
would you have any idea what assembly or namespace or whatever I need to get these to resolve?
should be further down in the class, those are methods that in the end are called if
- a language string is requested
- a playerdata bool is being set
- a playerdata bool is requested
- a playerdata int is being set
- a playerdata int is requested
in that order
ahhhh I looked at the example you provided and I think I get it
i take suggestrions
suggestions*
zzzzzzzzzzzzzzzzzzzz
um @rough pulsar you okay?
oh
huh
shit i accidentally spammed here without knowing
thanks for letting me know
np
why does it not recognize "Settings" for some reason
I'm sure I added all the necessary references..
this is just the callbacks
have you created a Settings class? you need to construct one yourself
ahhh see that would make sense lol
yeahhh I don't exactly know how to construct a Settings class lol
did you reference sfcore?
yeah I did
and did using SFCore and using SFCore.Utils?
i may have mistyped, just do what vs says
what does the lightbulb say?
it says using static ModCommon.Dev
oh modcommon
yeah that didn't help much
wait are you trying to use sfcore or modcommon?
well I'm using both, but ModCommon currently isn't being used
I kinda just threw it in just in case
but sfcore for the charms right?
yeah
I could get you a pastebin
only 9 again 
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
if you wanna take a look at it
grenade can handle this, so imma go now
yeah I actually do need to head to work
I'll be back in like 6 hours or so
I really do wanna get this working because a charm upgrade system just sounds so cool to me
change Settings to SaveSettings and you're good to go
with the Settings.newCharms stuff
so on lines
106, 114, 122, 135, 144, 153 & 167
btw, having it toggleable won't work, limitation of sfcores charmhelper
is there any way i can add items to the ground?
like, items that can be picked up
sfg pls pls 🥺
hold on ima take a look at
additional map's source code
i might be able to find something
Instantiate pickup object, edit Fsm
- get item that can fly: https://github.com/SFGrenade/AdditionalMaps/blob/master/AdditionalMaps.cs#L49
- adjust it to ones need: https://github.com/SFGrenade/AdditionalMaps/blob/master/AdditionalMaps.cs#L67-L72
- drop it off where you want it: https://github.com/SFGrenade/AdditionalMaps/blob/master/AdditionalMaps.cs#L494
- edit pickup fsm
What is this
that is isma's tear
Cool thanks
or well, it isn't anymore
Acid fling?
is LoadPriority early when high or low? i may be stupid
hmm, where might I find Charms in the source code? I wanna take a peek at how they work so I can like, actually start making the charms
ah regardless there appears to be some issue - this may be an old mapi issue, but LoadPriority seems to be basically ignored in favour of alphabetical ordering when loading mods w/ some that have LoadPriority and some that do not specify
assembly loading is alphabetical
Initalize shouldn't be
Can't exactly sort by load priority for assembly loading when you need to load the assembly to get it
ah I may be extremely stupid
I was reading the load in modlog and thinking it was the initialize coming before my initialize
reading rng
I was still having issues though, I'll see if not-sleep-deprived me can do any better tomorrow I suppose
gotta love thinking you solved everything, just for ONE issue to pop up
there is nothing about this I understand
agh pain
are the settings public
... fuck, thank you
np
that cleared it up
I had it as class GlorySettings instead of public class GlorySettings
still taking them
Make additional maps have a ToT map
pd abuse for other mods to add maps 
Could it be next to the bench that you get before needing to open the way up? (Atrium I think it's called?)
And/or next to the "checkpoint" dream portal thing
🤔
boss @ end
make sprites
give concept
god dammit, now i have to make a concept
has anyone worked w the google drive api
Does anyone have any good resources on how to start modding? I'm looking for a way to make a custom boss battle, but I have the slight problem of never having modded or even coded anything in my life and all the pinned stuff just confuses me. Thanks beforehand! ^^
Awesome, thanks so much! :D
not gonna be easy, as it might require an embedded browser, don't know how that would work exactly, but otherwise looks like most other apis (like gog & humble)
but generally:
let user log in through website (popup/embedded browser or something) -> get access token -> get other tokens -> get data
idk what the chances of skins moving from gdrive are
oh, uh
forgot that login is possibly not necessary with public drives
may just be rate limited then though
gonna try out the .net 6 + vs 2022 previews for this installer
is that Maui?
"community supported"
better than nothing ig
when I tried to generate a maui proj it made paths so long it broke on startup
@rough pulsar you have competition 
I can't get a maui app to target windows, it keeps reverting back to iOS 
may be an idea once this is formalized to add a thumbnail preview to the skin list
oh wow someone else is making a skin installer
great
i don 't want to maintain my own
mine is just a cheap fork from modinstaller
mine is just a cheap fork from modinstaller2 
lmao
what
yeah
i just got confused with the old mi2 and new one
or i just got confused and old mi2 never existed
What is the old mi2?
I tried Qt first but found there was no official cpp gdrive api
then I tried godot mono which would've been cool but it only supports up to tls 1.2 and Google services are 1.3
I mean, mit license
okay, how do you actually make custom charms do stuff? like, for instance, making an upgraded Strength charm increase Nail damage by 75%?
Either 1. Change the Playerdata int for nail damage on charm update depending on if your charm is equipped or not or 2. Make a check somewhere where damage is applied and change the damage applied if your charm is equipped or not
is there any chance anyone could take a look at a mod im having worked on and help me understand and possibly solve why it doesnt play well with EnemyHPBar mod, please? (asked in modding-help but i was made aware it would be better to ask here)
its a mod that increases enemy health (and damage they do) and the EnemyHPBar only shows up when i bring them down to vanilla health.
i can understand why logically its behaving in such a way but im more curious if it can be fixed.
I'm beginning to develop a strong dislike for xaml
imagine not disliking any form of xml
pinging sfgrenade
I'm really liking vs2022's intellicode
You probably could do some hook with the enemyhpbar methods using reflection
hmmmyes
only 500 MB
is there a noticeable difference?
it suggests entire line completion and it can be fairly decent
some of the folder hierarchies on twp's gdrive are absolutely fucked
Why else do you thing no one made a skin installer yet
tbh i'd contact twp asking if there would be some allowance to restructure the drive because it is completely stupid
you could do some weird stuff in the xml to specify what subfolders to take images from
56 finish mi2.5 ples
true
hi i am people
wow, calling yourself fat, brave
what
🔫
what
Yes. You have until the end of today
I’ll also complete mi 1.5
brb starting mi3 
Ok. Imma start miF (mod installer Fyremoth). An installer only for Fyremoth
Like anyone would use that
why would i use an installer for something that doesn't exist
true
Ok. imma start miP (mod installer Pale Court). An installer only for Pale Court
Mi4*
MI3 is taken
Mi1028And1221And1432And15numbers
Mi 1.5 supports multiple patches 
Someone should do it
Hmmm
I wonder if Someone is already doing it
that shouldn't have been attached to begin with
Who said that?
Oh ok sorry
MISilksong will be written in PyQt
make it in react or whatever the names of those are
u want cordova / phonegap
would it be a bad idea to ship the credentials json for google oauth with the program
yes
thought so, I'm not good w key and auth stuff
would it make it safe to embed the json in the build?
no
Nothing would be safe as long as it is on the users computer in any way
idrk how I'd be able to use a google api w/o having a sensitive json in the exe path, all the tutorials I see online use file streams to read in its data
so use raw http requests?
I mean like pop up an oauth window
darn I was trying to get around that w a service account
Idk how service accounts work
Tbf
if it's r/o and the limits are well imposed such that you can't ruin everyone else's shit it might be good
I think the drive owners need to share them with the service account, which may be a problem if poppy is in a coma
and every guide I've seen online still has you read in a json file
User auth is definitely the safest because they can only fuck over themselves
muh ux
true
@young walrus could you share the custom knight drive that you own with skin-manager-service-account@hollow-knight-skin-manager.iam.gserviceaccount.com?
<@&283547423706447872>

that dude posted it in #hk-discussion while mods where typing lol
lol
do you think splitting up a credential json into a binary file containing a key and a text file encrypted via that key is secure enough
using bouncy castle
no
it doesn't matter what you're doing if the key is going to be distributed with the application effectively
it appears to be alphabetical - here MoreEnemyHealth has a LoadPriority of 1 (same happens with 999) and EnemyHPBar has no load priority set
i can do the epic "simply rename my mod" for a temporary fix but yeah 
worth noting this is api 1.4.3.2-60


what if i posted the emote 🥺
then i would care even less
unfortunate
i think specifically for ordering you wanted to link https://github.com/hk-modding/api/blob/master/Assembly-CSharp/ModLoader.cs#L167-L169?
same difference
the loop uses the ordered array
ah
i'm right
@deep wave use 0
ah
so LoadPriority should be low if you want your mod to load first
seems extremely fucked
lower than 1 no less
reverse priority list 
so would a better solution be to make it default to a number like 255, that way any mod with priority lower will load first and you can set it to higher if you want your mod to load after everything else
or even default 0 and make it OrderByDescending 
i vote default 69
double.NegativeInfinity moment
double.NaN
simply go into the negatives coward
yeah that works but like it shouldn't work like that 🧐
just curious to see how quickly someone can crack the private key
negative loadpriority vs default loadpriority 1
all this is because i want to change the order methods on a hook are called, is there a separate way to do that?
no
honestly
i should change that
there's a thing monomod does that is much cooler
key
content
hmmm
well hidden am I right
true
idek how someone could use the private key to do malicious things cause it's linked to a service account
but uh, does the app at least work?
i didn't test it i just decompiled it
i am still installing dotnet
because i can't build the decrypting anyways
ah shit, forgot users will need .net6
i have made a terrible mistake
i just want
to decrypt whatever this is
this is so sad
couldn't you just intercept at the point where it gets decrypted and then print it out
unless you want to decrypt it
i can't dnspy
i am on my laptop
because i am lazy as fuck
and avalonia ilspy shits itself on your dll
for some reason
it just shows empty classes

works on everything else though
that means it must be untouchable frogchamp
nah i ran dnspy console on it dw
i just need the package to actually build the encryption bit which means i was waiting for dotnet to install which has made brew upgrade my entire system
fun
where tf is org.bouncy
ah
i am stupid
gg
that took significantly longer than it should have
.net6 preview
why
i would test it
why I chose to use it?
but i also don't have hk installed
no just a rhetorical why because it would involve installing it
i got this though ig
niceu
so the new mapi loads mods from subdirectories, but i can just put all my mods in /mods/mymods/*.dll and it works ?
yes
nice 
Yesterday i found out that a large portion of sfcore is severly broken
Have you updated the Mod installer for version 1.5 yet? How long will it take?
- No 2. As long as it takes
I have no idea how I'm going to handle atlases that are badly named
just don't lol, put the blame on the authors
huh, I think if I dotnet publish users won't need to install .net6
if you do self contained yeah
resulting folder is 226 MB 
macos noob here: is there a way to bring up your disk root in finder?
if my arch install wasn't dead I could've tested on all platforms
wsl it
I think this should be made thread-safe
Also, why is the json dll a file instead of a package?
Instance does literally nothing now
because everything is static
thats why we obsolete'd it
Ah. Yeah
Hi
I want to create a Hollow Knight boss mod for my first attempt at a mod for this game
Other than reading the APIDocs, is there a guide I could read to get started?
I read the pins and all
use the source of other boss mods as references
like Ultimatum Radiance? alright
and what language is the API written in? C#?
great choice
what kind of mod do you have in mind?
if you're working on making a boss mod you will need to learn to read FSMs, FSMviewer should be pinned
how would I go about making a charm replace an existing one? (think Void Heart replacing Kingsoul)
void heart technically doesn't actually replace kingsoul, but is another "level" of the charm. regardless, you'd probably have the regular charm as normal then store in save settings a bool tracking whether you have the upgraded charm
when you have the charm equipped, you can hook the get playerdata bool method to prevent the game from seeing the original charm, and from there you can program your own charm effects
I think I see what you're talking about... I might be able to figure out how to do that
I mean I get the gist of what you're saying, but have no clue how to actually make it happen
keep in mind I'm almost entirely new to coding, save for experimenting a little with modding Terraria
you should read the api documentation (pinned), specifically the playerdata reference and section on hooks
yeah I've been looking at that a lot already
the one on github has a bit on changing charm sprites specifically
have the doc bookmarked actually
oh? that's also something I need to look into
I just have all these ideas and need to find out how to implement them
a new room in Godhome, a button mapping in the inventory to swap between Glorified and unglorified...
shit, how do I test whether the player has obtained the Unbreakable version of a Fragile charm specifically?
oh wait I found it
Sorry for the late response
I want to make a unique Radiance fight mod that’s more complex than Any Radiance 2.0 Radiance in terms of fight features, but also has the fairness of Ultimatum Radiance
How difficult would it be to summon enemies in a boss fight that has no adds?
I understand most of the code shown in Ultimatum Radiance’s GitHub but I’m not sure if I’m biting off more than I can chew
Noted
FSMs look simple enough, it just looks like a node based event handler or whatever it's called
right?
im relatively new to programming, I took two computer science courses in High School from late 2019 to 2020
so I know what objects and methods and the primitives are
hey, would you mind sending me the link to that bit of documentation specifically?
say, if i wanted to identify if a GO is an enemy or npc, how would i go about doing that?
check if it has a health manager
that would tell me if it is a enemy right ?
yes
okay that should work, what about NPCs ? do they have something like that ?
I’m so excited to start modding
I’ll start by modifying Ultimatum Radiance’s ascension beam to be faster, and then I’ll test my knowledge if I can spawn light orbs during that phase
I seem to be having an issue with FSMViewer
whenever I click on the Aim node, it crashes
any idea why this occurs?
and it crashed again on another node. oops
@copper nacelle are you still awake? I need some help since im about to go to bed
mother's forcing me to bed soon but I want this to happen before I go
so im starting to build my edit of my mod to cap off tonight's session
and for some reason a lot of errors pop up when I have both UnityEngine and UnityEngine.CoreModule referenced
but in order to get rid of my remaining 20 errors I have to reference the CoreModule
I should go to bed, I dont know how to solve this without pulling an allnighter. it's almost 4 am
What does your usings loook like?
are you doing a using UnityEngine & using UnityEngine.CoreModule somewhere ?
if so probably want to not do using UnityEngine.CoreModule
I’m using them both side by side in the references


