Hollow Knight
Charm Overhaul!
Heavy Blow has now been confirmed to reduce hits needed to stagger bosses by 1...
That makes it better than I thought it was, but it's still not worth 2 notches though.

So, I will make a mod that improves charms that normally aren't worth using, such as Heavy Blow. And just fleshing out the charm interaction system in general.

Mod Progress

Current version is available on the ModInstaller!
https://radiance.host/mods/ModInstaller.exe

Remember to check the ModInstaller whenever a new version becomes available!

*DISCLAIMER*
FEATURES ARE SUBJECT TO CHANGE AND/OR REBALANCING
MODINSTALLER DOES NOT WORK ON PIRATED GAMES

Features implemented so far:
  • CMelody notch cost reduced to 2
  • Dashmaster notch cost reduced to 1.
  • Hiveblood notch cost reduced to 3.
  • DFocus notch cost reduced to 3.
  • Kingsoul notch cost reduced to 4.
  • Flukenest notch cost reduced to 2.

  • CHeart base damage increased by 3, and increases by 4 with each Nail upgrade.
  • DFocus doubles the damage of CHeart.
  • DFocus increases the chargeup time of CHeart by 0.2 sec.
  • QFocus reduces the chargeup time of CHeart by 0.2 sec.
  • JBlessing health multiplier increased to 1.5x.
  • HBlow increases Nail damage by 15%.
  • SBody negates hard landings.
  • Sprintmaster also increases walk speed by 0.85f.
  • Defeating PV while wearing Compass swaps Kingsoul & Voidheart.
  • Defeating NKG while wearing Compass swaps Grimmchild & CMelody

    Charm Combos:
  • Kinematic Shell (SShell + DCrest) = when falling at terminal velocity, your shell hardens, becoming invulnerable and dealing 20 damage to anything in your path.

  • Entrenched Shell (SShell + BShell) = extends the i-frames after being hit by an additional 0.3 sec.

  • Hiveshell (BShell + Hiveblood) = Shell regens over time as long as you don't take damage. The more damaged the shell is, the longer it takes to regen(Shell 4 takes 20 sec, Shell 3 takes 24 sec, Shell 2 takes 28 sec, and Shell 1 takes 32 sec).

  • Hivesong (Grubsong + Hiveblood) = If you take dmg while your HP is regenerating, gain additional Soul depending on the regen state(5 Soul if regen is at stage 1, 10 Soul if regen is at stage 2. Stacks with Grubsong + GElegy combo).

  • Lifeblood Melody (JBlessing + CMelody) = when the shield activates, you will gain an additional Lifeblood, effectively healing you. If F/UHeart is also worn, there is a 15% chance that you will gain 2 Lifeblood instead of 1. You need to have obtained LbCore for this combo to work.

  • Lifeblood Elegy (GElegy + JBlessing) = Nailbeam is not lost after taking dmg.

  • Gilded Hunger (F/UGreed + SEater) = gain Soul from Geo in a 1:1 ratio.

  • Avaricious Swarm (F/UGreed + GSwarm) = Passively generates 1 to 25 Geo every 10 seconds(if DCrest is worn, chance to gain higher amounts of Geo increased by 25% and guarantees at least 5 Geo per proc. If WCompass is worn, reduces proc cooldown by 20%).

  • Homeward Swarm (GSwarm + WCompass) = Geoflies teleport Geo to you instantly.

  • Crushing Blow (HBlow + NMGlory) = makes GSlash and DSlash do Spell DMG(this means that GSlash & DSlash will not generate Soul, but they will break through shields).

  • Void Twister (Voidheart + STwister) = Void Spells cost reduced by an additional 2 Soul.

  • Shadow Thief (SShadow + Voidheart) = gain 8 Soul when Shadow Dashing through enemies.

  • Umbral Evasion (SShadow + Sprintmaster) = extends the i-frames of Shade Cloak by 0.25 seconds.

  • Blazing Speed (FuryF + Sprintmaster) = further increases movement speed by 2f while Fury is active(stacks with the 1.7f from Sprintmaster and the 1.5f from Dashmaster).

  • Glass Fury (Overcharm + FuryF) = automatically procs the effect and sets your MaxHP to 1(this allows you to use Fury with LbHeart / LbCore).

  • Vengeful Melody (FuryF + CMelody) = chance for Nail hits to crit for 125% dmg(at maxHP the chance is 1%, if you are below maxHP the chance is equal to your missing health x2. This dmg bonus stacks with other Nail dmg buffs/debuffs, however you will stop critting once Fury is activated. it does not work with JBlessing.)

  • Worldsoul (Kingsoul + SCatcher) = gain an additional 1 Soul every 2 seconds(this equates to roughly a 25% increase in Soul generated by Kingsoul).

  • Godsoul (Kingsoul + SEater) = gain an additional 2 Soul every 2 seconds(this equates to roughly a 50% increase in Soul generated by Kingsoul).

  • Sorcerer Stone (ShamanS + Kingsoul) = chance to fire a Soul blast when swinging the Nail left/right while at full Soul(The chance increases by 11% with each filled Vessel).

Not yet implemented:
    Gameplay:
  • GWomb dmg increased by 1.
  • DWielder also affects the Dream Warp speed(why isn't this vanilla?).
  • Burning Odor (FuryF + DCrest) = increases Dung dmg while Fury is active.
  • increase Flukenest dmg to 5/7 and increase notch cost to 3.

    Other:
  • Make carefreeshield blue when the "Lifeblood Melody" combo is active(maybe also change flame particles into lifebutterfly particles?).
  • Add a blue(0f, 0.7f, 1f) screenflash when the dual lifeblood triggers from "Lifeblood Melody".
  • Make Nailbeams blue while "Lifeblood Elegy" combo is active.

BUGS:
  • Glass Fury effect breaks the next time you sit on a bench. You must unnequip and re-equip the Overcharm to reactivate the effect.
  • Glass Fury doesn't affect GElegy for some reason.
  • Banishment is awarded if you sit on a non-Dream bench after obtaining CMelody from the charm transmutation.

Requirements:
  • Modding API (obviously)
  • ModCommon

Potential compatability issues:
  • Exaltation.

Changelog:
1.0.0.0:
  • Trunk.
1.0.0.1:
  • Fixed issue where charm costs wouldn't revert after disabling/uninstalling the mod.
1.0.0.1b:
  • Corrected the I-frame value of Entrenched Shell in the Readme.
  • Specified the walk speed bonus for Sprintmaster in the Readme.
1.1.1.0:
  • Avaricious Swarm no longer works in Dreams.
  • Avaricious Swarm now procs 20% more often if WCompass is equipped.
  • Avaricious Swarm now generates more Geo if DCrest is equipped.
  • Homeward Swarm added!
  • Hivesong added!
1.1.2.0:
  • Avaricious Swarm + DCrest combo nerfed(now gives a max of 35 Geo at a time instead of 50).
  • Avaricious Swarm works in Dreams when DWielder is equipped.
1.2.2.3:
  • Fixed issue where Umbral Evasion effect persisted after being unequipped.
  • Fixed issue where Steady Body's hardfall negation would persist after being unequipped.
  • Avaricious Swarm + DCrest combo reworked(Now increases the chance of higher Geo gain by 25% and guarantees at least 5 Geo per proc, instead of increasing the rand range).
  • Gilded Hunger added!
  • Kinematic Shell added!
1.2.3.0(current):
  • Kinematic Shell combo changed from SBody to DCrest, since it makes more sense.
Автор останньої редакції: Aeternalis the Abyssal Alchemist; 25 листоп. 2018 о 15:12
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Показані коментарі 3145 із 68
Flukenest is back! \o/

Glad somebody is making a mod like this, I'd have just been happy with some cost tweaks for the less useful charms(Alot of which would be useful if they just took up less notches), those groovy combos are gonna spoil me! :thumb:
Update 1.0.0.1: fixed charm costs not reverting when mod uninstalled
https://discordapp.com/channels/283467363729408000/327461802311155714/513816457767813136
It is in a zip file, so you need to extract it with 7-Zip. Hopefully it will be on the installer soon.
Автор останньої редакції: Aeternalis the Abyssal Alchemist; 18 листоп. 2018 о 12:49
<ModLink> <Name>CharmOverhaul</Name><!-- API MOD --> <Files> <File> <Name>BetterCharms.dll</Name> <SHA1>e38e918149cdf7b4a7f5e81cfb5c6e341ea824bd</SHA1> </File> </Files> <Link><![CDATA[{ПОСИЛАННЯ ВИЛУЧЕНО}]]></Link> <DefaultInstallPath>/</DefaultInstallPath> <WritesOverAssembly>false</WritesOverAssembly> <Dependencies> <string>Modding API</string> </Dependencies> </ModLink>
Charm Overhaul is now on the mod installer!
Цитата допису Aeternalis the Abyssal Alchemist:
<ModLink> <Name>CharmOverhaul</Name><!-- API MOD --> <Files> <File> <Name>BetterCharms.dll</Name> <SHA1>e38e918149cdf7b4a7f5e81cfb5c6e341ea824bd</SHA1> </File> </Files> <Link><![CDATA[{ПОСИЛАННЯ ВИЛУЧЕНО}]]></Link> <DefaultInstallPath>/</DefaultInstallPath> <WritesOverAssembly>false</WritesOverAssembly> <Dependencies> <string>Modding API</string> </Dependencies> </ModLink>
Charm Overhaul is now on the mod installer!
Nice
Цитата допису Aeternalis the Abyssal Alchemist:
Charm Overhaul is now on the mod installer!
Awesome! And congrats on the release!
New version 1.1.1.0!
changelog;
  • Avaricious Swarm no longer works in Dreams.
  • Avaricious Swarm now procs 20% more often if WCompass is equipped.
  • Avaricious Swarm now generates more Geo if DCrest is equipped.
  • Homeward Swarm added!
  • Hivesong added!
Автор останньої редакції: Aeternalis the Abyssal Alchemist; 19 листоп. 2018 о 15:22
New version 1.2.2.3 available!
changelog:
  • Fixed issue where Umbral Evasion effect persisted after being unequipped.
  • Fixed issue where Steady Body's hardfall negation would persist after being unequipped.
  • Avaricious Swarm + DCrest combo reworked(Now increases the chance of Geo gain by 25%, instead of a flat range increase).
  • Gilded Hunger added!
  • Meteoric Shell added!
It's really impressive how quickly you've been updating this. I really dig all the new charm synergies.
Цитата допису Caidezes:
It's really impressive how quickly you've been updating this. I really dig all the new charm synergies.
Thanks! I appreciate feedback.

I just changed Kinematic Shell from SBody to DCrest, since I think it makes more sense. What do you think?

SBody and Grimmchild are now the only 2 charms that don't have a combo with something else. I didn't do Grimmchild, because there is a mod for improving Grimmchild already.
Автор останньої редакції: Aeternalis the Abyssal Alchemist; 21 листоп. 2018 о 9:27
Цитата допису Aeternalis the Abyssal Alchemist:
Цитата допису Caidezes:
It's really impressive how quickly you've been updating this. I really dig all the new charm synergies.
Thanks! I appreciate feedback.

I just changed Kinematic Shell from SBody to DCrest, since I think it makes more sense. What do you think?

SBody and Grimmchild are now the only 2 charms that don't have a combo with something else. I didn't do Grimmchild, because there is a mod for improving Grimmchild already.
The change makes more sense thematically, but doesn't really seem to fit how the charm modifies vanilla ones. (Toxic clouds and such.)

As for Grimmchild, like with the Exaltation charm weirdness, I think you could potentially just do your own take on it. Might as well make the mod a complete overhaul instead of leaving a few charms out. The Grimmchild mod that already exists just serves as a way to improve it anyway.

But that's just my opinion.
Цитата допису Caidezes:
Цитата допису Aeternalis the Abyssal Alchemist:
Thanks! I appreciate feedback.

I just changed Kinematic Shell from SBody to DCrest, since I think it makes more sense. What do you think?

SBody and Grimmchild are now the only 2 charms that don't have a combo with something else. I didn't do Grimmchild, because there is a mod for improving Grimmchild already.
The change makes more sense thematically, but doesn't really seem to fit how the charm modifies vanilla ones. (Toxic clouds and such.)

As for Grimmchild, like with the Exaltation charm weirdness, I think you could potentially just do your own take on it. Might as well make the mod a complete overhaul instead of leaving a few charms out. The Grimmchild mod that already exists just serves as a way to improve it anyway.

But that's just my opinion.
Made less sense before with SBody. With DCrest, it's actually a dmg charm. Also changed the combo nickname from Meteoric Shell, to Kinematic Shell. It's still called Meteor in my code tho.

I may end up incorporating some Grimmchild stuff later, but for now I want to focus on the more immediately feasable stuff. Grimmchild Upgrades uses monobehaviour stuff, which I'm not good with.

I'm currently working on buffing Flukenest, but I ran into some complications.
Gruz Mother, Galien, Traitor Lord, and maybe some other enemies interact with Flukenest strangely, causing it double-hit sometimes, or even do random dmg.
This is a vanilla bug, so I can't do much about it.
Also PV doesn't take fluke dmg period. Again, vanilla bug.
Basically, I'm reverting the Lifeblood Update dmg nerf, but I'm going to make it 3 notches again.
Автор останньої редакції: Aeternalis the Abyssal Alchemist; 21 листоп. 2018 о 17:37
Цитата допису Tigathan:
check out my hollow knight blog post here!

https://hallncs97.wixsite.com/mysite/blog/plating-made-easy-feast-with-your-eyes-1
Okay... how is this relevant?
Цитата допису Aeternalis the Abyssal Alchemist:
Цитата допису Caidezes:
The change makes more sense thematically, but doesn't really seem to fit how the charm modifies vanilla ones. (Toxic clouds and such.)

As for Grimmchild, like with the Exaltation charm weirdness, I think you could potentially just do your own take on it. Might as well make the mod a complete overhaul instead of leaving a few charms out. The Grimmchild mod that already exists just serves as a way to improve it anyway.

But that's just my opinion.
Made less sense before with SBody. With DCrest, it's actually a dmg charm. Also changed the combo nickname from Meteoric Shell, to Kinematic Shell. It's still called Meteor in my code tho.

I may end up incorporating some Grimmchild stuff later, but for now I want to focus on the more immediately feasable stuff. Grimmchild Upgrades uses monobehaviour stuff, which I'm not good with.

I'm currently working on buffing Flukenest, but I ran into some complications.
Gruz Mother, Galien, Traitor Lord, and maybe some other enemies interact with Flukenest strangely, causing it double-hit sometimes, or even do random dmg.
This is a vanilla bug, so I can't do much about it.
Also PV doesn't take fluke dmg period. Again, vanilla bug.
Basically, I'm reverting the Lifeblood Update dmg nerf, but I'm going to make it 3 notches again.
Fair enough with the change. Neither charm really makes sense, but you are right that the crest makes more sense. And the whole Grimmchild situation is fine; I was just saying you could potentially do stuff with it if you wanted to.

Any progress on the Flukenest tinkering? Sounds like it's a bit annoying to deal with.
Цитата допису Caidezes:
Fair enough with the change. Neither charm really makes sense, but you are right that the crest makes more sense. And the whole Grimmchild situation is fine; I was just saying you could potentially do stuff with it if you wanted to.

Any progress on the Flukenest tinkering? Sounds like it's a bit annoying to deal with.
Flukenest is being annoying.
This is the code I have
private void OnFlukeEnable(On.SpellFluke.orig_OnEnable orig, SpellFluke self) { orig(self); if (GameManager.instance.playerData.equippedCharm_19) { int attr = self.GetAttr<int>("damage"); self.SetAttr("damage", attr + 2); Modding.Logger.Log("FLUKE ME HARDER, DADDY!"); } if (!GameManager.instance.playerData.equippedCharm_19) { int attr = self.GetAttr<int>("damage"); self.SetAttr("damage", attr + 1); Modding.Logger.Log("GET FLUKED!"); } }
What this does, is after the original code for spawning the flukes triggers in SpellFlukes's OnEnable method, my code changes the damage value that was assigned there, which carries over into SpellFluke's OnDamage method. This works except for those bosses I previously mentioned(In one notable test, Galien had 482 hp left, and died from a full fluke, even tho that's over 4 times the dmg he should have taken).
The log messages are just so I know the code is triggering for each fluke, doesn't really matter what I make them say.
Автор останньої редакції: Aeternalis the Abyssal Alchemist; 25 листоп. 2018 о 6:53
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Опубліковано: 9 жовт. 2018 о 9:45
Дописів: 68