Yes, I know there are some help topics about it, and yes, I have posted about help with Hollow Knight before, but people only helped with the bench system, and the charm system is a staple. I also need help with Charm Notch system. ![]()
inventory slots. when you purchase an item, link the vending machine to some sort of machine that gives the boost you want
A bench not currently a thing in Gimkit to sit down if thatās a question.
ā¦When you get to a bench, have a button that says āGo to charms.ā It should teleport you to an area full of buttons. Cover unavailable charms with barriers. When you want to return, a knockout trigger will bring you back to the correct bench.
This depends if you have the season ticket, if you do you can use the popup call to action list, if not it would require a complicated popup list.
This guy gets it. If you donāt want torespawn them and plan to use my bench system you can just add another Channel āexit charmsā or smth to the trigger (you can separate multiple channels with a ā,ā
I do have the season ticket.
You could try to use a pop up and use its own call to action feature which allows you to make two options with the base pop up but this could make the charm system tedious to play and build with and would take a up a chunk of memory if u add a lot of benches.
This will be harder with a platformer. Youāll need a way to get up to all the buttons.
You could just make a system for that
Iām saying that thereās not an animation for sitting down in the gameā¦(yet)
The animation is not necessarily needed, and honestly iām not worried about it. The problems Iām having is being able to equip charms at benches and finding a way to not make it extremely repetitive by just scrolling through charm menus.
Also kind of a health UI (like hearts on the screen) that can all be healed when sitting at a bench.
Thatās pretty much impossible. You would probably just need to use the in-game health bar.
IMPOSSIBLE, YOU SAY?
You could use multiple game overlays that activate popups that each have a certain amount of hearts in them.
Damage taken transmits on a channel that changes the popup that shows up when you click on the overlay, and healing is the same, but reversed.
Oh yeah. Overlays exist lol. The real hard part would be getting all the damage right. Some enemies do two or even 3 masks instead of one.
Depends. Sentrydamage is untraceable.
Hollow knight enemies wouldnāt be accurately represented by sentries either way because they only shoot projectiles at set speeds and canāt move. You would probably need to make a few pseudo enemies with zones around them that deal damage.
Damage and masks could be tracked with a property connected to an item manager, whenever the player gains or loses masks they gain or lose that item which makes damage and healing customizable, the item manager also lets you set a custom amount which lets you make a custom amount of masks.
The property could then be connected to a bit of block code inside an overlay that basically goes,
If | Get Property | Masks| = | 1
Then | Set Text | āŖļø
If | Get Property | Masks | = | 2
Then | Set Text | āŖļøāŖļø
This then goes on for however many masks you wanāt to have maximum. As for showing maximum masks while your damaged⦠Its almost midnight, Im exhausted, someone else can figure that out.