The Ultimate Guide to Hollow Knight: Part 2 (Difficulty: 8/10 🟥)

hallo! Today we are back at it with another Hollow Knight guide! Today we are diving into the Charms Menu. There is a lot of repetition here, so if you don’t have the guts to copy the same 4 devices over and over and over (20 times) again, well just leave now! Well, have fun! :wink:

harharharhar83


hey im back for a split second. im still not coding like on my own yet but i have figured out the names of some of the things used for code and i can actually build things if someones tells me exactly how to do it (i made clicclacs board game map thing). once again theres a lot in this section too which i would not be able to handle on my own so im still just the advertisement :+1:

tired_rat (again)


So here are the 8 parts to our Guide! Yippee Skippee!

Part 1: The Inventory & Map Menus Click Here
Part 2: The Charms Menu (That’s this one)
Part 3: Resting Click Here
Part 4: Locations/Mapmaking (In development)
Part 5: Items (Not out yet)
Part 6: Relics, Shards, Abilities, & Nails (Not out yet)
Part 7: Map Pins/Charms (Not out yet)
Part 8: The Hunter’s Journal (A Guide to Bugs) (Not out yet)
Part 9: Bosses (Not out yet)


Warnings

WARNING: Memory Intensive
WARNING: Device Intensive
WARNING: Includes Blocks
WARNING: Length Alert
WARNING: Major Repetition
WARNING: Unclear Sections
WARNING: Organization is key. Make sure you are organized!!!


Let’s jump right into:

[:scroll:] The Ultimate Guide to Hollow Knight

Charm Menu

Intro: Hey guys! Make sure to read Part 1 before continuing! So, you’ve done that? Good! So, you remember that we put together the menu system for the Inventory and Map. Well, now it’s time to do that for the charms! Ready? Let’s do this!

Chapters:

  1. Review
  2. Charm Menu Set-Up
  3. Collecting Charms
  4. Equipping Charms
  5. Poll

Review

So lets review what we did in the last TUG to Hollow Knight. First we created a Menu Page that had 3 sections: Inventory, Map, and Charms. Then, we created the Inventory Menu. After that, we made the system to Check the Map. Finally, when we made the Charm section and we had the first CTA[1] broadcast on Open Charms Page 1. Here will build the Charm Menu.


Charm Menu Set-Up

So this part will set up the charm menu and make it so you can see your equipped charms and so you can equip charms when resting on a bench.

Devices:

  • 2x Pop-Ups
  • 1x Notification
  • 8x Property

Pop-Up 1 (Equipped Charms)

For this first Pop-Up we are going to set it to show the equipped charms and remaining charm notches.

Settings:
So first let’s set the header to Equipped Charms and the content to Notches Left: 3 | Equipped Charms:. Now let’s have it open when receiving Open Charms Page 1. Looks-wise set the font to Staatliches and the color to R 33 G 33 B 33. For the first CTA name it Back and have it broadcast on Open Menu Page 2. The second CTA should be named Next and have it broadcast on Open Charms Page 2. Finally, add some blockcode that runs when receiving on Update Charms Equipped:
image

Explanation:
When this Pop-Up is opened it will show you the charm notches left, and the charms equipped. The first CTA takes you back to the Menu and the second CTA sends you to the next Charms Pop-Up. It should look like this:
image

Pop-Up 2 (Equipping Charms)

Okay this Pop-Up will give us the option of Equipping or Unequipping charms.

Settings:
Now let’s start by setting the header to Equipping Charms and the content to While resting on a bench you can change which charms you want you want equiped. (WARNING: Unequipping charms unequips all charms).. Now let’s have it open when receiving Open Charms Page 2. Looks-wise set the font to Staatliches and the color to R 33 G 33 B 33. For the first CTA name it Equip Charms and have it broadcast on Equip Charms. The second CTA should be named Unequip Charms and have it broadcast on Unequip. Finally, add some blockcode that runs when receiving on Equip Charms:
image

Explanation:
This Pop-Up gives us the option of either equipping charms or unequipping charms. When we click the first CTA, the blockcode will run and check if we are on a bench. If we are on a bench (ie. On Bench = true), then it will broadcast on Equip Charms Now. If we are not on a bench (ie. On Bench = false), then it will broadcast on Equip Charms Later. It should look something like this:
image

Notification

This notification will inform the player that they cannot put on charms unless they are on the bench.

Settings:
When receiving on Equip Charms Later have it send a Error notification that has a title of Must be on Bench and a content with To equip a charm, open the CHARMS menu while resting on a bench..

Explanation:
Whenever the blockcode above checks runs, it is checking for if a player is on a bench. If they are not, the notification will tell the player they must be on a bench. It should look like this:
image

Properties 1-8

These properties will store the names of the charms equipped. We will do more with these properties later, for now we are just creating them as placeholders.

Settings:
All you need to do for these properties is have them broadcast on Update Charms Equipped and give them each a unique name from the list:

Equipped Charm 1
Equipped Charm 2
Equipped Charm 3
Equipped Charm 4
Equipped Charm 5
Equipped Charm 6
Equipped Charm 7
Equipped Charm 8

Explanation:
Whenever these properties get a name of a charm put into them, they will update the Pop-Up with the name of the equipped charm, making it look like this:
image

Okay! Now that that part’s out of the way we can move onto collecting charms! 80+ Devices! Yippy Skippy!


Collecting Charms

This part of the guide is HUGE on repitition! You should probably take breaks when doing this because it is a lot. Dont :sob: while reading the device list.

Devices:

  • 20x Pop-Ups
  • 22x Properties
  • 20x Buttons
  • 20x Notifications

Pop-Up 1 (Wayward Compass)

This Pop-Up will originally show ??? but, when they collect the charm it will show: [Charm Name]. Let’s gooooooooo!

Settings:
First set the header text to ??? and the content to Notch Cost: ??? | Desc: ???. This Pop-Up should open when receiving on Equip Charms Now. Now for the color use R 33 G 33 B 33. For the first CTA name it Equip and have it broadcast on Equip Wayward Compass. For the second CTA name it Next and have it broadcast on Next Charm. Finally run this blockcode when receiving on Wayward Compass:
image
(The part that is cut off is this: Notch Cost: 1 | Desc: Whispers the bearer's location while a map is open. Unexplored areas stay for twice as long and pins are shown all the time.)

Explanation:
At game start this Pop-Up will have a bunch of ???. However, when the player collects the charm the ??? will switch to a description of the charm. Then, it will set the Wayward Compass Property to “true” letting the computer know it was collected. Here is what it will look like:
image
image

Pop-Up 2-18 (Other Charms)

Below is a “rubric” to set up each of these nineteen pop-ups, each one to represent a charm.

Settings:
Looks -

  • Header: ???
  • Content: Notch Cost: ??? | Desc: ???
  • Color: R 33 G 33 B 33

Channels -

  • First CTA: Have it be named Equip and have it broadcast on Equip [CHARM NAME, SEE BELOW]
  • Second CTA/Open when receiving on: The first Pop-Up will open on Next Charm and broadcast on Next Charm 1. The second Pop-Up will open on Next Charm 1 and broadcast on Next Charm 2. You see the pattern here? Continue that pattern all the way up to the eighteenth charm.
  • Run blockcode when receiving on: [CHARM NAME]

Blockcode -
image

Pop-Up # - Name - Description
2 - Sprintmaster - Notch Cost: 1 | Bears the likeness of a strange bug known only as "The Sprintmaster". Bearer can run 1.5 times faster than usual.
3 - Grubsong - Notch Cost: 1 | Desc: A charm filled with the gratitude of freed grubs! The bearer gains soul when taking damage.
4 - Thorns of Agony - Notch Cost: 1 | Desc: Senses when the bearer is harmed and lashes out at the world around them. After taking damage, thorns will grow and deal damage.
5 - Dream Wielder - Notch Cost: 1 | Desc: Contains the dreams of dead bugs. The bearer gains more soul when killin-g an enem-y.
6 - Glowing Womb - Notch Cost: 2 | Desc: Drains the soul of the bearer to spawn Knightlings. Knightlings have no desire to eat or live and exist only to protect the bearer.
7 - Shape of Unn - Notch Cost: 2 | Desc: Reveals the Unn within the bearer.
8 - Sharp Shadow - Notch Cost: 2 | Desc: Contains a forbidden spell that turns shadows into deadly weapons. When the bearer uses Shade Cloak through an enem-y, they deal the enem-y damage.
9 - Lifeblood Heart - Notch Cost: 2 | Desc: Contains a living core that seeps lifeblood. When resting the bearer gains a thin layer of lifeblood.
10 - Soul Catcher - Notch Cost: 2 | Desc: Used by shamans to draw more soul from the air around them. Increases the amount of soul gained when striking an enem-y with your nail.
11 - Dashmaster - Notch Cost: 2 | Desc: Bears the likeness of an eccentric bug known only as "The Dashmaster". Allows the bearer to dash more frequently and faster.
12 - Fury of the Fallen - Notch Cost: 2 | Desc: Embodi-es the fury and heroism that comes on all of those who are about to di-e. When close to dea-th, the bear's health will increase.
13 - Baldur Shell - Notch Cost: 2 | Protects its bearer with a hard shell while focusing soul. The shell is not indestructible and will break if it takes too much damage.
14 - Lifeblood Core - Notch Cost: 3 | Contains a living core that bleeds lifeblood. When resting the bearer gains a coating of lifeblood.
15 - Shaman Stone - Notch Cost: 3 | Said to contain the knowledge of past generations of shamans. Increases the power of spells, dealing more damage to foes.
16 - Flukenest - Notch Cost: 3 | Living charm born in the gut of Flukemarm. Transforms Venegful Spirit into a horde of baby flukes.
17 - Deep Focus - Notch Cost: 4 | Naturally formed in a crystal over a long period. Draws in soul from the surrounding air. The bearer will focus soul at a slower rate, but the healing effect will double.
18 - Kingsoul - Notch Cost: 5 | Holy charm signifying the union of two higher being. The bearer slowly gains soul from limitless soul within.

Explanation:
At game start this Pop-Up will have a bunch of ???. However, when the player collects the charm the ??? will switch to a description of the charm. Then, it will set the [CHARM NAME] Property to “true” letting the computer know it was collected.

Pop-Up 19 (Fragile Greed)

Settings:
First set the header text to ??? and the content to Notch Cost: ??? | Desc: ???. This Pop-Up should open when receiving on Next Charm 17 . Now for the color use R 33 G 33 B 33. For the first CTA name it Equip and have it broadcast on Equip Fragile Greed. For the second CTA name it Next and have it broadcast on Next Charm 18. When receiving on Fragile Greed run this blockcode:
image
(Note:
1st G/U - This charm is fragile. If the bearer di-es it will break.
2nd G/U - This charm is broken, its powers are hindered until it is repaired.
Create text with (Part 1): Notch Cost: 2 | Desc: Causes the bearer to find more geo upon killin-g the enemie-s.)

Explanation:
At game start this Pop-Up will have a bunch of ???. However, when the player collects the charm the ??? will switch to a description of the charm. For the description the computer checks to see if the charm is broken, unbroken, or fragile and then sets the text accordingly. It should look like this:

Pop-Up 20 (Fragile Strength)

Settings:
First set the header text to ??? and the content to Notch Cost: ??? | Desc: ???. This Pop-Up should open when receiving on Next Charm 18 . Now for the color use R 33 G 33 B 33. For the first CTA name it Equip and have it broadcast on Equip Fragile Strength. For the second CTA name it Close and have it broadcast on Close Charm Pop-Ups. Close the Pop-Up when receiving on Close Charm Pop-Ups. When receiving on Fragile Strength run this blockcode:
image
1st G/U - This charm is fragile. If the bearer di-es it will break.
2nd G/U - This charm is broken, its powers are hindered until it is repaired.
Create text with (Part 1): Notch Cost: 2 | Desc: Increases the bearers strength, causing players to cause more damage with their nail.)

Explanation:
At game start this Pop-Up will have a bunch of ???. However, when the player collects the charm the ??? will switch to a description of the charm. For the description the computer checks to see if the charm is broken, unbroken, or fragile and then sets the text accordingly. It should look like this:
image

Okay that should be all for the Pop-Ups. Hope you had fun with that! Maybe you should take a little break here. Eat some :hamburger: or take a :sleeping:.

Ready? Good!

Properties 1-20 (Charms Collected?)

Settings:
Make 20 true/false properties with a default of false. Give them each a unique name from the list:

Wayward Compass
Sprintmaster
Grubsong
Thorns of Agony
Dream Wielder
Glowing Womb
Shape of Unn
Sharp Shadow
Lifeblood Heart
Soul Catcher
Dashmaster
Fury of the Fallen
Baldur Shell
Lifeblood Core
Shaman Stone
Flukenest
Deep Focus
Kingsoul
Fragile Greed
Fragile Strength

Explanation:
Whenever the player collects a charm, it will set the property to true, so the computer recognized it as collected.

Property 21+22 (Greed/Strength)

Settings:
Create a text property with a default of Fragile. Then give each a unique name from the list:

Strength
Greed

Explanation:
This will tell the computer weather the computer is Broken, Unbreakable, or Fragile.

WE ARE IN THE HOMESTRECH (of this section)!!!

Buttons 1-20

Settings:
Have Button Message say Collect and have its visible-in game set to No. Have one button for each charm, and have it broadcast on [CHARM NAME].

Explanation:
When a player clicks a button it will broadcast based on what charm it is. So if this charm that they are collecting is Wayward Compass, it will broadcast on Wayward Compass.

Notifications 1-20

Settings:
Set the title to Charm Collected and the content to [CHARM NAME]. Set the type to Info. Finally, have it send when receiving on [CHARM NAME].

Explanation:
Based on what charm it is, it should look something like this:
image

Phew that is done! Maybe wait till tomorrow to keep reading…


Equipping Charms

Okay this part is a lot and unlike the last part, it is not a lot of repetition. It has A LOT of blockcode too.

Devices:

  • 27x Triggers
  • 13x Properties
  • 2x Notifications

Triggers 1-20 (Selecting Charms)

Settings:
Create one of these for each charm. Make the triggers trigger when receiving on Equip [CHARM NAME] and it should broadcast on Equip, when triggered. Run this blockcode as well:
image

Explanation:
When the player attempts to equip a charm, the computer stores the charm name and charm notch cost for future reference.

Trigger 21 (Verifying Equip)

Settings:
Set this trigger to trigger when receiving on Equip, and have a delay of 1. Then, run this blockcode:

Explanation:
First, the blockcode sets the Charm Selected Property to a variable to save blockcode space. Then, it checks to see if the player owns the charm they selected. In they don’t it broadcasts on No Charm and if it does it checks if it already equip, so that way they can’t equip it twice. If it is already equipped, it broadcasts on Already Equipped. If they own the charm and haven’t already equipped it then it broadcasts on Equip Verified.

Trigger 22

Settings:
Set this trigger to trigger when receiving on Equip Verified, and have a delay of 1. Have it broadcast on Add Charm when triggered. Then, run this blockcode:
image

Explanation:
After the blockcode sets the variables, it checks to see if the player has enough notches. If they don’t it broadcasts on Overcharmed. If it does it checks to see if Slot [#] = true(ie. it already has a charm in it) and Slot 2 = false(ie. it does not have a charm in it). When it finds an empty slot, it sets the charm name into the Equipped Charms [#]. If there are no empty slots, it broadcasts on Overcharmed.

Trigger 23 (Subtracting Notches)

Settings:
Set this trigger to trigger when receiving on Add Charm, and have a delay of 1. Have it broadcast on Disable Slot when triggered. Then, run this blockcode:

Explanation:
When the charm is set, the computer needs to get rid of the notches. First, it broadcasts on [CHARM NAME]true, then it recomputes the available notches and used notches.

Trigger 24 (Setting Filled Slots)

Settings:
Set this trigger to trigger when receiving on Disable Slots. Then, run this blockcode:
image

Explanation:
This code will check for the most recent empty slot and set it too true (ie. Filled slot)

Trigger 25 (Unequip)

Settings:
Set this trigger to trigger when receiving on Unequip. Have it broadcast on Restore Defaults when triggered. Then, run this blockcode:
image

Explanation:
It resets the Charm Properties.

Trigger 26 (Restore Defaults)

Settings:
Set this trigger to trigger when receiving on Unequip. The, run this blockcode:
image

Explanation:
It turns off the charm abilities if they were on.

Trigger 27 (Notch Collecting)

Whenever someone collects a NEW charm we need a way to reset the available notches to include the new charm.

Settings:
Set this trigger to trigger when receiving on Notch Collected. The, run this blockcode:
image

Explanation:
Recomputes Available Notches and Total Notches after collecting a new charm.

Notification (No Charm)

Settings:
Send a error-type poll with a title Nope and with this content: You don't have that charm!. Have this send when receiving on No Charm.

Explanation:
When it receives on the channel that shows the player doesn’t have the charm they are trying to equip, it sends a notification that looks like this:
image

Notification (Already Equipped)

Settings:
Send a error-type poll with a title Already Equipped and with this content: You already have this charm equipped!!. Have this send when receiving on Already Equipped.

Explanation:
When it receives on the channel that shows the player already has that charm equipped, it sends a notification that looks like this:
image

Notification (Overcharmed)

Settings:
Send a error-type poll with a title Overcharmed and with this content: !. Have this send when receiving on Overcharmed.

Explanation:
When it receives on the channel that shows the player has too many charms/notches, it sends a notification that looks like this:
image

Properties side note: There will be no explanation because they are pretty self-explanatory

Property 1

Settings:
Name this property Charm Selected.

Properties 2 + 3

Settings:
Set this to a number property and give it a default of 0 and give each a unique name:

Charm Selected Notch Cost
Used Notches

Properties 4 + 5

Settings:
Set this to a number property and give it a default of 3 and give each a unique name:

Total Notches
Available Notches

Properties 6 - 13

Settings:
Set this to a true/false property and give it a default of false and give each a unique name:

Slot 1
Slot 2
Slot 3
Slot 4
Slot 5
Slot 6
Slot 7
Slot 8

WE ARE DONE!!!


Polls

Another two polls!

Should I do a Setting Up the Map Options guide for Hollow Knight?
  • Yes
  • No
0 voters
What is the difficulty?
  • 0/10 :white_small_square:
  • 1/10 :blue_square:
  • 2/10 :green_square:
  • 3/10 :green_square:
  • 4/10 :yellow_square:
  • 5/10 :yellow_square:
  • 6/10 :orange_square:
  • 7/10 :orange_square:
  • 8/10 :red_square:
  • 9/10 :red_square:
  • 10/10 :purple_square:
  • 11/10 :black_small_square:
0 voters

Outro: So that concludes that. So in this guide we: Established a Charms Menu that shows Charm Notches & Equipped Charms, created a system that only allows you equip charms on a bench, it shows the Charm names/descriptions after you collect them, and fill Charm names into specific slots based on what’s available. Now, if something doesn’t work/isn’t comprehendible just ping me & tired_rat! Keep a lookout for Part 3!


  1. Call to Action ↩︎

10 Likes

Oh man, 11/10. That is crazy.

2 Likes

Hey! Sorry for some words being split like this:
enem-y
It’s because they will not allow the word.

5 Likes

OOOOH!!! Part 2 came out

1 Like

WOW! thats the biggest guide I have ever seen

5 Likes

great guide wow that was fast it takes you 1 week to make 2 guides of HOLLOW KNIGHT and it’s taking me 2 weeks to make one part of Celeste.

I feel like robtop.

3 Likes

Even though I have no clue what Hollow Knight is I still love how this guide is organized, and read it all because of that. Keep up the good work. Though 2 things:
1: If the guide is 11/10 I think you should bump it down to 10/10 so we still have one 11/10 guide, and it doesn’t become a big thing.
2: How do you do this?:

That’s useful and I need it please.

Guide rating: 10/10, truly

3 Likes

Great Job @harharharhar83 Hope you finish it soon!! :smile:

1 Like

never played Hollow Knight before but maybe I might start playing it in gimkit after harharharhar83 finishes this. These guides are so organized, can’t wait for the rest to come out!

One question tho: is this game platformer or top-down

3 Likes

Have Fun Playing Hollow knight Has Huge LORE

3 Likes

Agreed with @Captain-Gim
about the organizing also @Captain-Gim check your gmail

3 Likes

Thanks! Also, what did you mean how? The click here was a link to that guide? or am I missing something?

2 Likes

YES, HOLLOW KNIGHT


This might be an 11/10 guide :scream:

This thing will take up all my life.

y’know, the only reason why i votes 2/10 is because that this can be organized by concatenation and if you make it unclear, then OF COURSE IT’S HARD

(and partially because i think my brain is weird)

2 Likes

How do you change the name of the guide to “click here,” with a link? Whenever I link a guide it’s just a guide itself, not a new name.

1 Like

The reasons its labeled Unclear because Collecting Charms Part is very repetitive and I thought that it might be unclear to newer users

  1. Put down some text like this:
    `Click Here
  2. Then highlight the text:
    image
  3. Click the Link button on the panel at the top
    image
  4. Paste in the link
    image
  5. Click OK and then:
    Click Here
3 Likes

Since a lot of people who were voting 11/10 were newer users I decided to just take the
Not me already 1/2 done with Part 3
average of all the votes to make it make more sense

5 Likes

I voted 2/10 because alsong as the guide tell you what to do it easy but I still don’t understand why people would vote this hard.

3 Likes

Mini bump! But mainly cause Captain-Gim left… :frowning: o7 buddy, o7…