PlayerData Reference ==================== PlayerData is the main component of holding and saving various different aspects of the player's progress throughout the game. It holds a lot of data, most of which is used in game. In every code block following, assume :code:`PlayerData pd = PlayerData.instance` was made. When using these variables for computing, consider getting the values using e.g. :code:`PlayerData.instance.GetBool("gotCharm_1")`, as this way other mods can make their changes to those values without breaking anything. This is only a list of the most important pieces of PlayerData. Health ^^^^^^ Below are health related members and their respective default values. .. code-block:: c# // Amount of total current masks left pd.health = 5; // Amount of max masks (execluding joni charm) pd.maxHealth = 5; // Amount of max masks pd.maxHealthBase = 5; // Amount of lifeblood masks (important for fury charm) pd.healthBlue = 0; // Likely exclusivly used withing PlayMakerFSMs pd.joniHealthBlue = 0; // Only used to check if you have all heart pieces pd.maxHealthCap = 9; // Stores previous health amount, basically unused pd.prevHealth = pd.health; // Likely exclusivly used withing PlayMakerFSMs pd.heartPieces = 0; // Likely exclusivly used withing PlayMakerFSMs pd.heartPieceCollected = false; // Gets set to true when pd.maxHealthBase == pd.maxHealthCap pd.heartPieceMax = false; // Amount of hits left that baldur charm will block pd.blockerHits = 4; Collectables & Geo ^^^^^^^^^^^^^^^^^^ Below are collectable related members and their respective default values. .. code-block:: c# // Likely exclusivly used withing PlayMakerFSMs pd.firstGeo = false; // Used as a currency in Hollow Knight, almost exclusivly used withing PlayMakerFSMs pd.geo = 0; // Likely exclusivly used withing PlayMakerFSMs pd.geoPool = 0; // Likely exclusivly used withing PlayMakerFSMs pd.fountainGeo = 0; // Amount of Wanderer's Journals the player has pd.trinket1 = 0; // Whether the player has found one pd.foundTrinket1 = false; // Amount of Hallownest Seals the player has pd.trinket2 = 0; // Whether the player has found one pd.foundTrinket2 = false; // Amount of King's Idols the player has pd.trinket3 = 0; // Whether the player has found one pd.foundTrinket3 = false; // Amount of Arcane Eggs the player has pd.trinket4 = 0; // Whether the player has found one pd.foundTrinket4 = false; // Whether the player doesn't have the given trinket pd.noTrinket1 = false; pd.noTrinket2 = false; pd.noTrinket3 = false; pd.noTrinket4 = false; // Amount of trinkets the player sold pd.soldTrinket1 = 0; pd.soldTrinket2 = 0; pd.soldTrinket3 = 0; pd.soldTrinket4 = 0; // Amount of Simple Keys the player has pd.simpleKeys = 0; // Amount of Rancid Eggs the player has pd.rancidEggs = 0; // Amount of essence the player has pd.dreamOrbs = 0; // Amount of essence the player has already spent pd.dreamOrbsSpent = 0; // Amount of Geo the Shade has stored pd.ghostCoins = 0; // Amount of Pale Ore the player has pd.ore = 0; Abilities & Items ^^^^^^^^^^^^^^^^^ Below are Ability & Item related members and their respective default values. .. code-block:: c# // Mothwing Cloak pd.hasDash = false; // Mantis Claw pd.hasWallJump = false; // Crystal Heart pd.hasSuperDash = false; // Shade Cloak pd.hasShadowDash = false; // Isma's Tear pd.hasAcidArmour = false; // Monarch Wings pd.hasDoubleJump = false; // Lumafly Lantern pd.hasLantern = false; // Tram Pass pd.hasTramPass = false; // Quill pd.hasQuill = false; // Map pd.hasMap = false; // City Crest pd.hasCityKey = false; // Shopkeeper's Key pd.hasSlykey = false; // Whether the player gave sly his key pd.gaveSlykey = false; // Elegant Key pd.hasWhiteKey = false; // Whether the player used the Elegant Key pd.usedWhiteKey = false; // Unused key to Menderbug's house pd.hasMenderKey = false; // Unused key to the Waterways pd.hasWaterwaysKey = false; // Unused key to a spa pd.hasSpaKey = false; // Love Key pd.hasLoveKey = false; // King's Brand pd.hasKingsBrand = false; // Delicate Flower pd.hasXunFlower = false; // Whether the Delicate Flower is broken pd.xunFlowerBroken = false; // How many times the Delicate Flower has been broken pd.xunFlowerBrokeTimes = 0; // Whether the Delicate Flower was delivered pd.xunFlowerGiven = false; // Godtuner pd.hasGodfinder = false; // Whether the player has any spell pd.hasSpell = false; // 1: Vengeful Spirit; 2: Shade Soul pd.fireballLevel = 0; // 1: Desolate Dive; 2: Descending Dark pd.quakeLevel = 0; // 1: Howling Wraiths; 2: Abyss Shriek pd.screamLevel = 0; // Whether the player has any nail art pd.hasNailArt = false; // Cyclone Slash pd.hasCyclone = false; // Dash Slash pd.hasDashSlash = false; // Great Slash pd.hasUpwardSlash = false; // Whether the player has all nail arts pd.hasAllNailArts = false; // Dream Nail pd.hasDreamNail = false; // Dreamgate pd.hasDreamGate = false; // Awoken Dream Nail pd.dreamNailUpgraded = false; Charms ^^^^^^ Below are Charm related members and their respective default values. .. code-block:: c# // How many charm notches the player has pd.charmSlots = 3; // How many charm notches are used pd.charmSlotsFilled = 0; // Whether the player has a charm pd.hasCharm = false; // List of equipped charms pd.equippedCharms = new List(); // Whether the player had the message about charms pd.charmBenchMsg = false; // Amount of charms the player has pd.charmsOwned = 0; // Whether the player can overcharm pd.canOvercharm = false; // Whether the player is overcharmed pd.overcharmed = false; // Continues from charm 1 all the way to 40 // Whether the player owns the charm pd.gotCharm_1 = false; // Whether the player has the charm equipped pd.equippedCharm_1 = false; // Amount of notches the charm costs (min 0 - max 6) pd.charmCost_1 = 1; // Whether the charm is freshly obtained pd.newCharm_1 = true; // Whether the health charm is unbreakable pd.fragileHealth_unbreakable = false; // Whether the greed charm is unbreakable pd.fragileGreed_unbreakable = false; // Whether the strength charm is unbreakable pd.fragileStrength_unbreakable = false; // State of the Kingsoul / Void Heart charm (min 0 - max 4) pd.royalCharmState = 0; // State of the Grimmchild / Carefree Melody charm (min 1 - max 5) pd.grimmChildLevel = 1; Hunter's Journal ^^^^^^^^^^^^^^^^ Below are Journal related members and their respective default values. .. code-block:: c# // Whether the player has the Hunter's Journal pd.hasJournal = false; // Last entry looked at pd.lastJournalItem = 0; // Whether the player has seen the journal message pd.seenJournalMsg = false; // Whether the player has seen the hunter message pd.seenHunterMsg = false; // Whether the player has a full journal pd.fillJournal = false; // Amount of completed entries pd.journalEntriesCompleted = 0; // Idk if it is used pd.journalNotesCompleted = 0; // Amount of total entries pd.journalEntriesTotal = 0; // Whether you unlocked the journal entry of an enemy pd.killedDummy = false; // Amount of enemies left to kill before unlocking the entry pd.killsDummy = 0; // Whether the entry is freshly unlocked pd.newDataDummy = false; Misc ^^^^ Below are other members and their respective default values. .. code-block:: c# // Maybe unused pd.currentArea = 0; // Visited scenes pd.scenesVisited = new List(); // Mapped scenes pd.scenesMapped = new List(); // Sadly appears to be unused pd.playerStory = new List(); Various Booleans ^^^^^^^^^^^^^^^^ I chose to not include any of the flags used for different parts of Hollow Knight, as those would unnecessarily bloat this document. Such flags would include: - Entered Godhome - The White Palace Orbs NPC Dialogue ^^^^^^^^^^^^ I chose to not include any of the flags used for dialogue of NPCs, as those would unnecessarily bloat this document.