21 Commits
1.5.0 ... 1.6.6

Author SHA1 Message Date
mikx
366e2f5570 (1.6.6) Event Enemies Detection + Kill Count 2026-02-21 05:38:58 -05:00
mikx
90bb020a44 (1.6.5) Item Drops Settings from Json 2026-02-18 17:20:30 -05:00
mikx
6b70c79af7 (1.6.4) Managed RandomEvent Message 2026-02-18 05:27:13 -05:00
mikx
ad5387d6eb (1.6.3) EventSystem Debug Fix / KillFeed show biome icon 2026-02-17 05:18:00 -05:00
mikx
11193f2472 (1.6.2) Level are server-wide. 2026-02-16 04:04:49 -05:00
mikx
fb96f17b55 (1.6.1) Readme Update 2026-02-15 05:58:33 -05:00
mikx
db06cf19ad (1.6.1) Removed a debug logic 2026-02-15 04:10:42 -05:00
mikx
aaf9bf22dd (1.6.0) Release Commit 2026-02-15 03:06:48 -05:00
mikx
d706e173b8 Merge Conflict Fix 2026-02-12 23:42:21 -05:00
mikx
6a8a09e2f6 proof of concept 2026-02-12 23:38:28 -05:00
mikx
d0f7a156c7 (1.5.8) Perf. Optimization 2026-02-12 09:05:33 -05:00
mikx
cb93f20b18 (1.5.7) AutoDoor Ignore List 2026-02-12 03:15:36 -05:00
mikx
2291d1c162 (1.5.6) readme update again 2026-02-11 22:50:43 -05:00
mikx
fb68bb61e2 (1.5.6) readme update 2026-02-11 22:45:39 -05:00
mikx
e1a15adad6 (1.5.6) Day/Time UI + New AutoDoor Logic 2026-02-11 22:44:05 -05:00
mikx
c724674b5a (1.5.5) readme fix 2026-02-07 03:09:31 -05:00
mikx
ee50214043 (1.5.5) Localization 2026-02-07 03:08:08 -05:00
mikx
11f6384db6 (1.5.4) KillFeed death icon + Tweaks 2026-02-06 20:36:53 -05:00
mikx
4dcd7504da (1.5.3) Major KillFeed Tweaks/Fix 2026-02-05 22:34:52 -05:00
mikx
48445db561 (1.5.2) KillFeed Tweaks/Fix/Format 2026-02-05 07:15:19 -05:00
mikx
ba2091d6f9 (1.5.1) KillFeed World Fix + Auto Door Fix 2026-02-04 15:51:00 -05:00
17 changed files with 1942 additions and 291 deletions

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using MxValheim.Patch.HUD;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
internal class Experience
{
public static int GetRequiredExpByLevel(int level)
{
return (level * 100);
}
public static float CalculateExpMultiplier(Heightmap.Biome biome)
{
Dictionary<int, float> biomeBase = new Dictionary<int, float>()
{
{ 1, 1.0f },
{ 2, 1.5f },
{ 8, 2.0f },
{ 4, 2.5f },
{ 16, 3.0f },
{ 256, 3.5f },
{ 32, 4.0f },
};
float rewardExpMulti = biomeBase[((int)biome)];
return rewardExpMulti;
}
public static void AddExperience(int amount)
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
int level = Profiles.serverLevel;
int exp = Profiles.serverExperience;
exp += amount;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetExperience", exp);
exp = Profiles.serverExperience;
int maxexp = GetRequiredExpByLevel(level);
UpdateProgressBar();
if (exp >= maxexp)
{
exp -= maxexp;
level++;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetLevel", level);
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetExperience", exp);
UpdateProgressBar();
}
}
public static void UpdateProgressBar()
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
float expPercentage = ((float)Profiles.serverExperience / GetRequiredExpByLevel(Profiles.serverLevel));
if (Clock.m_barFill != null)
{
Clock.m_barFill.anchorMax = new Vector2(expPercentage, 1);
Clock.m_barFill.offsetMin = Vector2.zero;
Clock.m_barFill.offsetMax = Vector2.zero;
}
}
}
}

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using HarmonyLib;
using Splatform;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Controls;
using UnityEngine;
using UnityEngine.UI;
using static MxValheimMod;
using Canvas = UnityEngine.Canvas;
using Image = UnityEngine.UI.Image;
namespace MxValheim.EventSystem
{
internal class EventSystem_Patch
{
// --- 3. HARMONY PATCHES ---
[HarmonyPatch(typeof(Player), nameof(Player.Awake))]
public static class PlayerAwakePatch
{
static void Postfix(Player __instance)
{
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.StartRandomEvent))]
public static class DebugRaidFrequency
{
static void Prefix(RandEventSystem __instance)
{
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", "", "", "", "", -1);
}
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
public static class TimerFreezePatch
{
static void Prefix(RandEventSystem __instance)
{
__instance.m_eventIntervalMin = 10f;
__instance.m_eventChance = 100f;
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.RPC_SetEvent))]
public static class RandEventEndPatch
{
private static readonly AccessTools.FieldRef<RandEventSystem, RandomEvent> ActiveEventField = AccessTools.FieldRefAccess<RandEventSystem, RandomEvent>("m_activeEvent");
static void Prefix(RandEventSystem __instance, string eventName)
{
RandomEvent currentRaid = ActiveEventField(__instance);
if (string.IsNullOrEmpty(eventName) && currentRaid != null)
{
int kill = 0;
ZPackage pkg = new ZPackage();
pkg.Write(currentRaid.m_name);
pkg.Write($"{currentRaid.m_pos}");
Debug.Log($"RPC_SetEvent: {currentRaid.m_pos}");
kill = Watcher.eventKill;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerRemoveEvent", pkg);
Vector3 playerPos = Player.m_localPlayer.transform.position;
float distance = Vector3.Distance(playerPos, currentRaid.m_pos);
if (distance <= 96f)
{
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
Reward.GiveItemStatic("Coins", Reward.CalculateRewardCoin(Profiles.serverLevel, currentBiome, kill));
System.Random rand = new System.Random();
Reward.GiveItemStatic("Feathers", rand.Next(5, 20));
if (rand.Next(100) < 50)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "food"), 1);
}
if (rand.Next(100) < 25)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "heal"), 1);
}
if (rand.Next(100) < 10)
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "metal"), rand.Next(5, 20));
}
}
}
}
}
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
public static class Hud_Update_Patch
{
static void Postfix(Hud __instance)
{
if (Player.m_localPlayer == null || !Hud.instance) return;
if (RandEventSystem.instance != null)
{
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{
eventName = Localization.instance.Localize(activeEvent.GetHudText());
}
}
if (RandEventSystem.instance != null && RandEventSystem.instance.GetActiveEvent() != null)
{
__instance.m_eventName.text = "";
}
}
}
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifier
{
static void Postfix(Character __instance)
{
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
MonsterAI mai = __instance.GetComponent<MonsterAI>();
bool isEventCreature = false;
if (mai != null)
{
isEventCreature = Traverse.Create(mai).Field<bool>("m_eventCreature").Value;
}
if (!isEventCreature) return;
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{
ZPackage pkg = new ZPackage();
pkg.Write(activeEvent.m_name);
pkg.Write($"{activeEvent.m_pos}");
ActiveEventData entry = MxValheimMod.ActiveEvents.Find(e => e.Position == activeEvent.m_pos.ToString());
if (entry == null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerRegisterEvent", pkg);
} else
{
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetEventKill", pkg);
}
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerGetEventKill", pkg);
}
int level = __instance.GetLevel();
int exp =
(level == 1) ? 2 :
(level == 2) ? 4 :
(level == 3) ? 6 :
6;
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
int expFinal = ((int)(exp * Experience.CalculateExpMultiplier(currentBiome))) + Profiles.serverLevel;
Experience.AddExperience(expFinal);
}
}
}
}
}

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using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MxValheim.EventSystem
{
internal class Profiles
{
public class ProfileRoot
{
public int level { get; set; }
public int experience { get; set; }
}
public static bool userExists = false;
public static int serverLevel = 1;
public static int serverExperience = 0;
public static void ServerUserExists(string playerid)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
if (File.Exists(MxValheimMod.internalDataEventSystem)) userExists = true;
}
public static void ServerReceiveCreateUser(long sender, string playerid, string playerName)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
ProfileRoot pr = new ProfileRoot
{
level = 1,
experience = 0
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(MxValheimMod.internalDataEventSystem, raw);
}
public static void ServerHandleProfileRequest(long sender, string required)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
if (File.Exists(MxValheimMod.internalDataEventSystem))
{
string rawJson = File.ReadAllText(MxValheimMod.internalDataEventSystem);
ZRoutedRpc.instance.InvokeRoutedRPC(sender, "RPC_ClientReceiveProfile", rawJson);
}
else
{
ProfileRoot pr = new ProfileRoot
{
level = 1,
experience = 0
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(MxValheimMod.internalDataEventSystem, raw);
}
}
public static void LoadProfile(long sender, string json)
{
ProfileRoot loadedProfile = JsonConvert.DeserializeObject<ProfileRoot>(json);
serverLevel = loadedProfile.level;
serverExperience = loadedProfile.experience;
}
public static void ServerSetExperience(long sender, int exp)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(MxValheimMod.internalDataEventSystem));
ProfileRoot pr = new ProfileRoot
{
level = pro.level,
experience = exp
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(MxValheimMod.internalDataEventSystem, raw);
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
}
public static void ServerSetLevel(long sender, int level)
{
// Check to ensure this is actually the server running this
ZNet zn = new ZNet();
if (!zn.IsDedicated()) return;
ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(MxValheimMod.internalDataEventSystem));
ProfileRoot pr = new ProfileRoot
{
level = level,
experience = pro.experience
};
var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
File.WriteAllText(MxValheimMod.internalDataEventSystem, raw);
ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", "Event");
}
}
}

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using HarmonyLib;
using Jotunn.Configs;
using Jotunn.Entities;
using Jotunn.Managers;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using static DropTable;
namespace MxValheim.EventSystem.RandomUnique
{
internal class SpawnManager
{
public class SpawnConditionsData
{
public bool WorldSpawnEnabled;
public string Biome;
public float SpawnChance;
public int MaxSpawned;
public float SpawnInterval;
public float SpawnDistance;
public bool SpawnInForest;
public bool SpawnOutsideForest;
public float MinAltitude;
public float MaxAltitude;
public int MinGroupSize;
public int MaxGroupSize;
public bool SpawnAtDay;
public bool SpawnAtNight;
public int MinLevel;
}
public class DropData
{
public string ItemName;
public int Min;
public int Max;
public float Chance;
public bool OnePerPlayer;
}
public class EquipmentData
{
public string RightHand;
public string LeftHand;
public string Chest;
public string Legs;
public string Back;
}
public class EnemyTemplate
{
public string PrefabToClone;
public string InternalName;
public string HoverName;
public string Faction;
public float Health;
public float Speed;
public float Scale;
public ColorData ColorTint;
public SpawnConditionsData SpawnConditions;
public List<DropData> DropTable;
public EquipmentData Equipment;
}
public class ColorData
{
public float r;
public float g;
public float b;
public float intensity;
}
public static void RegisterWithWorldSpawn(GameObject customEnemy, EnemyTemplate data)
{
var spawnConfig = new SpawnConfig
{
Name = data.InternalName + "_Spawn",
WorldSpawnEnabled = data.SpawnConditions.WorldSpawnEnabled,
Biome = (Heightmap.Biome)Enum.Parse(typeof(Heightmap.Biome), data.SpawnConditions.Biome),
SpawnChance = data.SpawnConditions.SpawnChance,
MaxSpawned = data.SpawnConditions.MaxSpawned,
SpawnInterval = data.SpawnConditions.SpawnInterval,
SpawnDistance = data.SpawnConditions.SpawnDistance,
SpawnInForest = data.SpawnConditions.SpawnInForest,
SpawnOutsideForest = data.SpawnConditions.SpawnOutsideForest,
MinAltitude = data.SpawnConditions.MinAltitude,
MaxAltitude = data.SpawnConditions.MaxAltitude,
MinGroupSize = data.SpawnConditions.MinGroupSize,
MaxGroupSize = data.SpawnConditions.MaxGroupSize,
SpawnAtDay = !data.SpawnConditions.SpawnAtDay,
SpawnAtNight = data.SpawnConditions.SpawnAtNight,
MinLevel = data.SpawnConditions.MinLevel,
};
var creatureConfig = new CreatureConfig();
creatureConfig.Name = data.HoverName;
creatureConfig.AddSpawnConfig(spawnConfig);
CreatureManager.Instance.AddCreature(new CustomCreature(customEnemy, true, creatureConfig));
Debug.Log($"[MxValheim] {data.InternalName} registered correctly with CreatureConfig!");
}
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
public static class Hud_Update_SpawnManager
{
static void Postfix(Hud __instance)
{
if (Player.m_localPlayer == null || !Player.m_localPlayer.IsDead()) return;
if (MxValheimMod._uniqueTimer > 0)
{
MxValheimMod._uniqueTimer -= Time.deltaTime;
}
if (MxValheimMod._uniqueTimer <= 0)
{
int pb = GetPlayerBiomeIndex(Player.m_localPlayer);
System.Random rand = new System.Random();
if (rand.Next(100) < 25)
{
switch (pb)
{
case 1: break;
}
}
MxValheimMod._uniqueTimer = 60.0f;
}
}
}
public static int GetPlayerBiomeIndex(Player player)
{
int biomeIndex = 0;
Heightmap.Biome currentBiome = player.GetCurrentBiome();
Debug.Log($"KillFeed: {currentBiome}");
if (currentBiome == Heightmap.Biome.Meadows) biomeIndex = 1;
else if (currentBiome == Heightmap.Biome.BlackForest) biomeIndex = 2;
else if (currentBiome == Heightmap.Biome.Swamp) biomeIndex = 3;
else if (currentBiome == Heightmap.Biome.Mountain) biomeIndex = 4;
else if (currentBiome == Heightmap.Biome.Plains) biomeIndex = 5;
else if (currentBiome == Heightmap.Biome.Mistlands) biomeIndex = 6;
else if (currentBiome == Heightmap.Biome.DeepNorth) biomeIndex = 7;
else if (currentBiome == Heightmap.Biome.AshLands) biomeIndex = 8;
else if (currentBiome == Heightmap.Biome.Ocean) biomeIndex = 9;
return biomeIndex;
}
}
}

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using Jotunn.Managers;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using static MxValheim.EventSystem.RandomUnique.SpawnManager;
namespace MxValheim.EventSystem.RandomUnique
{
internal class UniqueManager
{
public static void LoadAllTemplates()
{
string uniqueFolder = Path.Combine(MxValheimMod.internalDataPath, "UniqueEnemy");
if (!Directory.Exists(uniqueFolder))
{
Directory.CreateDirectory(uniqueFolder);
}
string[] jsonFiles = Directory.GetFiles(uniqueFolder, "*.json");
foreach (string filePath in jsonFiles)
{
try
{
string jsonContent = File.ReadAllText(filePath);
LoadEnemyFromJson(jsonContent);
Debug.Log($"Loaded custom enemy from: {Path.GetFileName(filePath)}");
}
catch (System.Exception ex)
{
Debug.LogError($"Failed to load {filePath}: {ex.Message}");
}
}
}
public static void LoadEnemyFromJson(string jsonContent)
{
var data = JsonConvert.DeserializeObject<EnemyTemplate>(jsonContent);
GameObject customEnemy = PrefabManager.Instance.CreateClonedPrefab(data.InternalName, data.PrefabToClone);
Character character = customEnemy.GetComponent<Character>();
if (character != null)
{
character.m_name = data.HoverName;
character.m_health = data.Health;
character.m_speed = data.Speed;
character.m_faction = Character.Faction.Boss;
}
customEnemy.transform.localScale = new Vector3(data.Scale, data.Scale, data.Scale);
PrefabManager.Instance.AddPrefab(customEnemy);
Debug.Log($"Successfully injected {data.InternalName} into Valheim!");
}
public static List<EnemyTemplate> LoadTemplatesFromFolder()
{
List<EnemyTemplate> loadedTemplates = new List<EnemyTemplate>();
string configFolder = Path.Combine(MxValheimMod.internalDataPath, "UniqueEnemy");
if (!Directory.Exists(configFolder))
{
Directory.CreateDirectory(configFolder);
return loadedTemplates;
}
string[] files = Directory.GetFiles(configFolder, "*.json");
foreach (string file in files)
{
try
{
string json = File.ReadAllText(file);
EnemyTemplate template = JsonConvert.DeserializeObject<EnemyTemplate>(json);
if (template != null)
{
loadedTemplates.Add(template);
Debug.Log($"Loaded template: {template.InternalName} from {Path.GetFileName(file)}");
}
}
catch (Exception ex)
{
Debug.Log($"Error loading JSON file {file}: {ex.Message}");
}
}
return loadedTemplates;
}
public static void ApplyEquipment(GameObject customEnemy, EnemyTemplate data)
{
Humanoid humanoid = customEnemy.GetComponent<Humanoid>();
if (humanoid == null) return;
humanoid.m_defaultItems = new GameObject[0];
List<GameObject> equipmentList = new List<GameObject>();
void AddToGear(string prefabName)
{
if (string.IsNullOrEmpty(prefabName)) return;
GameObject item = ObjectDB.instance.GetItemPrefab(prefabName);
if (item != null) equipmentList.Add(item);
}
AddToGear(data.Equipment.RightHand);
AddToGear(data.Equipment.LeftHand);
AddToGear(data.Equipment.Chest);
AddToGear(data.Equipment.Legs);
AddToGear(data.Equipment.Back);
humanoid.m_defaultItems = equipmentList.ToArray();
}
public static void ApplyDropTable(GameObject customEnemy, EnemyTemplate data)
{
CharacterDrop dropComp = customEnemy.GetComponent<CharacterDrop>();
if (dropComp == null)
{
dropComp = customEnemy.AddComponent<CharacterDrop>();
}
dropComp.m_drops.Clear();
foreach (var dropInfo in data.DropTable)
{
GameObject itemPrefab = ObjectDB.instance.GetItemPrefab(dropInfo.ItemName);
if (itemPrefab != null)
{
CharacterDrop.Drop newDrop = new CharacterDrop.Drop
{
m_prefab = itemPrefab,
m_amountMin = dropInfo.Min,
m_amountMax = dropInfo.Max,
m_chance = dropInfo.Chance,
m_onePerPlayer = dropInfo.OnePerPlayer
};
dropComp.m_drops.Add(newDrop);
}
}
}
public static void ApplyStats(GameObject customEnemy, EnemyTemplate data)
{
Character character = customEnemy.GetComponent<Character>();
if (character != null)
{
character.m_name = data.HoverName;
if (!string.IsNullOrEmpty(data.Faction) &&
Enum.TryParse(data.Faction, out Character.Faction factionEnum))
{
character.m_faction = factionEnum;
}
else
{
character.m_faction = Character.Faction.Undead;
}
typeof(Character).GetField("m_maxHealth", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
?.SetValue(character, data.Health);
character.m_health = data.Health;
typeof(Character).GetField("m_tamed", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)
?.SetValue(character, false);
var tameable = customEnemy.GetComponent<Tameable>();
if (tameable != null)
{
UnityEngine.Object.DestroyImmediate(tameable);
}
var procreation = customEnemy.GetComponent<Procreation>();
if (procreation != null) UnityEngine.Object.DestroyImmediate(procreation);
character.m_speed = data.Speed;
character.m_runSpeed = data.Speed * 1.5f;
}
BaseAI ai = customEnemy.GetComponent<BaseAI>();
if (ai != null && character != null)
{
typeof(BaseAI).GetField("m_character", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.SetValue(ai, character);
typeof(BaseAI).GetField("m_aggravated", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance)?.SetValue(ai, true);
ai.m_viewRange = 50f;
}
Rigidbody rb = customEnemy.GetComponent<Rigidbody>();
if (rb != null)
{
rb.isKinematic = false;
rb.useGravity = true;
}
ZNetView nview = customEnemy.GetComponent<ZNetView>();
if (nview != null)
{
nview.m_type = ZDO.ObjectType.Default;
nview.m_syncInitialScale = true;
}
UnityEngine.AI.NavMeshAgent agent = customEnemy.GetComponent<UnityEngine.AI.NavMeshAgent>();
if (agent != null)
{
agent.enabled = true;
agent.updatePosition = true;
agent.updateRotation = true;
agent.stoppingDistance = 1.0f;
}
nview.GetZDO()?.Set("m_eventCreature", true);
customEnemy.transform.localScale = Vector3.one * data.Scale;
if (nview != null)
{
nview.SetLocalScale(customEnemy.transform.localScale);
}
}
public static void ApplyColorTint(GameObject customEnemy, EnemyTemplate data)
{
if (data.ColorTint == null) return;
// Convert JSON floats to a Unity Color object
Color customColor = new Color(data.ColorTint.r, data.ColorTint.g, data.ColorTint.b);
// Find all renderers (body, head, etc.)
var renderers = customEnemy.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
{
// We use 'material' (singular) to create a unique instance for THIS enemy
foreach (var mat in renderer.materials)
{
// '_Color' is the standard main tint property in most Valheim shaders
if (mat.HasProperty("_Color"))
{
mat.SetColor("_Color", customColor);
}
// Optional: If you want them to GLOW slightly, set the Emission
if (mat.HasProperty("_EmissionColor"))
{
mat.SetColor("_EmissionColor", customColor * 0.5f);
mat.EnableKeyword("_EMISSION");
}
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
internal class Reward
{
public static int CalculateRewardCoin(int level, Heightmap.Biome biome, int kill)
{
Dictionary<int, int> biomeBase = new Dictionary<int, int>()
{
{ 1, 10 },
{ 2, 20 },
{ 8, 30 },
{ 4, 40 },
{ 16, 50 },
{ 256, 60 },
{ 32, 70 },
};
int rewardCoin = (biomeBase[((int)biome)] * level) + (biomeBase[((int)biome)] * kill);
return rewardCoin;
}
public static string GetRewardPrefab(int level, string type)
{
string[] foodList = { "OnionSoup", "CarrotSoup", "DeerStew", "Salad", "SerpentStew", "WolfMeatSkewer" };
string[] healList = { "MeadHealthMinor", "MeadHealthMedium", "MeadHealthMajor", "MeadHealthLingering" };
string[] metalList = { "CopperOre", "TinOre", "IronScrap", "SilverOre", "BlackMetalScrap", "FlametalOreNew" };
System.Random rng = new System.Random();
int foodTier = rng.Next(1, foodList.Length);
int healTier = rng.Next(1, healList.Length);
int metalTier = rng.Next(1, metalList.Length);
if (type == "food") return foodList[foodTier];
if (type == "heal") return healList[healTier];
if (type == "metal") return metalList[metalTier];
return "Wood";
}
public static void GiveItemRandom(string itemName, int qty)
{
System.Random rng = new System.Random();
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
public static void GiveItemStatic(string itemName, int qty)
{
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
}
}

View File

@@ -0,0 +1,62 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
internal class Watcher
{
public static int eventKill = 0;
public static void GetEventKill(long sender, ZPackage pkg)
{
string eventName = pkg.ReadString();
string eventPos = pkg.ReadString();
int evindex = MxValheimMod.ActiveEvents.FindIndex(e => e.Position.ToString() == eventPos);
eventKill = MxValheimMod.ActiveEvents[evindex].Kills;
}
public static void SetEventKill(long sender, ZPackage pkg)
{
string eventName = pkg.ReadString();
string eventPos = pkg.ReadString();
int evindex = MxValheimMod.ActiveEvents.FindIndex(e => e.Position.ToString() == eventPos);
int evKill = MxValheimMod.ActiveEvents[evindex].Kills;
MxValheimMod.ActiveEvents.RemoveAt(evindex);
int newKill = evKill+1;
eventKill = newKill;
MxValheimMod.ActiveEventData newData = new MxValheimMod.ActiveEventData(eventName, eventPos, newKill);
MxValheimMod.ActiveEvents.Add(newData);
}
public static void RegisterEvent(long sender, ZPackage pkg)
{
string eventName = pkg.ReadString();
string eventPos = pkg.ReadString();
MxValheimMod.ActiveEventData newData = new MxValheimMod.ActiveEventData(eventName, eventPos, 1);
MxValheimMod.ActiveEvents.Add(newData);
}
public static void RemoveEvent(long sender, ZPackage pkg)
{
string eventName = pkg.ReadString();
string eventPos = pkg.ReadString();
int evindex = MxValheimMod.ActiveEvents.FindIndex(e => e.Position.ToString() == eventPos);
eventKill = 0;
MxValheimMod.ActiveEvents.RemoveAt(evindex);
}
}
}

View File

@@ -1,47 +0,0 @@
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.KillFeed
{
internal class Chat_Patch
{
[HarmonyPatch(typeof(Chat), nameof(Chat.Awake))]
class ChatLimitPatch
{
static void Postfix(Chat __instance)
{
// 1. Update the UI component (The most important part for typing)
if (__instance.m_input != null)
{
__instance.m_input.characterLimit = 1000;
}
// 2. Try to find the internal length field (it might be m_maxLength or m_maxMessageLength)
try
{
var field = AccessTools.Field(typeof(Chat), "m_maxMessageLength")
?? AccessTools.Field(typeof(Chat), "m_maxLength");
if (field != null)
{
field.SetValue(__instance, 1000);
UnityEngine.Debug.Log($"KillFeed: Set {field.Name} to 1000.");
}
else
{
UnityEngine.Debug.LogWarning("KillFeed: Could not find a length field in Chat. Logic might use InputField limit only.");
}
}
catch (Exception e)
{
UnityEngine.Debug.LogWarning($"KillFeed: Non-critical error setting chat limit: {e.Message}");
}
}
}
}
}

View File

@@ -0,0 +1,65 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MxValheim.KillFeed
{
internal class NPCIcon
{
Dictionary<string, string> valheimTrophies = new Dictionary<string, string>
{
// Meadows
{ "Boar", "TrophyBoar" },
{ "Deer", "TrophyDeer" },
{ "Neck", "TrophyNeck" },
{ "Eikthyr", "TrophyEikthyr" },
// Black Forest
{ "Greydwarf", "TrophyGreydwarf" },
{ "Greydwarf_Shaman", "TrophyGreydwarfShaman" },
{ "Greydwarf_Elite", "TrophyGreydwarfBrute" },
{ "Skeleton", "TrophySkeleton" },
{ "Skeleton_Poison", "TrophySkeletonPoison" },
{ "Ghost", "TrophyGhost" },
{ "Troll", "TrophyTroll" },
{ "gd_king", "TrophyTheElder" },
// Swamp
{ "Blob", "TrophyBlob" },
{ "Draugr", "TrophyDraugr" },
{ "Draugr_Elite", "TrophyDraugrElite" },
{ "Leech", "TrophyLeech" },
{ "Surtling", "TrophySurtling" },
{ "Wraith", "TrophyWraith" },
{ "Abomination", "TrophyAbomination" },
{ "Bonemass", "TrophyBonemass" },
// Mountains
{ "Wolf", "TrophyWolf" },
{ "Fenring", "TrophyFenring" },
{ "StoneGolem", "TrophyStoneGolem" },
{ "Drake", "TrophyDrake" },
{ "Ulv", "TrophyUlv" },
{ "Cultist", "TrophyCultist" },
{ "Dragon", "TrophyModer" },
// Plains
{ "Lox", "TrophyLox" },
{ "Deathsquito", "TrophyDeathsquito" },
{ "Goblin", "TrophyGoblin" },
{ "GoblinBrute", "TrophyGoblinBrute" },
{ "GoblinShaman", "TrophyGoblinShaman" },
{ "Growth", "TrophyGrowth" },
{ "GoblinKing", "TrophyGoblinKing" },
// Mistlands
{ "Seeker", "TrophySeeker" },
{ "SeekerBrute", "TrophySeekerBrute" },
{ "Gjall", "TrophyGjall" },
{ "Tick", "TrophyTick" },
{ "SeekerQueen", "TrophySeekerQueen" }
};
}
}

View File

@@ -2,35 +2,159 @@
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection.Emit;
using System.Threading;
using TMPro;
using UnityEngine;
using UnityEngine.Diagnostics;
using UnityEngine.UI;
using static MxValheimMod;
namespace MxValheim.KillFeed
{
public class KillFeed_Patch
{
public static void SendKillToAll(string attacker, string victim, string weaponPrefab, int type)
{
public static Sprite LoadCustomSprite(string fileName)
{
string path = Path.Combine(BepInEx.Paths.PluginPath, "MxValheim", "Icons", fileName);
if (!File.Exists(path)) return null;
try
{
byte[] fileData = File.ReadAllBytes(path);
Texture2D tex = new Texture2D(2, 2);
// We use Reflection to find the LoadImage method inside the game's assemblies
var imageConversion = System.Reflection.Assembly.Load("UnityEngine.ImageConversionModule")
.GetType("UnityEngine.ImageConversion");
var loadImageMethod = imageConversion.GetMethod("LoadImage", new[] { typeof(Texture2D), typeof(byte[]) });
// Invoke the method: LoadImage(tex, fileData)
bool success = (bool)loadImageMethod.Invoke(null, new object[] { tex, fileData });
if (success)
{
return Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
}
}
catch (Exception e)
{
UnityEngine.Debug.LogError($"[MxKillFeed] Reflection Load failed: {e.Message}");
}
return null;
}
public static void SendKillToAll(string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
{
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, weaponPrefab, type);
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, victimInternalName, weaponPrefab, encodedType);
}
}
public void OnReceiveKillMsg(long sender, string attacker, string victim, string weaponPrefab, int type)
public void OnReceiveKillMsg(long sender, string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
{
ZNet zn = new ZNet();
if (zn.IsDedicated()) return;
if (attacker == "The World") return;
string finalMsg = (type == 1) ? $"<color=#FF3333>☠</color> {victim} a été tué par {attacker}" :
(type == 2) ? $"{attacker} a tué {victim}" :
$"{attacker} a tué {victim}";
// --- DECODING START ---
int biomeIndex = encodedType / 100000;
int mainRemainder = encodedType % 100000;
float distance = (mainRemainder / 1000) / 10.0f;
int subRemainder = mainRemainder % 1000;
bool isBoss = (subRemainder >= 100);
int level = (subRemainder % 100) / 10;
int type = subRemainder % 10;
// --- DECODING END ---
// Inside OnReceiveKillMsg...
Sprite biomeSprite = null;
switch (biomeIndex)
{
case 1: biomeSprite = LoadCustomSprite("biome_meadows.png"); break;
case 2: biomeSprite = LoadCustomSprite("biome_blackforest.png"); break;
case 3: biomeSprite = LoadCustomSprite("biome_swamp.png"); break;
case 4: biomeSprite = LoadCustomSprite("biome_mountain.png"); break;
case 5: biomeSprite = LoadCustomSprite("biome_plains.png"); break;
case 6: biomeSprite = LoadCustomSprite("biome_mistland.png"); break;
case 7: biomeSprite = LoadCustomSprite("biome_deepnorth.png"); break;
case 8: biomeSprite = LoadCustomSprite("biome_ashlands.png"); break;
case 9: biomeSprite = LoadCustomSprite("biome_ocean.png"); break;
}
Sprite victimIcon = GetCreatureIcon(victimInternalName);
GameObject prefab = ZNetScene.instance.GetPrefab(victimInternalName);
string localizedVictim = victimInternalName;
if (prefab != null)
{
Character c = prefab.GetComponent<Character>();
if (c != null) localizedVictim = c.m_name;
}
// Message Format Variables
string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
string type2Separator = Localization.instance.Localize("$killfeed_format_type2");
string type3Separator = Localization.instance.Localize("$killfeed_format_type3");
string eventFormat = $"<color=#00ff06>{victim}</color>";
string finalMsg = "";
string attackerFormat = "";
string victimFormat = "";
string distanceFormat = "";
string starFormat = "";
string crossFormat = "";
// Format Message in Divided Section
starFormat = "<color=#fffb00>★</color>";
crossFormat = "<color=#a0a3a1>✝</color>";
attackerFormat = $"<color=#00ff06>{attacker.ToUpper()}</color>";
if (type == 1)
{
victimFormat = $"{crossFormat} <color=#00ff06>{victim.ToUpper()}</color>";
} else if(type == 2)
{
switch (level)
{
case 1:
victimFormat = $"<color=#00ff06>{victim.ToUpper()}</color>";
break;
case 2:
victimFormat = $"{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
case 3:
victimFormat = $"{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
case 4:
victimFormat = $"{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
case 5:
victimFormat = $"{starFormat}{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
}
}
distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}";
finalMsg =
(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}" : // Player Death
(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}" : // Player Killed Something
$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe
if (encodedType == -1)
{
attacker = Player.m_localPlayer?.GetHoverName();
finalMsg = $"<color=#00ff06>{attacker.ToUpper()}</color><color=#ffd000>{type3Separator}</color>";
}
Sprite weaponIcon = null;
// Only check ObjectDB if we are actually in a world
if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab))
{
GameObject itemObj = ObjectDB.instance.GetItemPrefab(weaponPrefab);
@@ -41,88 +165,43 @@ namespace MxValheim.KillFeed
{
weaponIcon = itemDrop.m_itemData.m_shared.m_icons[0];
}
} else
{
}
}
lock (_msgQueue)
if (type == 1)
{ // Player
borderColor = new Color(0.545f, 0f, 0f);
}
else if (isBoss)
{ // Boss
borderColor = new Color(0.545f, 0.361f, 0f);
}
else if (level >= 2)
{ // 1-Star +
borderColor = new Color(0.525f, 0.545f, 0f);
}
else if (level < 2)
{
borderColor = new Color(0.141f, 0.141f, 0.153f);
}
if (encodedType == -1)
{
borderColor = new Color(0.0196f, 0.250f, 0.00750f);
}
lock (_msgQueue)
{
_msgQueue.Enqueue(finalMsg);
_biomeIconQueue.Enqueue(biomeSprite);
_borderColQueue.Enqueue(borderColor);
_iconQueue.Enqueue(weaponIcon);
_victimIconQueue.Enqueue(victimIcon);
}
}
[HarmonyPatch(typeof(Character), nameof(Character.Damage))]
public static class DamageTracker
{
static void Prefix(Character __instance, HitData hit)
{
if (__instance == null || hit == null) return;
Character attacker = hit.GetAttacker();
if (attacker != null)
{
string weaponName = "Unknown";
// If the attacker is a player, get their current weapon
if (attacker.IsPlayer())
{
Player player = attacker as Player;
if (player != null && player.GetCurrentWeapon() != null)
{
weaponName = player.GetCurrentWeapon().m_dropPrefab?.name ?? "Hands";
}
}
else
{
// If it's a monster, we just use their hover name (e.g., "Troll")
weaponName = attacker.GetHoverName();
}
// Store the data for the Postfix to use
_activeTrackers[__instance] = new KillData
{
attackerName = attacker.GetHoverName(),
weaponPrefabName = weaponName
};
}
}
}
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifier
{
// The parameter names MUST match the game's: hit, showDamageText, triggerEffects, mod
static void Postfix(Character __instance, HitData hit, bool showDamageText, bool triggerEffects, HitData.DamageModifier mod)
{
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
_activeTrackers.TryGetValue(__instance, out KillData data);
string attackerName = data?.attackerName ?? hit.GetAttacker()?.GetHoverName() ?? "The World";
string weaponName = data?.weaponPrefabName ?? "";
string victimName = __instance.GetHoverName();
int type = 0;
if (__instance.IsPlayer()) type = 1;
else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2;
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg",
attackerName, victimName, weaponName, type);
}
_activeTrackers.Remove(__instance);
}
}
}
public void ShowNextMessage(string msg, Sprite icon)
public void ShowNextMessage(string msg, Sprite biome, Sprite weaponIcon, Sprite victimIcon, Color borderColor)
{
if (_hudRoot == null) CreateCustomHud();
@@ -140,13 +219,183 @@ namespace MxValheim.KillFeed
}
_killText.text = msg;
_weaponIconSlot.sprite = icon;
_weaponIconSlot.gameObject.SetActive(icon != null);
_border.effectColor = borderColor;
_border.enabled = true;
/////////////////////
_biomeIconSlot.sprite = biome;
_biomeIconSlot.gameObject.SetActive(biome != null);
// Weapon icon (Left)
_weaponIconSlot.sprite = weaponIcon;
_weaponIconSlot.enabled = (weaponIcon != null);
// Victim icon (Right)
if (_victimIconSlot != null)
{
_victimIconSlot.sprite = victimIcon;
_victimIconSlot.enabled = (victimIcon != null);
}
_weaponIconSlot.gameObject.SetActive(weaponIcon != null);
_victimIconSlot.gameObject.SetActive(victimIcon != null);
_panelImage.rectTransform.localScale = (borderColor != Color.white) ? new Vector3(1.1f, 1.1f, 1.1f) : Vector3.one;
_hudRoot.SetActive(true);
_canvasGroup.alpha = 1f;
_displayTimer = 5.0f;
}
private Sprite GetCreatureIcon(string creatureName)
{
if (ObjectDB.instance == null) return null;
// Clean the name (remove "(Clone)" if it somehow slipped through)
string cleanName = creatureName.Replace("(Clone)", "").Trim();
// List of common trophies that don't follow the exact pattern if needed
// But for most (Boar, Greyling, Neck, Deer), this works:
string replace = cleanName.Replace("_","");
string trophyName = "Trophy" + replace;
GameObject trophyObj = ObjectDB.instance.GetItemPrefab(trophyName);
if (trophyObj != null)
{
ItemDrop item = trophyObj.GetComponent<ItemDrop>();
return item?.m_itemData?.m_shared?.m_icons[0];
}
return null;
}
[HarmonyPatch(typeof(Character), nameof(Character.Damage))]
public static class DamageTracker
{
static void Prefix(Character __instance, HitData hit)
{
if (__instance == null || hit == null) return;
Character attacker = hit.GetAttacker();
if (attacker != null)
{
string weaponId = "";
if (attacker is Player p)
{
// IMPORTANT: Use .m_dropPrefab.name to get "AxeStone"
// Do NOT use .m_shared.m_name which returns "$item_axe_stone"
ItemDrop.ItemData currentWeapon = p.GetCurrentWeapon();
if (currentWeapon != null && currentWeapon.m_dropPrefab != null)
{
weaponId = currentWeapon.m_dropPrefab.name;
}
}
_activeTrackers[__instance] = new KillData
{
attackerName = attacker.GetHoverName(),
weaponPrefabName = weaponId
};
}
}
}
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifier
{
// The parameter names MUST match the game's: hit, showDamageText, triggerEffects, mod
static void Postfix(Character __instance, HitData hit, bool showDamageText, bool triggerEffects, HitData.DamageModifier mod)
{
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// Prevent inter-npc kill
if (!__instance.IsPlayer() && !hit.GetAttacker().IsPlayer()) return;
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
Heightmap.Biome currentBiome;
int biomeIndex = 0;
float distance = 0f;
Character attacker = hit.GetAttacker();
if (attacker != null)
{
Debug.Log($"KillFeed:ApplyDamage Attacker is {attacker} {attacker.transform.position}/{__instance.transform.position}");
distance = Vector3.Distance(attacker.transform.position, __instance.transform.position);
}
// Use Utils.GetPrefabName to get "Boar" instead of "Sanglier" or "Boar(Clone)"
string internalName = __instance.gameObject.name;
int cloneIndex = internalName.IndexOf("(Clone)");
if (cloneIndex != -1)
{
internalName = internalName.Substring(0, cloneIndex);
}
_activeTrackers.TryGetValue(__instance, out KillData data);
string attackerName = data?.attackerName ?? hit.GetAttacker()?.GetHoverName() ?? "The World";
string weaponName = "";
if (data != null && !string.IsNullOrEmpty(data.weaponPrefabName))
{
weaponName = data.weaponPrefabName;
}
else if (hit.GetAttacker() is Player p)
{
// Fallback: If tracker missed it, get current player's weapon
weaponName = p.GetCurrentWeapon()?.m_dropPrefab?.name ?? "";
}
string victimName = __instance.GetHoverName();
int type = 0;
if (__instance.IsPlayer())
{
type = 1;
currentBiome = Player.m_localPlayer.GetCurrentBiome();
Debug.Log($"KillFeed: {currentBiome}");
biomeIndex = 0;
if (currentBiome == Heightmap.Biome.Meadows) biomeIndex = 1;
else if (currentBiome == Heightmap.Biome.BlackForest) biomeIndex = 2;
else if (currentBiome == Heightmap.Biome.Swamp) biomeIndex = 3;
else if (currentBiome == Heightmap.Biome.Mountain) biomeIndex = 4;
else if (currentBiome == Heightmap.Biome.Plains) biomeIndex = 5;
else if (currentBiome == Heightmap.Biome.Mistlands) biomeIndex = 6;
else if (currentBiome == Heightmap.Biome.DeepNorth) biomeIndex = 7;
else if (currentBiome == Heightmap.Biome.AshLands) biomeIndex = 8;
else if (currentBiome == Heightmap.Biome.Ocean) biomeIndex = 9;
}
if (attackerName == Player.m_localPlayer?.GetHoverName())
{
type = 2;
currentBiome = Player.m_localPlayer.GetCurrentBiome();
Debug.Log($"KillFeed: {currentBiome}");
biomeIndex = 0;
if (currentBiome == Heightmap.Biome.Meadows) biomeIndex = 1;
else if (currentBiome == Heightmap.Biome.BlackForest) biomeIndex = 2;
else if (currentBiome == Heightmap.Biome.Swamp) biomeIndex = 3;
else if (currentBiome == Heightmap.Biome.Mountain) biomeIndex = 4;
else if (currentBiome == Heightmap.Biome.Plains) biomeIndex = 5;
else if (currentBiome == Heightmap.Biome.Mistlands) biomeIndex = 6;
else if (currentBiome == Heightmap.Biome.DeepNorth) biomeIndex = 7;
else if (currentBiome == Heightmap.Biome.AshLands) biomeIndex = 8;
else if (currentBiome == Heightmap.Biome.Ocean) biomeIndex = 9;
}
int level = __instance.GetLevel();
bool isBoss = __instance.IsBoss();
int distInt = (int)(Math.Min(distance, 999f) * 10);
int encodedType = type + (level * 10) + (isBoss ? 100 : 0) + (distInt * 1000) + (biomeIndex * 100000);
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg",
attackerName, victimName, internalName, weaponName, encodedType);
}
_activeTrackers.Remove(__instance);
}
}
}
private void CreateCustomHud()
{
GameObject oldRoot = GameObject.Find("MxKillFeed_Root");
@@ -172,6 +421,21 @@ namespace MxValheim.KillFeed
_panelImage = panel.GetComponent<Image>();
_panelImage.color = new Color(0, 0, 0, 0.6f); // More transparent/sleek
// 1. Add Layout Group to handle the horizontal row
HorizontalLayoutGroup layout = panel.AddComponent<HorizontalLayoutGroup>();
layout.childAlignment = TextAnchor.MiddleCenter;
layout.spacing = 10f;
layout.padding = new RectOffset(15, 15, 5, 5); // Internal margins
layout.childControlWidth = true; // Let the layout control widths
layout.childControlHeight = true;
layout.childForceExpandWidth = false;
// 2. Add the Content Size Fitter (The "Stretcher")
ContentSizeFitter fitter = panel.AddComponent<ContentSizeFitter>();
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
// Try to find the "sunken" wood panel style if shout_field isn't your vibe
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
@@ -189,11 +453,22 @@ namespace MxValheim.KillFeed
pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower
pRect.localScale = Vector3.one;
GameObject biomeObj = new GameObject("BiomeIcon", typeof(RectTransform), typeof(Image));
biomeObj.transform.SetParent(panel.transform, false); // Use 'false' for worldPositionStays
_biomeIconSlot = biomeObj.GetComponent<Image>();
_biomeIconSlot.preserveAspect = true;
LayoutElement biomeLayout = biomeObj.AddComponent<LayoutElement>();
biomeLayout.preferredWidth = 32;
biomeLayout.preferredHeight = 32;
// 2. Compact Icon
GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
iconObj.transform.SetParent(panel.transform, false);
_weaponIconSlot = iconObj.GetComponent<Image>();
_weaponIconSlot.preserveAspect = true;
LayoutElement weaponLayout = iconObj.AddComponent<LayoutElement>();
weaponLayout.preferredWidth = 24;
weaponLayout.preferredHeight = 24;
RectTransform iRect = iconObj.GetComponent<RectTransform>();
iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
@@ -204,6 +479,8 @@ namespace MxValheim.KillFeed
GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
textObj.transform.SetParent(panel.transform, false);
_killText = textObj.GetComponent<Text>();
// Important: Text needs to have its "Horizontal Overflow" set to Wrap or Overflow
_killText.horizontalOverflow = HorizontalWrapMode.Overflow;
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null;
@@ -223,85 +500,37 @@ namespace MxValheim.KillFeed
}
_killText.font = valheimFont;
_killText.fontSize = 18;
_killText.fontSize = 12;
_killText.alignment = TextAnchor.MiddleLeft;
_killText.supportRichText = true;
_killText.color = Color.white;
// 4. Victim Portrait Slot
GameObject victimObj = new GameObject("VictimIcon", typeof(RectTransform), typeof(Image));
victimObj.transform.SetParent(panel.transform, false);
_victimIconSlot = victimObj.GetComponent<Image>();
_victimIconSlot.preserveAspect = true;
LayoutElement victimLayout = victimObj.AddComponent<LayoutElement>();
victimLayout.preferredWidth = 24;
victimLayout.preferredHeight = 24;
RectTransform vRect = victimObj.GetComponent<RectTransform>();
vRect.anchorMin = vRect.anchorMax = vRect.pivot = new Vector2(1, 0.5f);
vRect.anchoredPosition = new Vector2(-8, 0);
vRect.sizeDelta = new Vector2(30, 30);
RectTransform tRect = textObj.GetComponent<RectTransform>();
tRect.anchorMin = Vector2.zero;
tRect.anchorMax = Vector2.one;
tRect.offsetMin = new Vector2(40, 0);
tRect.offsetMax = new Vector2(-10, 0);
tRect.offsetMax = new Vector2(-40, 0);
_border = panel.AddComponent<Outline>();
_border.effectDistance = new Vector2(2, 2);
_border.enabled = false; // Off by default
_hudRoot.SetActive(false);
}
/*
public void CreateCustomHud()
{
_hudRoot = new GameObject("MxKillFeed_Root");
UnityEngine.Object.DontDestroyOnLoad(_hudRoot);
Canvas c = _hudRoot.AddComponent<Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 10000;
// Add a Scaler to ensure it looks right on all resolutions
CanvasScaler scaler = _hudRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _hudRoot.AddComponent<CanvasGroup>();
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_hudRoot.transform, false);
_panelImage = panel.GetComponent<Image>();
// Fallback: Set a solid color first in case the sprite search fails
_panelImage.color = new Color(0, 0, 0, 0.8f);
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "shout_field")
{
_panelImage.sprite = s;
_panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 0.95f);
pRect.anchoredPosition = Vector2.zero; // Center top
pRect.sizeDelta = new Vector2(550, 40);
pRect.localScale = Vector3.one; // FORCE SCALE TO 1
// Icon
GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
iconObj.transform.SetParent(panel.transform, false);
_weaponIconSlot = iconObj.GetComponent<Image>();
_weaponIconSlot.preserveAspect = true;
RectTransform iRect = iconObj.GetComponent<RectTransform>();
iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
iRect.anchoredPosition = new Vector2(10, 0);
iRect.sizeDelta = new Vector2(30, 30);
// Text
GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
textObj.transform.SetParent(panel.transform, false);
_killText = textObj.GetComponent<Text>();
_killText.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
_killText.fontSize = 18;
_killText.alignment = TextAnchor.MiddleLeft;
_killText.supportRichText = true;
textObj.AddComponent<Outline>().effectColor = Color.black;
RectTransform tRect = textObj.GetComponent<RectTransform>();
tRect.anchorMin = Vector2.zero; tRect.anchorMax = Vector2.one;
tRect.offsetMin = new Vector2(50, 0); tRect.offsetMax = new Vector2(-10, 0);
_hudRoot.SetActive(false);
}*/
}
}

View File

@@ -1,25 +1,40 @@
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using Jotunn.Managers;
using MxValheim.EventSystem;
using MxValheim.KillFeed;
using MxValheim.Patch;
using MxValheim.Patch.HUD;
using Newtonsoft.Json;
using Splatform;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using System.Xml;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using static MxValheim.EventSystem.RandomUnique.SpawnManager;
using static MxValheim.EventSystem.RandomUnique.UniqueManager;
using static MxValheim.EventSystem.Watcher;
using static MxValheim.Patch.Doors_Patch;
[BepInPlugin(ModGUID, ModName, ModVersion)]
[BepInDependency(Jotunn.Main.ModGuid)]
public class MxValheimMod : BaseUnityPlugin
{
public static MxValheimMod Instance; // Singleton reference
public static KillFeed_Patch kfp = new KillFeed_Patch();
public static Doors_Patch dpatch = new Doors_Patch();
private const string ModGUID = "ovh.mxdev.mxvalheim";
private const string ModName = "MxValheim";
private const string ModVersion = "1.5.0";
private const string ModVersion = "1.6.6";
public static ConfigEntry<bool> Config_Locked;
public static ConfigEntry<int> Config_OreMultiplier;
@@ -30,72 +45,240 @@ public class MxValheimMod : BaseUnityPlugin
public static ConfigEntry<bool> Config_autoDoorCloseEnabled;
public static ConfigEntry<float> Config_autoDoorClose;
private static string WeightConfigPath => Path.Combine(Paths.ConfigPath, "mxvalheim.custom_weights.json");
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
public static string internalDataPath = Path.Combine(modPath, "Data");
public static string internalDataEventSystem = Path.Combine(internalDataPath, "EventSystem.json");
public static string DropConfigPath => Path.Combine(internalConfigsPath, "items_drop.json");
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
public static DoorRoot CachedConfig;
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
public static Dictionary<string, int> DropSettings = new Dictionary<string, int>();
public static bool initExpBar = true;
// Data structures
public class KillData
{
public string attackerName;
public string weaponPrefabName;
public int victimLevel;
public bool isBoss;
}
public static GameObject _hudRoot;
public static Text _killText;
public static Image _weaponIconSlot;
public static Image _victimIconSlot;
public static Image _panelImage;
public static Image _biomeIconSlot;
public static Outline _border;
public static Color borderColor = Color.white;
public static CanvasGroup _canvasGroup;
public static float _fadeDuration = 0.5f;
public static float _displayTimer;
public static readonly Queue<string> _msgQueue = new Queue<string>();
public static readonly Queue<Color> _borderColQueue = new Queue<Color>();
public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>();
public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
public static readonly Queue<Sprite> _biomeIconQueue = new Queue<Sprite>();
public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
public static readonly Queue<Door> _doorQueueDoor = new Queue<Door>();
public static readonly Queue<string> _doorQueueName = new Queue<string>();
public static float _doorTimer;
public static float _uniqueTimer = 60.0f;
public static string eventName;
public class ActiveEventData
{
public string Name;
public string Position;
public int Kills;
public ActiveEventData(string name, string pos, int kills)
{
Name = name;
Position = pos;
Kills = kills;
}
}
public static List<ActiveEventData> ActiveEvents = new List<ActiveEventData>();
void Awake()
{
Instance = this;
Config_OreMultiplier = Config.Bind("General","OreMultiplier",3,"How many items should drop for every 1 ore/scrap found.");
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier",2.0f,"Multiplier for the workbench build/crafting range. Default is 2x.");
Config_OreMultiplier = Config.Bind("General", "OreMultiplier", 3, "How many items should drop for every 1 ore/scrap found.");
Config_rangeMultiplier = Config.Bind("General", "CraftingRangeMultiplier", 2.0f, "Multiplier for the workbench build/crafting range. Default is 2x.");
Config_bowDrawSpeedBonusPerLevel = Config.Bind("General", "BowDrawSpeedBonusPercentPerLevel", 1.0f, "Shorten the bow draw speed by this percent for every bow upgrade level.");
Config_rainDamage = Config.Bind("General", "RainDamage", true, "Set to true to stop rain damage, false to return to vanilla behavior.");
Config_boatSpeed = Config.Bind("General", "BoatSpeedMultiplier", 2.0f, "Your boat/raft will move without wind at a speed multiplied by this value.");
Config_autoDoorCloseEnabled = Config.Bind("General", "AutoDoorCloseEnabled", true, "Your doors will auto close if enabled. See AutoDoorCloseTimer for the desired time.");
Config_autoDoorClose = Config.Bind("General", "AutoDoorCloseTimer", 5.0f, "Your doors will auto close after the specified timer duration.");
LoadLocalization();
LoadJsonConfig();
LoadDoorConfig();
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
//PrefabManager.OnVanillaPrefabsAvailable += InitCustomEnemies;
Harmony harmony = new Harmony(ModGUID);
harmony.PatchAll();
}
private void InitCustomEnemies()
{
List<EnemyTemplate> templates = LoadTemplatesFromFolder();
foreach (var data in templates)
{
GameObject customEnemy = PrefabManager.Instance.CreateClonedPrefab(data.InternalName, data.PrefabToClone);
ApplyStats(customEnemy, data);
ApplyColorTint(customEnemy, data);
ApplyDropTable(customEnemy, data);
ApplyEquipment(customEnemy, data);
RegisterWithWorldSpawn(customEnemy, data);
}
PrefabManager.OnVanillaPrefabsAvailable -= InitCustomEnemies;
}
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
public static class Localization_SetupLanguage_Patch
{
public static void Postfix()
{
LoadLocalization();
}
}
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
public static class ConsoleInputPatch
{
static void Postfix(Terminal __instance)
{
string text = __instance.m_input.text;
if (text.ToLower() == "listicons")
{
}
}
}
[HarmonyPatch(typeof(Game), nameof(Game.Start))]
public static class GameStartPatch
{
static void Postfix()
{
if (ZRoutedRpc.instance != null && kfp != null)
{
// We use the explicit 'Method' delegate to avoid the ArgumentException
ZRoutedRpc.instance.Register<string, string, string, int>("RPC_MxKillMsg",
new RoutedMethod<string, string, string, int>.Method(kfp.OnReceiveKillMsg));
{
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
}
ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerRegisterEvent", Watcher.RegisterEvent);
ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerGetEventKill", Watcher.GetEventKill);
ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerSetEventKill", Watcher.SetEventKill);
ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerRemoveEvent", Watcher.RemoveEvent);
ZRoutedRpc.instance.Register<int>("RPC_ServerRegisterEventKill", Profiles.ServerSetLevel);
ZRoutedRpc.instance.Register<string, string>("RPC_ServerCreateUser", Profiles.ServerReceiveCreateUser);
ZRoutedRpc.instance.Register<string>("RPC_RequestProfile", Profiles.ServerHandleProfileRequest);
ZRoutedRpc.instance.Register<string>("RPC_ClientReceiveProfile", Profiles.LoadProfile);
ZRoutedRpc.instance.Register<int>("RPC_ServerSetExperience", Profiles.ServerSetExperience);
ZRoutedRpc.instance.Register<int>("RPC_ServerSetLevel", Profiles.ServerSetLevel);
}
}
}
void Update()
{
// Use the game's native check for dedicated servers
// Only run if we are actually in the game world
if (Player.m_localPlayer != null)
{
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Experience.UpdateProgressBar();
}
// Only run if we are actually in the game world
if (Player.m_localPlayer != null)
{
if (Splash.m_canvasObject == null)
{
Splash spl = new Splash();
spl.CreateOverlay();
}
if (Splash.m_textComponent != null)
{
Splash.m_textComponent.text = $"<color=#677074>Mx</color><color=#d1954a>Valheim {MxValheimMod.ModVersion}</color>";
}
if (Clock.m_canvasObject == null)
{
Clock clk = new Clock();
clk.CreateOverlay();
if (initExpBar)
{
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Experience.UpdateProgressBar();
initExpBar = false;
}
}
if (Clock.m_textComponent != null)
{
Clock clk = new Clock();
string timeString = clk.GetFormattedTime();
int day = EnvMan.instance.GetDay();
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent == null)
{
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.serverLevel}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
} else
{
Clock.m_textComponent.text = $"<color=#ffd000>{eventName}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_kill")}</color> <color=#ffd000>{eventKill}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.serverLevel}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
}
}
}
// Door Logic
if (_doorQueueNview.Count > 0)
{
if (_doorTimer > 0)
{
_doorTimer -= Time.deltaTime;
}
if (_doorTimer <= 0)
{
dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
}
}
// Door Logic
/////////////
// KillFeed Logic
ZNet zn = new ZNet();
if (zn.IsDedicated() || Player.m_localPlayer == null) return;
if (_msgQueue == null || _msgQueue.Count == 0 && _displayTimer <= 0) return;
// Logic to trigger next message
if (_msgQueue.Count > 0 && _displayTimer <= 0)
{
kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue());
borderColor = new Color(0.141f, 0.141f, 0.153f);
kfp.ShowNextMessage(_msgQueue.Dequeue(), _biomeIconQueue.Dequeue(), _iconQueue.Dequeue(), _victimIconQueue.Dequeue(), _borderColQueue.Dequeue());
}
if (_displayTimer > 0)
@@ -110,7 +293,6 @@ public class MxValheimMod : BaseUnityPlugin
if (_displayTimer > 4.5f)
{ // Fading in (first 0.5s)
_canvasGroup.alpha = (5f - _displayTimer) * 2;
pRect.anchoredPosition = new Vector2(0, -20 - ((5f - _displayTimer) * 20)); // Slide down
}
else if (_displayTimer < 1f)
{ // Fading out (last 1s)
@@ -125,47 +307,92 @@ public class MxValheimMod : BaseUnityPlugin
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
}
// KillFeed Logic
/////////////////
}
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
public static class ConsoleInputPatch
public static long GetUserPlayerID(Player player)
{
static void Postfix(Terminal __instance)
{
// 2. Get the text safely. Valheim often uses m_input.text
string text = __instance.m_input?.text;
Debug.Log($"MxKillFeed: {text}");
if (string.IsNullOrEmpty(text)) return;
return player.GetPlayerID();
}
if (text.ToLower().Trim() == "testkill")
public static void LoadLocalization()
{
if (Localization.instance == null) return;
string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
string translationsPath = Path.Combine(modPath, "Translations");
string lang = Localization.instance.GetSelectedLanguage();
string filePath = Path.Combine(translationsPath, $"{lang}.json");
if (!File.Exists(filePath))
{
filePath = Path.Combine(translationsPath, "English.json");
}
if (File.Exists(filePath))
{
try
{
// Trigger the message directly on the local client
KillFeed_Patch kfp = new KillFeed_Patch();
kfp.OnReceiveKillMsg(0, "Developer", "Testing Dummy", "AxeFlint", 2);
string json = File.ReadAllText(filePath);
var dict = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
// Get the method via Reflection to bypass "Inaccessible" errors
MethodInfo addWordMethod = typeof(Localization).GetMethod("AddWord",
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (addWordMethod != null)
{
foreach (var entry in dict)
{
// Parameters: (instance to run on, array of arguments)
addWordMethod.Invoke(Localization.instance, new object[] { entry.Key, entry.Value });
}
Debug.Log($"[MxValheim] Successfully injected {dict.Count} strings for {lang}.");
}
else
{
Debug.LogError("[MxValheim] Critical Error: Could not find AddWord method in game code.");
}
}
catch (Exception e)
{
Debug.LogError($"[MxValheim] Error loading JSON: {e.Message}");
}
}
}
private bool LoadJsonConfig()
private void LoadJsonConfig()
{
try
{
if (!File.Exists(WeightConfigPath))
{
WeightSettings = new Dictionary<string, float> { { "Wood", 1.0f }, { "Stone", 1.0f } };
File.WriteAllText(WeightConfigPath, JsonConvert.SerializeObject(WeightSettings, Newtonsoft.Json.Formatting.Indented));
return true;
}
string json = "";
string json = File.ReadAllText(WeightConfigPath);
WeightSettings = JsonConvert.DeserializeObject<Dictionary<string, float>>(json);
Logger.LogInfo($"Successfully parsed {WeightSettings.Count} items.");
return true;
}
catch (Exception ex)
if (!File.Exists(WeightConfigPath))
{
Logger.LogWarning($"Could not read JSON (might be busy): {ex.Message}");
return false;
WeightSettings = new Dictionary<string, float> { { "Wood", 1.0f }, { "Stone", 1.0f } };
File.WriteAllText(WeightConfigPath, JsonConvert.SerializeObject(WeightSettings, Newtonsoft.Json.Formatting.Indented));
}
json = File.ReadAllText(WeightConfigPath);
WeightSettings = JsonConvert.DeserializeObject<Dictionary<string, float>>(json);
Logger.LogInfo($"Successfully parsed {WeightSettings.Count} items.");
if (!File.Exists(DropConfigPath))
{
DropSettings = new Dictionary<string, int> { { "Wood", 3 }, { "CopperOre", 3 }, { "TinOre", 3 }, { "IronScrap", 3 }, { "SilverOre", 3 }, { "Obsidian", 3 }, { "BlackMetalScrap", 3 }, { "BlackMarble", 3 }, { "FlametalOreNew", 3 } };
File.WriteAllText(DropConfigPath, JsonConvert.SerializeObject(DropSettings, Newtonsoft.Json.Formatting.Indented));
}
json = File.ReadAllText(DropConfigPath);
DropSettings = JsonConvert.DeserializeObject<Dictionary<string, int>>(json);
Logger.LogInfo($"Successfully parsed {DropSettings.Count} items.");
}
public void LoadDoorConfig()
{
if (File.Exists(AutoDoorConfigPath))
{
string json = System.IO.File.ReadAllText(AutoDoorConfigPath);
CachedConfig = JsonConvert.DeserializeObject<DoorRoot>(json);
}
}

View File

@@ -13,6 +13,7 @@
<LangVersion>12.0</LangVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
@@ -35,32 +36,56 @@
<Reference Include="0Harmony">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Assembly-CSharp-publicized.dll</HintPath>
<Reference Include="assembly_googleanalytics">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll</HintPath>
</Reference>
<Reference Include="assembly_valheim-publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_valheim-publicized.dll</HintPath>
<Reference Include="assembly_guiutils_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
</Reference>
<Reference Include="assembly_utils, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll</HintPath>
</Reference>
<Reference Include="assembly_valheim_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
</Reference>
<Reference Include="BepInEx">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
</Reference>
<Reference Include="gui_framework, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="gui_framework">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
</Reference>
<Reference Include="Jotunn">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Jotunn.dll</HintPath>
</Reference>
<Reference Include="Newtonsoft.Json">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
</Reference>
<Reference Include="PresentationFramework" />
<Reference Include="Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="Unity.TextMeshPro, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="Unity.TextMeshPro">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="UnityEngine">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AIModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AIModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AssetBundleModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
@@ -68,7 +93,9 @@
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="UnityEngine.TextRenderingModule">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
@@ -77,29 +104,50 @@
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UIModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UnityWebRequestModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UnityWebRequestModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UnityWebRequestTextureModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UnityWebRequestTextureModule.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="KillFeed\Chat.cs" />
<Compile Include="EventSystem\Experience.cs" />
<Compile Include="EventSystem\Patch.cs" />
<Compile Include="EventSystem\Profiles.cs" />
<Compile Include="EventSystem\RandomUnique\SpawnManager.cs" />
<Compile Include="EventSystem\RandomUnique\UniqueManager.cs" />
<Compile Include="EventSystem\Reward.cs" />
<Compile Include="EventSystem\Watcher.cs" />
<Compile Include="KillFeed\NPCIcon.cs" />
<Compile Include="KillFeed\Patch.cs" />
<Compile Include="MxValheim.cs" />
<Compile Include="Patch\Bow.cs" />
<Compile Include="Patch\CraftingStation.cs" />
<Compile Include="Patch\Doors.cs" />
<Compile Include="Patch\HUD\Clock.cs" />
<Compile Include="Patch\HUD\Splash.cs" />
<Compile Include="Patch\Items.cs" />
<Compile Include="Patch\Ores.cs" />
<Compile Include="Patch\WearNTear.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll" />
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\"
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\"
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\"
copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\"</PostBuildEvent>
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
if exist "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip" del "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip"
"C:\Program Files\7-Zip\7z.exe" a -tzip "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\*"</PostBuildEvent>
</PropertyGroup>
</Project>

View File

@@ -1,48 +1,67 @@
using BepInEx;
using HarmonyLib;
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Diagnostics;
using static MxValheimMod;
namespace MxValheim.Patch
{
internal class Doors
public class Doors_Patch
{
public class DoorRoot
{
public List<string> ignoreList { get; set; }
}
[HarmonyPatch(typeof(Door), nameof(Door.Interact))]
static class Door_Interact_Patch
public static class DoorTracker
{
static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview)
{
string prefabName = ___m_nview.GetPrefabName();
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
// Prevent closing of swamp iron gate
if (prefabName == "piece_crypt_door") return;
// Get state: 0 is closed
int state = ___m_nview.GetZDO().GetInt("state");
if (state != 0)
ZNetView nview = __instance.GetComponent<ZNetView>();
if (nview != null && nview.IsValid())
{
// Start coroutine on the door object itself
__instance.StartCoroutine(CloseDoorAfterDelay(__instance, ___m_nview));
// Get the prefab hash and look up the name in the master list
int prefabHash = nview.GetZDO().GetPrefab();
string prefabName = ZNetScene.instance.GetPrefab(prefabHash).name;
if (MxValheimMod.CachedConfig?.ignoreList != null)
if (MxValheimMod.CachedConfig.ignoreList.Contains(prefabName)) return;
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
// Get state: 0 is closed
int state = ___m_nview.GetZDO().GetInt("state");
if (state == 0) return;
lock (_doorQueueNview)
{
Debug.Log($"AutoDoor:Door.Interact Adding \"{prefabName}\" to queue.");
_doorQueueNview.Enqueue(nview);
_doorQueueDoor.Enqueue(__instance);
_doorQueueName.Enqueue(prefabName);
}
}
}
}
static IEnumerator CloseDoorAfterDelay(Door door, ZNetView nview)
public void CloseNextDoor(Door door, ZNetView nview, string doorName)
{
if (door != null && nview != null && nview.IsValid())
{
yield return new WaitForSeconds(MxValheimMod.Config_autoDoorClose.Value);
// Verify the door still exists and is still open before closing
if (door != null && nview != null && nview.IsValid())
if (nview.GetZDO().GetInt("state") != 0)
{
if (nview.GetZDO().GetInt("state") != 0)
{
// Directly invoke the RPC with '0' (closed).
// This avoids the 'Null' player error in Door.Interact
ZDO zd0 = nview.GetZDO();
zd0.Set("state", 0);
}
Debug.Log($"AutoDoor:CloseNextDoor Closing door \"{doorName}\".");
ZDO zd0 = nview.GetZDO();
zd0.Set("state", 0);
} else
{
Debug.Log($"AutoDoor:CloseNextDoor Door \"{doorName}\" was already closed.");
}
}
}

View File

@@ -0,0 +1,109 @@
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace MxValheim.Patch.HUD
{
internal class Clock
{
public static GameObject m_canvasObject;
public static Text m_textComponent;
public static RectTransform m_barFill;
public string GetFormattedTime()
{
float fraction = EnvMan.instance.GetDayFraction();
float totalHours = fraction * 24f;
int hours = Mathf.FloorToInt(totalHours);
int minutes = Mathf.FloorToInt((totalHours - hours) * 60f);
return $"{hours:00}:{minutes:00}";
}
[HarmonyPatch(typeof(MessageHud), nameof(MessageHud.ShowMessage))]
public static class HideEventMessage_Patch
{
static bool Prefix(MessageHud.MessageType type, string text)
{
if (RandEventSystem.instance != null)
{
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{
if (text == activeEvent.GetHudText())
{
return false;
}
}
}
return true;
}
}
public void CreateOverlay()
{
m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 999;
// --- CLOCK PANEL ---
GameObject panelObj = new GameObject("TextBackground");
panelObj.transform.SetParent(m_canvasObject.transform, false);
panelObj.AddComponent<Image>().color = new Color(0, 0, 0, 0.5f);
ContentSizeFitter fitter = panelObj.AddComponent<ContentSizeFitter>();
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
HorizontalLayoutGroup layout = panelObj.AddComponent<HorizontalLayoutGroup>();
layout.padding = new RectOffset(15, 15, 5, 5);
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1.0f);
panelRect.anchorMax = new Vector2(0.5f, 1.0f);
panelRect.pivot = new Vector2(0.5f, 1.0f);
panelRect.anchoredPosition = new Vector2(0, -5);
// --- TEXT ---
GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(panelObj.transform, false);
m_textComponent = textObj.AddComponent<Text>();
m_textComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
m_textComponent.fontSize = 18;
m_textComponent.color = Color.white;
// --- PROGRESS BAR CONTAINER ---
// This sits under the main rectangle
GameObject barBgObj = new GameObject("BarBackground");
barBgObj.transform.SetParent(m_canvasObject.transform, false);
barBgObj.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.8f); // Dark background
RectTransform barBgRect = barBgObj.GetComponent<RectTransform>();
barBgRect.anchorMin = new Vector2(0.5f, 1.0f);
barBgRect.anchorMax = new Vector2(0.5f, 1.0f);
barBgRect.pivot = new Vector2(0.5f, 1.0f);
// Positioned below the clock panel (Clock is 35px high + 5px gap = -40)
barBgRect.anchoredPosition = new Vector2(0, -45);
barBgRect.sizeDelta = new Vector2(180, 8); // Match width of clock, small height
// --- PROGRESS BAR FILL ---
GameObject fillObj = new GameObject("BarFill");
fillObj.transform.SetParent(barBgObj.transform, false);
fillObj.AddComponent<Image>().color = Color.yellow; // Classic Valheim XP color
m_barFill = fillObj.GetComponent<RectTransform>();
m_barFill.anchorMin = new Vector2(0, 0);
m_barFill.anchorMax = new Vector2(0.5f, 1); // This X value (0.5) will be updated via code
m_barFill.pivot = new Vector2(0, 0.5f);
m_barFill.offsetMin = Vector2.zero;
m_barFill.offsetMax = Vector2.zero;
}
}
}

View File

@@ -0,0 +1,75 @@
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace MxValheim.Patch.HUD
{
internal class Splash
{
public static GameObject m_canvasObject;
public static Text m_textComponent;
public void CreateOverlay()
{
// 1. Create a dedicated Canvas for our mod
m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay; // Always stays on top
canvas.sortingOrder = 100; // Higher than standard HUD
m_canvasObject.AddComponent<CanvasScaler>();
m_canvasObject.AddComponent<GraphicRaycaster>();
// 2. Create the Text Object
GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(m_canvasObject.transform, false);
m_textComponent = textObj.AddComponent<Text>();
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
{
if (f.name == "AveriaSerifLibre-Bold")
{
valheimFont = f;
break;
}
}
// Corrected fallback for older Unity versions used in Valheim
if (valheimFont == null)
{
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
}
m_textComponent.font = valheimFont;
m_textComponent.fontSize = 24;
m_textComponent.color = Color.yellow; // Bright yellow to stand out
m_textComponent.alignment = TextAnchor.UpperRight;
m_textComponent.supportRichText = true;
// This prevents the text from vanishing if the box is too small
m_textComponent.horizontalOverflow = HorizontalWrapMode.Overflow;
m_textComponent.verticalOverflow = VerticalWrapMode.Overflow;
// Add Shadow so it's visible in snow
var shadow = textObj.AddComponent<Shadow>();
shadow.effectColor = Color.black;
shadow.effectDistance = new Vector2(2, 2);
// 3. Position it
RectTransform rect = textObj.GetComponent<RectTransform>();
rect.anchorMin = new Vector2(1, 1);
rect.anchorMax = new Vector2(1, 1);
rect.pivot = new Vector2(1, 1);
rect.anchoredPosition = new Vector2(-10, -5); // Top Right
rect.sizeDelta = new Vector2(300, 100);
}
}
}

View File

@@ -14,17 +14,13 @@ namespace MxValheim.Patch
{
if (__result == null || __result.Count == 0) return;
int countToAdd = MxValheimMod.Config_OreMultiplier.Value - 1;
if (countToAdd <= 0) return;
List<GameObject> extraDrops = new List<GameObject>();
foreach (var item in __result)
{
string name = item.name.ToLower();
if (name.Contains("ore") || name.Contains("scrap"))
if (item != null && MxValheimMod.DropSettings.TryGetValue(item.name, out int newDropMulti))
{
for (int i = 0; i < countToAdd; i++)
for (int i = 0; i < newDropMulti; i++)
{
extraDrops.Add(item);
}

View File

@@ -1,9 +1,13 @@
![logo](https://mxdev.ovh/wp-content/uploads/2025/09/mxdev-1.png)
![logo](https://mxio.ovh/gaming/valheim/mxvalheim.png)
## MxValheim
Official Mx Valheim Mod.
Official **MxValheim Server** Mod.
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
## Features
- Enhanced Event System with level and reward based on current biome.
- Display the day and the formated time in-game.
- Use your client language with built-in localization.
- Kill Feed with custom UI showing player kill and death.
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
- Ore drop multiplier. (Value available in the generated config.)
@@ -13,8 +17,8 @@ Official Mx Valheim Mod.
- Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.)
## How-To Install
1. Download the latest dll.
2. Copy it to your (Client/Server) "BepInEx­\plugins".
1. Download the latest zip.
2. Copy the zip content to your (Client/Server) "BepInEx­\plugins\MxValheim\".
3. Run your (Client/Server) at least one time.
4. Tweaks the config in "BepInEx­\config\ovh.mxdev.mxvalheim.cfg" to your liking.
5. Enjoy!