13 Commits

Author SHA1 Message Date
mikx
19a6a2f62d (1.6.9) Major EventSystem Update (see release) 2026-03-01 00:36:07 -05:00
mikx
8b504d02e0 (1.6.8) EventSystem Tweaks/Fix + KillFeed Multi-Use 2026-02-26 04:57:24 -05:00
mikx
e23307fe27 (1.6.7) EventSystem EpicLoot Reward + AutoDoor Fix 2026-02-23 16:00:53 -05:00
mikx
40cff792e0 (1.6.6) Readme Fix 2026-02-21 05:47:29 -05:00
mikx
21426f5b4c (1.6.6) Readme Update 2026-02-21 05:46:00 -05:00
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
19 changed files with 1456 additions and 705 deletions

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@@ -1,129 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Annotations;
using System.Windows.Controls;
using UnityEngine;
using UnityEngine.UI;
using Image = UnityEngine.UI.Image;
namespace MxValheim.EventSystem
{
internal class EventHud
{
private static GameObject _eventRoot;
private static Text _eventTitleText;
private static Text _eventProgressText;
private static Image _progressBar;
private static CanvasGroup _canvasGroup;
public static void CreateEventHud()
{
// 1. Setup Root (Stacked under your KillFeed which is at -30)
_eventRoot = new GameObject("MxEventHUD_Root");
UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
UnityEngine.Canvas c = _eventRoot.AddComponent<UnityEngine.Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 9999; // Just behind killfeed
CanvasScaler scaler = _eventRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
_canvasGroup.alpha = 0f;
// 2. Main Panel (Positioned at -80 to sit below the KillFeed)
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_eventRoot.transform, false);
Image panelImage = panel.GetComponent<Image>();
panelImage.color = new UnityEngine.Color(0, 0, 0, 0.7f);
// Find Valheim Sprite
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "item_background")
{
panelImage.sprite = s;
panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
pRect.anchoredPosition = new Vector2(0, -80); // Lowered to avoid overlap
pRect.sizeDelta = new Vector2(450, 60); // Slightly taller for progress bar
// 3. Vertical Layout for Title + Progress Bar
VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
layout.childAlignment = UnityEngine.TextAnchor.MiddleCenter;
layout.spacing = 5f;
layout.padding = new RectOffset(10, 10, 5, 5);
// 4. Title Text
_eventTitleText = CreateText(panel.transform, "EVENT ACTIVE", 14, UnityEngine.Color.yellow);
// 5. Progress Bar Background
GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
barBg.transform.SetParent(panel.transform, false);
barBg.GetComponent<Image>().color = new UnityEngine.Color(0.2f, 0.2f, 0.2f, 0.8f);
barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(400, 10);
// 6. Actual Progress Fill
GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
fillObj.transform.SetParent(barBg.transform, false);
_progressBar = fillObj.GetComponent<Image>();
_progressBar.color = UnityEngine.Color.red;
_progressBar.type = Image.Type.Filled;
_progressBar.fillMethod = Image.FillMethod.Horizontal;
RectTransform fRect = _progressBar.GetComponent<RectTransform>();
fRect.anchorMin = Vector2.zero;
fRect.anchorMax = Vector2.one;
fRect.sizeDelta = Vector2.zero;
// 7. Counter Text (e.g., 12/20)
_eventProgressText = CreateText(panel.transform, "0 / 0", 10, UnityEngine.Color.white);
_eventRoot.SetActive(false);
}
public static Text CreateText(Transform parent, string content, int size, UnityEngine.Color col)
{
GameObject txtObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
txtObj.transform.SetParent(parent, false);
Text t = txtObj.GetComponent<Text>();
t.text = content;
t.fontSize = size;
t.color = col;
t.alignment = UnityEngine.TextAnchor.MiddleCenter;
t.font = GetValheimFont();
return t;
}
public static UnityEngine.Font GetValheimFont()
{
foreach (UnityEngine.Font f in Resources.FindObjectsOfTypeAll<UnityEngine.Font>())
if (f.name == "AveriaSerifLibre-Bold") return f;
return Resources.GetBuiltinResource<UnityEngine.Font>("Arial.ttf");
}
public static void UpdateDisplay(string title, int current, int total, Color barColor)
{
if (_eventRoot == null) return;
_eventRoot.SetActive(true);
_canvasGroup.alpha = 1f;
_eventTitleText.text = title.ToUpper();
_eventProgressText.text = $"{current} / {total}";
_progressBar.fillAmount = (float)current / total;
_progressBar.color = barColor;
}
public static void Hide() => _canvasGroup.alpha = 0f;
}
}

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@@ -1,48 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace MxValheim.EventSystem
{
internal class EventList
{
public static void SetupCustomRaid(RandEventSystem system)
{
// 1. Create the Event Data
RandomEvent myCustomRaid = new RandomEvent
{
m_name = "MxEvent_God1",
m_enabled = true,
m_duration = 600f, // 10 minutes
m_nearBaseOnly = true, // Must be near player structures
m_pauseIfNoPlayerInArea = true,
m_forceMusic = "Music_Boss_Moder", // Use specific music
m_startMessage = "The gods themselves challenge you...",
m_endMessage = "The gods are satisfied.",
m_forceEnvironment = "SnowStorm" // Force weather
};
// 2. Define what spawns during this event
SpawnSystem.SpawnData frostWraith = new SpawnSystem.SpawnData
{
m_name = "Frost Wraith",
m_prefab = ZNetScene.instance.GetPrefab("Wraith"), // Get the Wraith prefab
m_maxSpawned = 5, // Max alive at once
m_spawnInterval = 10f, // Try to spawn every 10s
m_spawnDistance = 30f, // Distance from player
m_spawnRadiusMax = 10f,
m_spawnRadiusMin = 5f,
m_groupSizeMin = 1,
m_groupSizeMax = 2,
m_enabled = true
};
myCustomRaid.m_spawn = new List<SpawnSystem.SpawnData> { frostWraith };
// 3. Add to the game's master list
system.m_events.Add(myCustomRaid);
}
}
}

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@@ -0,0 +1,69 @@
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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@@ -1,4 +1,6 @@
using HarmonyLib; using BepInEx.Bootstrap;
using EpicLoot;
using HarmonyLib;
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
@@ -16,216 +18,49 @@ namespace MxValheim.EventSystem
{ {
internal class EventSystem_Patch internal class EventSystem_Patch
{ {
public static GameObject _eventRoot;
public static Text _eventTitleText;
public static Text _eventProgressText;
public static Image _progressBar;
public static CanvasGroup _canvasGroup;
// --- STATE DATA ---
public enum RaidPhase
{
None,
Scouts,
EliteGuard,
BossInbound,
Completed
}
public static RaidPhase CurrentPhase = RaidPhase.None;
public static int KillsInCurrentPhase = 0;
// --- 1. HUD CREATION (Your Style) ---
public static void CreateEventHud()
{
if (_eventRoot != null) return;
_eventRoot = new GameObject("MxEventHUD_Root");
UnityEngine.Object.DontDestroyOnLoad(_eventRoot);
Canvas c = _eventRoot.AddComponent<Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 9999;
CanvasScaler scaler = _eventRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _eventRoot.AddComponent<CanvasGroup>();
_canvasGroup.alpha = 0f;
// Background Panel (Positioned -90 to sit below KillFeed at -30)
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_eventRoot.transform, false);
Image panelImage = panel.GetComponent<Image>();
panelImage.color = new Color(0, 0, 0, 0.7f);
// Styling with Valheim Assets
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "item_background")
{
panelImage.sprite = s;
panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
pRect.anchoredPosition = new Vector2(0, -90); // Stacks below your KillFeed
pRect.sizeDelta = new Vector2(400, 55);
VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
layout.childAlignment = TextAnchor.MiddleCenter;
layout.spacing = 2f;
layout.padding = new RectOffset(10, 10, 5, 5);
// Title
_eventTitleText = CreateText(panel.transform, "RAID STATUS", 14, Color.yellow);
// Progress Bar
GameObject barBg = new GameObject("BarBG", typeof(RectTransform), typeof(Image));
barBg.transform.SetParent(panel.transform, false);
barBg.GetComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.9f);
barBg.GetComponent<RectTransform>().sizeDelta = new Vector2(350, 8);
GameObject fillObj = new GameObject("Fill", typeof(RectTransform), typeof(Image));
fillObj.transform.SetParent(barBg.transform, false);
_progressBar = fillObj.GetComponent<Image>();
_progressBar.color = Color.red;
_progressBar.type = Image.Type.Filled;
_progressBar.fillMethod = Image.FillMethod.Horizontal;
_progressBar.GetComponent<RectTransform>().anchorMin = Vector2.zero;
_progressBar.GetComponent<RectTransform>().anchorMax = Vector2.one;
_progressBar.GetComponent<RectTransform>().sizeDelta = Vector2.zero;
// Progress Text
_eventProgressText = CreateText(panel.transform, "0 / 0", 11, Color.white);
}
private static Text CreateText(Transform parent, string content, int size, Color col)
{
GameObject txtObj = new GameObject("Text", typeof(Text));
txtObj.transform.SetParent(parent, false);
Text t = txtObj.GetComponent<Text>();
t.text = content;
t.fontSize = size;
t.color = col;
t.alignment = TextAnchor.MiddleCenter;
Font valFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
if (f.name == "AveriaSerifLibre-Bold") valFont = f;
t.font = valFont ?? Resources.GetBuiltinResource<Font>("Arial.ttf");
return t;
}
// --- 2. WAVE LOGIC ---
public static void UpdateWave(bool reset = false)
{
Debug.Log($"MxEvent:UpdateWave Seen a wave start.");
if (reset)
{
CurrentPhase = RaidPhase.Scouts;
KillsInCurrentPhase = 0;
}
int target = GetTargetForPhase(CurrentPhase);
Color barColor = (CurrentPhase == RaidPhase.Scouts) ? Color.magenta : Color.red;
UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
}
public static int GetTargetForPhase(RaidPhase phase)
{
switch (phase)
{
case RaidPhase.Scouts: return 5; // 5 kills to clear scouts
case RaidPhase.EliteGuard: return 10; // 10 kills for elite guard
case RaidPhase.BossInbound: return 1; // Just the boss
default: return 0;
}
}
public static void AdvancePhase()
{
KillsInCurrentPhase = 0; // Reset counter for the new phase
if (CurrentPhase == RaidPhase.Scouts) CurrentPhase = RaidPhase.EliteGuard;
else if (CurrentPhase == RaidPhase.EliteGuard) CurrentPhase = RaidPhase.BossInbound;
else CurrentPhase = RaidPhase.Completed;
if (CurrentPhase == RaidPhase.Scouts)
{
// Spawn Eikthyr at the player's location
GameObject boarPrefab = ZNetScene.instance.GetPrefab("Boar");
if (boarPrefab != null)
{
UnityEngine.Object.Instantiate(boarPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 20f, Quaternion.identity);
}
}
if (CurrentPhase == RaidPhase.BossInbound)
{
// Spawn Eikthyr at the player's location
GameObject bossPrefab = ZNetScene.instance.GetPrefab("Eikthyr");
if (bossPrefab != null)
{
UnityEngine.Object.Instantiate(bossPrefab, Player.m_localPlayer.transform.position + Vector3.forward * 10f, Quaternion.identity);
}
}
Debug.Log($"MxEvent: Advancing to {CurrentPhase}");
// Play a sound to notify the player (The 'Quest Update' sound)
Player.m_localPlayer?.Message(MessageHud.MessageType.Center, $"$inventory_newphase: {CurrentPhase}");
if (CurrentPhase == RaidPhase.Completed)
{
Debug.Log("MxEvent: All phases complete. Ending vanilla raid.");
EndRaidManually();
}
}
public static void UpdateDisplay(string title, int curr, int total, Color col)
{
Debug.Log($"MxEvent:UpdateDisplay Something reached my display update logic.");
if (_eventRoot == null) CreateEventHud();
_eventRoot.SetActive(true);
_canvasGroup.alpha = 1f;
_eventTitleText.text = title;
_eventProgressText.text = $"{curr} / {total}";
_progressBar.fillAmount = (float)curr / total;
_progressBar.color = col;
}
public static void EndRaidManually()
{
if (RandEventSystem.instance != null)
{
// This tells Valheim the time is up
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{
activeEvent.m_time = 0;
}
}
FadeOutHud(); // Start your fade out
}
// --- 3. HARMONY PATCHES --- // --- 3. HARMONY PATCHES ---
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))] [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 public static class DebugRaidFrequency
{ {
static void Prefix(RandEventSystem __instance) static void Prefix(RandEventSystem __instance)
{ {
// Use a small timer check so we don't spam the logic every single frame if (ZRoutedRpc.instance != null)
// though for debugging, forcing these values is fine. {
__instance.m_eventIntervalMin = 10f; //ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", "", "", "", "", -1);
__instance.m_eventChance = 100f; }
}
static void Postfix(RandEventSystem __instance)
{
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{
activeEvent.m_eventRange = 200f;
}
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
public static class EventRadiusPatch
{
static void Postfix(RandEventSystem __instance)
{
RandomEvent currentEvent = __instance.GetCurrentRandomEvent();
if (currentEvent != null)
{
currentEvent.m_eventRange = 200f;
}
} }
} }
@@ -234,62 +69,85 @@ namespace MxValheim.EventSystem
{ {
static void Prefix(RandEventSystem __instance) static void Prefix(RandEventSystem __instance)
{ {
RandomEvent activeEvent = __instance.GetActiveEvent(); if (MxValheimMod.Config_DebugRandomEventInterval.Value)
// If we are in our custom phases and haven't reached "Completed" yet
if (activeEvent != null && CurrentPhase != RaidPhase.Completed)
{ {
// Valheim subtracts time in FixedUpdate. __instance.m_eventIntervalMin = 10f;
// We add it back using the engine's global fixedDeltaTime. __instance.m_eventChance = 100f;
activeEvent.m_time += Time.fixedDeltaTime; }
}
}
[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}");
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 <= 200f)
{
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));
float dayPercent = ((float)EnvMan.instance.GetDay() / 10);
if (rand.Next(100) < (50+dayPercent))
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "food"), 1);
}
if (rand.Next(100) < (25+dayPercent))
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "heal"), 1);
}
if (rand.Next(100) < (10+dayPercent))
{
Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.serverLevel, "metal"), rand.Next(5, (20+Profiles.serverLevel)));
}
if (Chainloader.PluginInfos.ContainsKey("randyknapp.mods.epicloot"))
{
Reward.GiveEpicLootDust();
Reward.GiveEpicLootShard();
Reward.GiveEpicLootEssence();
Reward.GiveEpicLootRune();
}
}
} }
} }
} }
// Ensure HUD is ready when the game UI loads
[HarmonyPatch(typeof(Hud), nameof(Hud.Awake))]
[HarmonyPostfix]
static void InitHud() => CreateEventHud();
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))] [HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
[HarmonyPostfix] public static class Hud_Update_Patch
static void CheckForExistingRaid()
{ {
// If the HUD isn't visible but a raid IS active, force it to show static void Postfix(Hud __instance)
if (CurrentPhase == RaidPhase.None && RandEventSystem.instance.GetActiveEvent() != null)
{ {
Debug.Log("MxEvent: Detected existing raid on HUD update. Synchronizing..."); if (Player.m_localPlayer == null || !Hud.instance) return;
UpdateWave(true);
}
}
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))] if (RandEventSystem.instance != null)
public static class Hud_MonitorPatch
{
private static RandomEvent _lastKnownEvent = null;
static void Postfix()
{
// 1. Safety check: Ensure the system exists
if (RandEventSystem.instance == null) return;
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
// 2. Logic: Detection
if (activeEvent != null && _lastKnownEvent == null)
{ {
Debug.Log($"MxEvent: HUD Heartbeat detected Raid Start: {activeEvent.m_name}"); RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
_lastKnownEvent = activeEvent;
// Force HUD Creation and Display if (activeEvent != null)
UpdateWave(true); {
eventName = Localization.instance.Localize(activeEvent.GetHudText());
}
} }
else if (activeEvent == null && _lastKnownEvent != null)
if (RandEventSystem.instance != null && RandEventSystem.instance.GetActiveEvent() != null)
{ {
Debug.Log("MxEvent: HUD Heartbeat detected Raid End."); __instance.m_eventName.text = "";
_lastKnownEvent = null; }
FadeOutHud();
}
} }
} }
@@ -298,99 +156,63 @@ namespace MxValheim.EventSystem
{ {
static void Postfix(Character __instance) static void Postfix(Character __instance)
{ {
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f) if (__instance.GetHealth() <= 0f)
{ {
ZNetView nview = __instance.GetComponent<ZNetView>(); ZNetView nview = __instance.GetComponent<ZNetView>();
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return; if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
// 2. Check if a raid is active MonsterAI mai = __instance.GetComponent<MonsterAI>();
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent(); bool isEventCreature = false;
if (activeEvent == null) return; if (mai != null)
Debug.Log("MxEvent: Confirmed Active Event!");
Vector3 playerPos = Player.m_localPlayer.transform.position;
float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
Debug.Log($"MxEvent: Distance: {distance}");
if (distance <= 96f)
{ {
KillsInCurrentPhase++; isEventCreature = Traverse.Create(mai).Field<bool>("m_eventCreature").Value;
int target = GetTargetForPhase(CurrentPhase); }
if (KillsInCurrentPhase >= target && CurrentPhase != RaidPhase.Completed) if (isEventCreature)
{
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent != null)
{ {
AdvancePhase(); 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);
} }
// Send the update int level = __instance.GetLevel();
ZRoutedRpc.instance.InvokeRoutedRPC( int exp =
ZRoutedRpc.Everybody, (level == 1) ? 4 :
"RPC_UpdateRaidHUD", (level == 2) ? 6 :
$"PHASE: {CurrentPhase}", (level == 3) ? 8 :
KillsInCurrentPhase, 8;
GetTargetForPhase(CurrentPhase) 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);
} else
{
int level = __instance.GetLevel();
int exp =
(level == 1) ? 2 :
(level == 2) ? 4 :
(level == 3) ? 6 :
6;
Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
int expFinal = ((int)(exp * Experience.CalculateExpMultiplier(currentBiome))) + Profiles.serverLevel;
Experience.AddExperience(expFinal);
}
} }
} }
} }
public static bool IsEventCreature(Character character)
{
ZNetView nview = character.GetComponent<ZNetView>();
if (nview == null || nview.GetZDO() == null) return false;
// Layer 1: Check the networked boolean (The standard way)
if (nview.GetZDO().GetBool("eventcreature")) return true;
// Layer 2: Check the BaseAI component (The local way)
BaseAI ai = character.GetComponent<BaseAI>();
if (ai != null)
{
bool isRaidMob = (bool)AccessTools.Field(typeof(BaseAI), "m_eventCreature").GetValue(ai);
if (isRaidMob) return true;
}
return false;
}
// Hide HUD when raid ends
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.ResetRandomEvent))]
[HarmonyPostfix]
static void OnRaidEnd()
{
FadeOutHud();
CurrentPhase = RaidPhase.None;
}
private static IEnumerator FadeOutHud()
{
Debug.Log("MxEvent: Starting Fade Out...");
// Safety check for the component
if (_canvasGroup == null)
{
_eventRoot.SetActive(false);
yield break;
}
float startAlpha = _canvasGroup.alpha;
float rate = 1.0f / 1.5f; // Fade over 1.5 seconds
float progress = 0.0f;
while (progress < 1.0f)
{
progress += Time.deltaTime * rate;
_canvasGroup.alpha = Mathf.Lerp(startAlpha, 0, progress);
yield return null;
}
_canvasGroup.alpha = 0;
_eventRoot.SetActive(false); // Fully disable to ensure it's gone
Debug.Log("MxEvent: HUD Hidden and Deactivated.");
}
} }
} }

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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 EpicLoot;
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Navigation;
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(0, foodList.Length - 1);
int healTier = rng.Next(0, healList.Length - 1);
int metalTier = rng.Next(0, metalList.Length - 1);
if (type == "food") return foodList[foodTier];
if (type == "heal") return healList[healTier];
if (type == "metal") return metalList[metalTier];
return "Wood";
}
public static void GiveEpicLootDust()
{
System.Random rand = new System.Random();
int qty = rand.Next(1, Profiles.serverLevel);
string[] rarity = GetRarityList(Watcher.eventKill);
string itemName = $"Dust{rarity[rand.Next(0, rarity.Length - 1)]}";
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
GiveItemInWorld(itemName, player, qty);
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
public static void GiveEpicLootShard()
{
System.Random rand = new System.Random();
int qty = rand.Next(1, Profiles.serverLevel);
string[] rarity = GetRarityList(Watcher.eventKill);
string itemName = $"Shard{rarity[rand.Next(0, rarity.Length - 1)]}";
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
GiveItemInWorld(itemName, player, qty);
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
public static void GiveEpicLootEssence()
{
System.Random rand = new System.Random();
int qty = rand.Next(1, Profiles.serverLevel);
string[] rarity = GetRarityList(Watcher.eventKill);
string itemName = $"Essence{rarity[rand.Next(0, rarity.Length - 1)]}";
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
GiveItemInWorld(itemName, player, qty);
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
public static void GiveEpicLootRune()
{
System.Random rand = new System.Random();
int qty = rand.Next(1, 2);
string[] rarity = GetRarityList(Watcher.eventKill);
string itemName = $"Runestone{rarity[rand.Next(0, rarity.Length - 1)]}";
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
GiveItemInWorld(itemName, player, qty);
SendRewardMessage(player, prefab, itemName, qty);
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
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)
{
GiveItemInWorld(itemName, player, qty);
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
public static void GiveItemStatic(string itemName, int qty)
{
Player player = Player.m_localPlayer;
if (player == null) return;
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
if (prefab != null)
{
GiveItemInWorld(itemName, player, qty);
if (itemName == "Coins")
{
SendRewardMessage(player, prefab, itemName, qty);
}
}
else
{
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
}
}
public static void GiveItemInWorld(string itemName, Player player, int qty)
{
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
Vector3 spawnPos = player.transform.position + player.transform.forward + Vector3.up;
GameObject go = UnityEngine.Object.Instantiate(prefab, spawnPos, Quaternion.identity);
ItemDrop itemDrop = go.GetComponent<ItemDrop>();
if (itemDrop != null)
{
itemDrop.m_itemData.m_stack = qty;
ZNetView nview = go.GetComponent<ZNetView>();
if (nview != null && nview.IsValid())
{
nview.GetZDO().Set("stack", qty);
}
GameObject vfxPrefab = ZNetScene.instance.GetPrefab("vfx_item_spawn");
if (vfxPrefab != null)
{
UnityEngine.Object.Instantiate(vfxPrefab, spawnPos, Quaternion.identity);
}
GameObject sfxPrefab = ZNetScene.instance.GetPrefab("sfx_item_spawn");
if (sfxPrefab != null)
{
UnityEngine.Object.Instantiate(sfxPrefab, spawnPos, Quaternion.identity);
}
}
}
public static void SendRewardMessage(Player player, GameObject prefab, string itemName, int qty)
{
if (ZRoutedRpc.instance != null)
{
ItemDrop item = prefab.GetComponent<ItemDrop>();
string nameToken = item.m_itemData.m_shared.m_name;
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", Player.m_localPlayer.GetHoverName(), qty.ToString(), Localization.instance.Localize(nameToken), itemName, -2);
}
}
public static string[] GetRarityList(int victim)
{
string[] rarity = { };
switch (victim)
{
case <= 1:
rarity = ["Magic"];
break;
case > 1 and < 5:
rarity = ["Rare"];
break;
case >= 5 and <= 10:
rarity = ["Rare", "Epic"];
break;
case >= 11 and <= 20:
rarity = ["Rare", "Epic", "Legendary"];
break;
case >= 21:
rarity = ["Rare", "Epic", "Legendary", "Mythic"];
break;
}
return rarity;
}
}
}

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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 = 0;
UnityEngine.Debug.Log($"RemoveEvent: ActiveEvents Count = {MxValheimMod.ActiveEvents.Count} ( {eventName} / {eventPos} )");
if (MxValheimMod.ActiveEvents.Count > 0)
{
evindex = MxValheimMod.ActiveEvents.FindIndex(e => e.Position.ToString() == eventPos);
MxValheimMod.ActiveEvents.RemoveAt(evindex);
} else if (MxValheimMod.ActiveEvents.Count <= 0 && eventPos != null)
{
// That's not the best wai to do it, but until i find a better one, it will prevent an event bugging eternaly.
MxValheimMod.ActiveEvents.Clear();
}
}
}
}

View File

@@ -1,66 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace MxValheim.EventSystem
{
public enum RaidPhase { None, Scouts, Siege, Boss, Victory }
public static class WaveManager
{
public static RaidPhase CurrentPhase = RaidPhase.None;
public static int KillsInCurrentPhase = 0;
public static int TotalInPhase = 20;
public static void AdvanceWave()
{
KillsInCurrentPhase = 0;
CurrentPhase++;
switch (CurrentPhase)
{
case RaidPhase.Scouts:
//
break;
case RaidPhase.Siege:
//
break;
case RaidPhase.Boss:
//
//SpawnBoss();
break;
case RaidPhase.Victory:
//
break;
}
}
public static void UpdateWave(bool reset = false)
{
if (reset)
{
CurrentPhase = RaidPhase.Scouts;
KillsInCurrentPhase = 0;
}
int target = GetTargetForWave(CurrentPhase);
Color barColor = (CurrentPhase == RaidPhase.Boss) ? Color.magenta : Color.red;
EventHud.UpdateDisplay($"PHASE: {CurrentPhase}", KillsInCurrentPhase, target, barColor);
}
private static int GetTargetForWave(RaidPhase phase)
{
switch (phase)
{
case RaidPhase.Scouts: return 5;
case RaidPhase.Siege: return 15;
case RaidPhase.Boss: return 1;
default: return 0;
}
}
}
}

View File

@@ -2,6 +2,7 @@
using HarmonyLib; using HarmonyLib;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO;
using System.Linq; using System.Linq;
using System.Reflection.Emit; using System.Reflection.Emit;
using System.Threading; using System.Threading;
@@ -14,7 +15,41 @@ using static MxValheimMod;
namespace MxValheim.KillFeed namespace MxValheim.KillFeed
{ {
public class KillFeed_Patch public class KillFeed_Patch
{ {
public static string lastVictimName = "";
public static string lastAttackerName = "";
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) public static void SendKillToAll(string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
{ {
if (ZRoutedRpc.instance != null) if (ZRoutedRpc.instance != null)
@@ -29,11 +64,35 @@ namespace MxValheim.KillFeed
if (zn.IsDedicated()) return; if (zn.IsDedicated()) return;
if (attacker == "The World") return; if (attacker == "The World") return;
float distance = (encodedType / 1000) / 10.0f; // --- DECODING START ---
int remainder = encodedType % 1000; int biomeIndex = encodedType / 100000;
bool isBoss = (remainder >= 100); int mainRemainder = encodedType % 100000;
int level = (remainder % 100) / 10;
int type = remainder % 10; 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 ---
// Prevent the spam of multiple "same victim" kill to the feed
if (type == 2 && victim == lastVictimName && attacker == lastAttackerName) return;
// 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); Sprite victimIcon = GetCreatureIcon(victimInternalName);
@@ -48,6 +107,9 @@ namespace MxValheim.KillFeed
// Message Format Variables // Message Format Variables
string type1Separator = Localization.instance.Localize("$killfeed_format_type1"); string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
string type2Separator = Localization.instance.Localize("$killfeed_format_type2"); string type2Separator = Localization.instance.Localize("$killfeed_format_type2");
string type3Separator = Localization.instance.Localize("$killfeed_format_type3");
string type4Separator = Localization.instance.Localize("$killfeed_format_type4");
string eventFormat = $"<color=#00ff06>{victim}</color>";
string finalMsg = ""; string finalMsg = "";
string attackerFormat = ""; string attackerFormat = "";
string victimFormat = ""; string victimFormat = "";
@@ -87,9 +149,9 @@ namespace MxValheim.KillFeed
distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}"; distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}";
finalMsg = finalMsg =
(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": // Player Death (type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}" : // Player Death
(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}": // Player Killed Something (type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}" : // Player Killed Something
$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe
Sprite weaponIcon = null; Sprite weaponIcon = null;
@@ -124,17 +186,46 @@ namespace MxValheim.KillFeed
{ {
borderColor = new Color(0.141f, 0.141f, 0.153f); borderColor = new Color(0.141f, 0.141f, 0.153f);
} }
if (encodedType == -1)
{
borderColor = new Color(0.0196f, 0.250f, 0.00750f);
}
if (encodedType == -1)
{
finalMsg = $"<color=#32a852>{type3Separator}</color><color=#ffd000>{eventName}</color><color=#32a852>{type4Separator}</color>";
}
if (encodedType == -2)
{
int qty = Convert.ToInt32(victim);
borderColor = new Color(0.0196f, 0.250f, 0.00750f);
finalMsg = $"<color=#32a852>{attacker.ToUpper()}{Localization.instance.Localize("$EventSystem_format_reward_Msg_GiveItem")}</color><color=#ffd000>{qty} {victimInternalName}</color><color=#32a852>{Localization.instance.Localize("$EventSystem_format_reward_Msg_GiveItemEnd")}</color>";
GameObject itemObj = ObjectDB.instance.GetItemPrefab(weaponPrefab);
Sprite itemIcon = null;
if (itemObj != null)
{
ItemDrop item = itemObj.GetComponent<ItemDrop>();
itemIcon = item?.m_itemData?.m_shared?.m_icons[0];
}
biomeSprite = itemIcon;
weaponIcon = null;
}
lastVictimName = victim;
lastAttackerName = attacker;
lock (_msgQueue) lock (_msgQueue)
{ {
_msgQueue.Enqueue(finalMsg); _msgQueue.Enqueue(finalMsg);
_biomeIconQueue.Enqueue(biomeSprite);
_borderColQueue.Enqueue(borderColor); _borderColQueue.Enqueue(borderColor);
_iconQueue.Enqueue(weaponIcon); _iconQueue.Enqueue(weaponIcon);
_victimIconQueue.Enqueue(victimIcon); _victimIconQueue.Enqueue(victimIcon);
} }
} }
public void ShowNextMessage(string msg, Sprite weaponIcon, Sprite victimIcon, Color borderColor) public void ShowNextMessage(string msg, Sprite biome, Sprite weaponIcon, Sprite victimIcon, Color borderColor)
{ {
if (_hudRoot == null) CreateCustomHud(); if (_hudRoot == null) CreateCustomHud();
@@ -154,6 +245,9 @@ namespace MxValheim.KillFeed
_killText.text = msg; _killText.text = msg;
_border.effectColor = borderColor; _border.effectColor = borderColor;
_border.enabled = true; _border.enabled = true;
/////////////////////
_biomeIconSlot.sprite = biome;
_biomeIconSlot.gameObject.SetActive(biome != null);
// Weapon icon (Left) // Weapon icon (Left)
_weaponIconSlot.sprite = weaponIcon; _weaponIconSlot.sprite = weaponIcon;
_weaponIconSlot.enabled = (weaponIcon != null); _weaponIconSlot.enabled = (weaponIcon != null);
@@ -240,6 +334,9 @@ namespace MxValheim.KillFeed
// This check should now pass because ApplyDamage happens before the object is invalidated // This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return; if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
Heightmap.Biome currentBiome;
int biomeIndex = 0;
float distance = 0f; float distance = 0f;
Character attacker = hit.GetAttacker(); Character attacker = hit.GetAttacker();
if (attacker != null) if (attacker != null)
@@ -272,14 +369,45 @@ namespace MxValheim.KillFeed
string victimName = __instance.GetHoverName(); string victimName = __instance.GetHoverName();
int type = 0; int type = 0;
if (__instance.IsPlayer()) type = 1; if (__instance.IsPlayer())
else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2; {
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(); int level = __instance.GetLevel();
bool isBoss = __instance.IsBoss(); bool isBoss = __instance.IsBoss();
int distInt = (int)(Math.Min(distance, 999f) * 10); int distInt = (int)(Math.Min(distance, 999f) * 10);
int encodedType = type + (level * 10) + (isBoss ? 100 : 0) + (distInt * 1000); int encodedType = type + (level * 10) + (isBoss ? 100 : 0) + (distInt * 1000) + (biomeIndex * 100000);
if (ZRoutedRpc.instance != null) if (ZRoutedRpc.instance != null)
{ {
@@ -349,6 +477,14 @@ namespace MxValheim.KillFeed
pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower
pRect.localScale = Vector3.one; 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 // 2. Compact Icon
GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image)); GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
iconObj.transform.SetParent(panel.transform, false); iconObj.transform.SetParent(panel.transform, false);
@@ -367,10 +503,8 @@ namespace MxValheim.KillFeed
GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text)); GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
textObj.transform.SetParent(panel.transform, false); textObj.transform.SetParent(panel.transform, false);
_killText = textObj.GetComponent<Text>(); _killText = textObj.GetComponent<Text>();
// Important: Text needs to have its "Horizontal Overflow" set to Wrap or Overflow
_killText.horizontalOverflow = HorizontalWrapMode.Overflow; _killText.horizontalOverflow = HorizontalWrapMode.Overflow;
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null; Font valheimFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>()) foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
{ {
@@ -381,7 +515,6 @@ namespace MxValheim.KillFeed
} }
} }
// Corrected fallback for older Unity versions used in Valheim
if (valheimFont == null) if (valheimFont == null)
{ {
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf"); valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");

View File

@@ -1,6 +1,7 @@
using BepInEx; using BepInEx;
using BepInEx.Configuration; using BepInEx.Configuration;
using HarmonyLib; using HarmonyLib;
using Jotunn.Managers;
using MxValheim.EventSystem; using MxValheim.EventSystem;
using MxValheim.KillFeed; using MxValheim.KillFeed;
using MxValheim.Patch; using MxValheim.Patch;
@@ -15,10 +16,15 @@ using System.Threading;
using System.Xml; using System.Xml;
using TMPro; using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI; 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; using static MxValheim.Patch.Doors_Patch;
[BepInPlugin(ModGUID, ModName, ModVersion)] [BepInPlugin(ModGUID, ModName, ModVersion)]
[BepInDependency(Jotunn.Main.ModGuid)]
public class MxValheimMod : BaseUnityPlugin public class MxValheimMod : BaseUnityPlugin
{ {
public static MxValheimMod Instance; // Singleton reference public static MxValheimMod Instance; // Singleton reference
@@ -27,25 +33,24 @@ public class MxValheimMod : BaseUnityPlugin
private const string ModGUID = "ovh.mxdev.mxvalheim"; private const string ModGUID = "ovh.mxdev.mxvalheim";
private const string ModName = "MxValheim"; private const string ModName = "MxValheim";
private const string ModVersion = "1.6.0"; private const string ModVersion = "1.6.9";
public static ConfigEntry<bool> Config_Locked; public static ConfigEntry<bool> Config_DebugRandomEventInterval;
public static ConfigEntry<int> Config_OreMultiplier;
public static ConfigEntry<float> Config_rangeMultiplier;
public static ConfigEntry<float> Config_bowDrawSpeedBonusPerLevel; public static ConfigEntry<float> Config_bowDrawSpeedBonusPerLevel;
public static ConfigEntry<bool> Config_rainDamage;
public static ConfigEntry<float> Config_boatSpeed;
public static ConfigEntry<bool> Config_autoDoorCloseEnabled;
public static ConfigEntry<float> Config_autoDoorClose;
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim"); public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
public static string internalConfigsPath = Path.Combine(modPath, "Configs"); 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 WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json"); public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
public static DoorRoot CachedConfig; public static DoorRoot CachedConfig;
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>(); 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 class KillData
{ {
public string attackerName; public string attackerName;
@@ -59,6 +64,7 @@ public class MxValheimMod : BaseUnityPlugin
public static Image _weaponIconSlot; public static Image _weaponIconSlot;
public static Image _victimIconSlot; public static Image _victimIconSlot;
public static Image _panelImage; public static Image _panelImage;
public static Image _biomeIconSlot;
public static Outline _border; public static Outline _border;
public static Color borderColor = Color.white; public static Color borderColor = Color.white;
public static CanvasGroup _canvasGroup; public static CanvasGroup _canvasGroup;
@@ -69,6 +75,7 @@ public class MxValheimMod : BaseUnityPlugin
public static readonly Queue<Color> _borderColQueue = new Queue<Color>(); public static readonly Queue<Color> _borderColQueue = new Queue<Color>();
public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>(); public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>();
public static readonly Queue<Sprite> _victimIconQueue = 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 Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>(); public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
@@ -76,40 +83,63 @@ public class MxValheimMod : BaseUnityPlugin
public static readonly Queue<string> _doorQueueName = new Queue<string>(); public static readonly Queue<string> _doorQueueName = new Queue<string>();
public static float _doorTimer; public static float _doorTimer;
public static float _uniqueTimer = 60.0f;
public static string eventName;
public static float eventTimer = 0f;
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() void Awake()
{ {
Instance = this; Instance = this;
Config_OreMultiplier = Config.Bind("General","OreMultiplier",3,"How many items should drop for every 1 ore/scrap found."); Config_DebugRandomEventInterval = Config.Bind("Debug", "DebugRandomEventInterval", false, "Event are triggered really often, to debug my EventSystem logic.");
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_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(); LoadLocalization();
LoadJsonConfig(); LoadJsonConfig();
LoadDoorConfig(); LoadDoorConfig();
_doorTimer = MxValheimMod.Config_autoDoorClose.Value; _doorTimer = 2;
//PrefabManager.OnVanillaPrefabsAvailable += InitCustomEnemies;
Harmony harmony = new Harmony(ModGUID); Harmony harmony = new Harmony(ModGUID);
harmony.PatchAll(); harmony.PatchAll();
} }
public static void RPC_UpdateRaidHUD(long sender, string phaseName, int current, int total) private void InitCustomEnemies()
{ {
Color phaseColor; List<EnemyTemplate> templates = LoadTemplatesFromFolder();
switch (phaseName)
foreach (var data in templates)
{ {
case "SCOUTS": phaseColor = Color.green; break; GameObject customEnemy = PrefabManager.Instance.CreateClonedPrefab(data.InternalName, data.PrefabToClone);
case "ELITEGUARD": phaseColor = Color.yellow; break;
case "BOSSINBOUND": phaseColor = Color.red; break; ApplyStats(customEnemy, data);
default: phaseColor = Color.white; break; ApplyColorTint(customEnemy, data);
ApplyDropTable(customEnemy, data);
ApplyEquipment(customEnemy, data);
RegisterWithWorldSpawn(customEnemy, data);
} }
EventSystem_Patch.UpdateDisplay(phaseName, current, total, phaseColor); PrefabManager.OnVanillaPrefabsAvailable -= InitCustomEnemies;
} }
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))] [HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
@@ -121,7 +151,6 @@ public class MxValheimMod : BaseUnityPlugin
} }
} }
// --- TEST COMMAND: Type 'testkill' in F5 console ---
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))] [HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
public static class ConsoleInputPatch public static class ConsoleInputPatch
{ {
@@ -130,7 +159,7 @@ public class MxValheimMod : BaseUnityPlugin
string text = __instance.m_input.text; string text = __instance.m_input.text;
if (text.ToLower() == "listicons") if (text.ToLower() == "listicons")
{ {
} }
} }
} }
@@ -141,26 +170,36 @@ public class MxValheimMod : BaseUnityPlugin
static void Postfix() static void Postfix()
{ {
if (ZRoutedRpc.instance != null && kfp != null) if (ZRoutedRpc.instance != null && kfp != null)
{ {
// We use the explicit 'Method' delegate to avoid the ArgumentException
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg", ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg)); new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate."); ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerAddDoorToQueue", Watcher.RegisterEvent);
}
if (ZRoutedRpc.instance != null) ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerRegisterEvent", Watcher.RegisterEvent);
{ ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerGetEventKill", Watcher.GetEventKill);
ZRoutedRpc.instance.Register<string, int, int>("RPC_UpdateRaidHUD", RPC_UpdateRaidHUD); ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerSetEventKill", Watcher.SetEventKill);
Debug.Log("MxRaid: RPC Registered successfully."); ZRoutedRpc.instance.Register<ZPackage>("RPC_ServerRemoveEvent", Watcher.RemoveEvent);
}
EventSystem_Patch.CreateEventHud(); 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() void Update()
{ {
// 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 // Only run if we are actually in the game world
if (Player.m_localPlayer != null) if (Player.m_localPlayer != null)
{ {
@@ -179,6 +218,12 @@ public class MxValheimMod : BaseUnityPlugin
{ {
Clock clk = new Clock(); Clock clk = new Clock();
clk.CreateOverlay(); clk.CreateOverlay();
if (initExpBar)
{
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
Experience.UpdateProgressBar();
initExpBar = false;
}
} }
if (Clock.m_textComponent != null) if (Clock.m_textComponent != null)
@@ -186,13 +231,22 @@ public class MxValheimMod : BaseUnityPlugin
Clock clk = new Clock(); Clock clk = new Clock();
string timeString = clk.GetFormattedTime(); string timeString = clk.GetFormattedTime();
int day = EnvMan.instance.GetDay(); int day = EnvMan.instance.GetDay();
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>"; string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
string separator = $"<color=#677074>][</color>";
if (activeEvent == null)
{
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_rank")}</color> <color=#ffd000>{Profiles.serverLevel}</color> {separator} <color=#32a852>{Localization.instance.Localize("$clock_string_day")}</color> <color=#ffd000>{day}</color> {separator} <color=#d1954a>{timeString}</color>";
} else
{
Clock.m_textComponent.text = $"<color=#ffd000>{eventName}</color> {separator} <color=#32a852>{Localization.instance.Localize("$clock_string_kill")}</color> <color=#ffd000>{eventKill}</color> {separator} <color=#32a852>{Localization.instance.Localize("$clock_string_rank")}</color> <color=#ffd000>{Profiles.serverLevel}</color> {separator} <color=#32a852>{Localization.instance.Localize("$clock_string_day")}</color> <color=#ffd000>{day}</color> {separator} <color=#d1954a>{timeString}</color>";
}
} }
} }
// Door Logic // Door Logic
if (_doorQueueNview.Count > 0) if (_doorQueueNview.Count > 0)
{ {
if (_doorTimer > 0) if (_doorTimer > 0)
{ {
_doorTimer -= Time.deltaTime; _doorTimer -= Time.deltaTime;
@@ -201,9 +255,9 @@ public class MxValheimMod : BaseUnityPlugin
if (_doorTimer <= 0) if (_doorTimer <= 0)
{ {
dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue()); dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
_doorTimer = MxValheimMod.Config_autoDoorClose.Value; _doorTimer = 2;
} }
} }
// Door Logic // Door Logic
///////////// /////////////
@@ -218,7 +272,7 @@ public class MxValheimMod : BaseUnityPlugin
if (_msgQueue.Count > 0 && _displayTimer <= 0) if (_msgQueue.Count > 0 && _displayTimer <= 0)
{ {
borderColor = new Color(0.141f, 0.141f, 0.153f); borderColor = new Color(0.141f, 0.141f, 0.153f);
kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue(), _victimIconQueue.Dequeue(), _borderColQueue.Dequeue()); kfp.ShowNextMessage(_msgQueue.Dequeue(), _biomeIconQueue.Dequeue(), _iconQueue.Dequeue(), _victimIconQueue.Dequeue(), _borderColQueue.Dequeue());
} }
if (_displayTimer > 0) if (_displayTimer > 0)
@@ -249,14 +303,12 @@ public class MxValheimMod : BaseUnityPlugin
} }
// KillFeed Logic // KillFeed Logic
///////////////// /////////////////
}
if (RandEventSystem.instance.GetActiveEvent() == null) public static long GetUserPlayerID(Player player)
{ {
EventSystem_Patch._canvasGroup.alpha = 0; return player.GetPlayerID();
EventSystem_Patch._eventRoot.SetActive(false); }
}
}
public static void LoadLocalization() public static void LoadLocalization()
{ {
@@ -304,32 +356,34 @@ public class MxValheimMod : BaseUnityPlugin
} }
} }
private bool LoadJsonConfig() private void LoadJsonConfig()
{ {
try string json = "";
{
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 = File.ReadAllText(WeightConfigPath); if (!File.Exists(WeightConfigPath))
WeightSettings = JsonConvert.DeserializeObject<Dictionary<string, float>>(json);
Logger.LogInfo($"Successfully parsed {WeightSettings.Count} items.");
return true;
}
catch (Exception ex)
{ {
Logger.LogWarning($"Could not read JSON (might be busy): {ex.Message}"); WeightSettings = new Dictionary<string, float> { { "Wood", 1.0f }, { "Stone", 1.0f } };
return false; 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() public void LoadDoorConfig()
{ {
if (System.IO.File.Exists(AutoDoorConfigPath)) if (File.Exists(AutoDoorConfigPath))
{ {
string json = System.IO.File.ReadAllText(AutoDoorConfigPath); string json = System.IO.File.ReadAllText(AutoDoorConfigPath);
CachedConfig = JsonConvert.DeserializeObject<DoorRoot>(json); CachedConfig = JsonConvert.DeserializeObject<DoorRoot>(json);

View File

@@ -9,10 +9,11 @@
<AppDesignerFolder>Properties</AppDesignerFolder> <AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>MxValheim</RootNamespace> <RootNamespace>MxValheim</RootNamespace>
<AssemblyName>MxValheim</AssemblyName> <AssemblyName>MxValheim</AssemblyName>
<TargetFrameworkVersion>v4.6.2</TargetFrameworkVersion> <TargetFrameworkVersion>v4.8.1</TargetFrameworkVersion>
<LangVersion>12.0</LangVersion> <LangVersion>12.0</LangVersion>
<FileAlignment>512</FileAlignment> <FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic> <Deterministic>true</Deterministic>
<TargetFrameworkProfile />
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
@@ -35,18 +36,31 @@
<Reference Include="0Harmony"> <Reference Include="0Harmony">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
</Reference> </Reference>
<Reference Include="assembly_googleanalytics">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll</HintPath>
</Reference>
<Reference Include="assembly_guiutils_publicized"> <Reference Include="assembly_guiutils_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
</Reference> </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"> <Reference Include="assembly_valheim_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
</Reference> </Reference>
<Reference Include="BepInEx"> <Reference Include="BepInEx">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
</Reference> </Reference>
<Reference Include="EpicLoot">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\EpicLoot\EpicLoot.dll</HintPath>
</Reference>
<Reference Include="gui_framework"> <Reference Include="gui_framework">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
</Reference> </Reference>
<Reference Include="Jotunn">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Jotunn.dll</HintPath>
</Reference>
<Reference Include="Newtonsoft.Json"> <Reference Include="Newtonsoft.Json">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
</Reference> </Reference>
@@ -67,6 +81,10 @@
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
</Reference> </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"> <Reference Include="UnityEngine.AssetBundleModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion> <SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
@@ -89,12 +107,23 @@
<SpecificVersion>False</SpecificVersion> <SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UIModule.dll</HintPath> <HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UIModule.dll</HintPath>
</Reference> </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>
<ItemGroup> <ItemGroup>
<Compile Include="EventSystem\EventHud.cs" /> <Compile Include="EventSystem\Experience.cs" />
<Compile Include="EventSystem\EventList.cs" />
<Compile Include="EventSystem\Patch.cs" /> <Compile Include="EventSystem\Patch.cs" />
<Compile Include="EventSystem\WaveManager.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\NPCIcon.cs" />
<Compile Include="KillFeed\Patch.cs" /> <Compile Include="KillFeed\Patch.cs" />
<Compile Include="MxValheim.cs" /> <Compile Include="MxValheim.cs" />
@@ -109,7 +138,9 @@
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup> </ItemGroup>
<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_guiutils.dll" />
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup> <PropertyGroup>

View File

@@ -17,7 +17,7 @@ namespace MxValheim.Patch
if (rangeField.FieldExists()) if (rangeField.FieldExists())
{ {
float currentRange = rangeField.GetValue<float>(); float currentRange = rangeField.GetValue<float>();
rangeField.SetValue(currentRange * MxValheimMod.Config_rangeMultiplier.Value); rangeField.SetValue(currentRange * 1);
} }
} }
} }

View File

@@ -20,7 +20,7 @@ namespace MxValheim.Patch
[HarmonyPatch(typeof(Door), nameof(Door.Interact))] [HarmonyPatch(typeof(Door), nameof(Door.Interact))]
public static class DoorTracker public static class DoorTracker
{ {
static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview) static void Postfix(Door __instance)
{ {
ZNetView nview = __instance.GetComponent<ZNetView>(); ZNetView nview = __instance.GetComponent<ZNetView>();
if (nview != null && nview.IsValid()) if (nview != null && nview.IsValid())
@@ -32,23 +32,29 @@ namespace MxValheim.Patch
if (MxValheimMod.CachedConfig?.ignoreList != null) if (MxValheimMod.CachedConfig?.ignoreList != null)
if (MxValheimMod.CachedConfig.ignoreList.Contains(prefabName)) return; if (MxValheimMod.CachedConfig.ignoreList.Contains(prefabName)) return;
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return; nview.ClaimOwnership();
// Get state: 0 is closed // Get state: 0 is closed
int state = ___m_nview.GetZDO().GetInt("state"); int state = nview.GetZDO().GetInt("state");
if (state == 0) return; if (state == 0) return;
ZPackage pkg = new ZPackage();
pkg.Write(nview);
pkg.Write(__instance);
pkg.Write(prefabName);
lock (_doorQueueNview) lock (_doorQueueNview)
{ {
Debug.Log($"AutoDoor:Door.Interact Adding \"{prefabName}\" to queue."); Debug.Log($"AutoDoor: Adding \"{prefabName}\" to queue.");
_doorQueueNview.Enqueue(nview); _doorQueueNview.Enqueue(nview);
_doorQueueDoor.Enqueue(__instance); _doorQueueDoor.Enqueue(__instance);
_doorQueueName.Enqueue(prefabName); _doorQueueName.Enqueue(prefabName);
} }
} }
} }
}
}
public void CloseNextDoor(Door door, ZNetView nview, string doorName) public void CloseNextDoor(Door door, ZNetView nview, string doorName)
{ {
@@ -56,12 +62,12 @@ namespace MxValheim.Patch
{ {
if (nview.GetZDO().GetInt("state") != 0) if (nview.GetZDO().GetInt("state") != 0)
{ {
Debug.Log($"AutoDoor:CloseNextDoor Closing door \"{doorName}\"."); Debug.Log($"AutoDoor: Closing door \"{doorName}\".");
ZDO zd0 = nview.GetZDO(); ZDO zd0 = nview.GetZDO();
zd0.Set("state", 0); zd0.Set("state", 0);
} else } else
{ {
Debug.Log($"AutoDoor:CloseNextDoor Door \"{doorName}\" was already closed."); Debug.Log($"AutoDoor: Door \"{doorName}\" was already closed.");
} }
} }
} }

View File

@@ -1,4 +1,5 @@
using System; using HarmonyLib;
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using System.Text; using System.Text;
@@ -12,14 +13,12 @@ namespace MxValheim.Patch.HUD
{ {
public static GameObject m_canvasObject; public static GameObject m_canvasObject;
public static Text m_textComponent; public static Text m_textComponent;
public static RectTransform m_barFill;
// This replaces the missing GetTimeString() method
public string GetFormattedTime() public string GetFormattedTime()
{ {
// Get fractional day (0.0 to 1.0)
float fraction = EnvMan.instance.GetDayFraction(); float fraction = EnvMan.instance.GetDayFraction();
// Convert to hours and minutes
float totalHours = fraction * 24f; float totalHours = fraction * 24f;
int hours = Mathf.FloorToInt(totalHours); int hours = Mathf.FloorToInt(totalHours);
int minutes = Mathf.FloorToInt((totalHours - hours) * 60f); int minutes = Mathf.FloorToInt((totalHours - hours) * 60f);
@@ -27,34 +26,54 @@ namespace MxValheim.Patch.HUD
return $"{hours:00}:{minutes:00}"; 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() public void CreateOverlay()
{ {
// 1. Root Canvas
m_canvasObject = new GameObject("ModdedCanvas"); m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>(); Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay; canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 999; canvas.sortingOrder = 999;
// 2. Background Panel
GameObject panelObj = new GameObject("TextBackground"); GameObject panelObj = new GameObject("TextBackground");
panelObj.transform.SetParent(m_canvasObject.transform, false); panelObj.transform.SetParent(m_canvasObject.transform, false);
panelObj.AddComponent<Image>().color = new Color(0, 0, 0, 0.8f);
Image panelImage = panelObj.AddComponent<Image>(); ContentSizeFitter fitter = panelObj.AddComponent<ContentSizeFitter>();
panelImage.color = new Color(0, 0, 0, 0.5f); // 50% transparent black 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>(); RectTransform panelRect = panelObj.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1.0f); // Top Center panelRect.anchorMin = new Vector2(0.5f, 1.0f);
panelRect.anchorMax = new Vector2(0.5f, 1.0f); panelRect.anchorMax = new Vector2(0.5f, 1.0f);
panelRect.pivot = new Vector2(0.5f, 1.0f); panelRect.pivot = new Vector2(0.5f, 1.0f);
panelRect.anchoredPosition = new Vector2(0, -5); // 5px gap from top panelRect.anchoredPosition = new Vector2(0, -5);
panelRect.sizeDelta = new Vector2(180, 35); // Width and Height of the bar
// 3. Text (Attached to Panel)
GameObject textObj = new GameObject("ModdedText"); GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(panelObj.transform, false); textObj.transform.SetParent(panelObj.transform, false);
m_textComponent = textObj.AddComponent<Text>(); m_textComponent = textObj.AddComponent<Text>();
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null; Font valheimFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>()) foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
{ {
@@ -65,7 +84,6 @@ namespace MxValheim.Patch.HUD
} }
} }
// Corrected fallback for older Unity versions used in Valheim
if (valheimFont == null) if (valheimFont == null)
{ {
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf"); valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
@@ -74,23 +92,29 @@ namespace MxValheim.Patch.HUD
m_textComponent.font = valheimFont; m_textComponent.font = valheimFont;
m_textComponent.fontSize = 18; m_textComponent.fontSize = 18;
m_textComponent.color = Color.white; m_textComponent.color = Color.white;
m_textComponent.alignment = TextAnchor.MiddleCenter;
m_textComponent.supportRichText = true;
// Add Shadow so it's visible in snow GameObject barBgObj = new GameObject("BarBackground");
var shadow = textObj.AddComponent<Shadow>(); barBgObj.transform.SetParent(m_canvasObject.transform, false);
shadow.effectColor = Color.black; barBgObj.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.8f);
shadow.effectDistance = new Vector2(2, 2);
// FIX: Correct way to make text fill the parent panel RectTransform barBgRect = barBgObj.GetComponent<RectTransform>();
RectTransform textRect = textObj.GetComponent<RectTransform>(); barBgRect.anchorMin = new Vector2(0.5f, 1.0f);
textRect.anchorMin = Vector2.zero; // (0, 0) barBgRect.anchorMax = new Vector2(0.5f, 1.0f);
textRect.anchorMax = Vector2.one; // (1, 1) barBgRect.pivot = new Vector2(0.5f, 1.0f);
textRect.pivot = new Vector2(0.5f, 0.5f); barBgRect.anchoredPosition = new Vector2(0, -45);
barBgRect.sizeDelta = new Vector2(180, 8);
// Resetting these to zero ensures the text box matches the panel exactly // --- PROGRESS BAR FILL ---
textRect.offsetMin = Vector2.zero; GameObject fillObj = new GameObject("BarFill");
textRect.offsetMax = Vector2.zero; fillObj.transform.SetParent(barBgObj.transform, false);
fillObj.AddComponent<Image>().color = Color.yellow;
m_barFill = fillObj.GetComponent<RectTransform>();
m_barFill.anchorMin = new Vector2(0, 0);
m_barFill.anchorMax = new Vector2(0.5f, 1);
m_barFill.pivot = new Vector2(0, 0.5f);
m_barFill.offsetMin = Vector2.zero;
m_barFill.offsetMax = Vector2.zero;
} }
} }
} }

View File

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

View File

@@ -10,8 +10,6 @@ namespace MxValheim.Patch
{ {
static void Postfix(WearNTear __instance, ref bool __result) static void Postfix(WearNTear __instance, ref bool __result)
{ {
if (!MxValheimMod.Config_rainDamage.Value) return;
__result = true; __result = true;
} }
} }

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![logo](https://mxdev.ovh/wp-content/uploads/2025/09/mxdev-1.png) ![logo](https://mxio.ovh/gaming/valheim/mxvalheim_valtint.png)
## MxValheim ## MxValheim
Official **MxValheim Server** 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.** **This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
## Dependencies
- ![BepInEx for Valheim](https://thunderstore.io/c/valheim/p/denikson/BepInExPack_Valheim/)
- ![Jotunn](https://thunderstore.io/c/valheim/p/ValheimModding/Jotunn/)
## Features ## Features
- Enhanced Event System with level and reward based on current biome.
- Display the day and the formated time in-game. - Display the day and the formated time in-game.
- Use your client language with built-in localization. - Use your client language with built-in localization.
- Kill Feed with custom UI showing player kill and death. - Kill Feed with custom UI showing player kill and death.