(1.5.0) Kill Feed + Auto Door Swamp Fix
This commit is contained in:
47
MxValheim/KillFeed/Chat.cs
Normal file
47
MxValheim/KillFeed/Chat.cs
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@@ -0,0 +1,47 @@
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using HarmonyLib;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnityEngine;
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namespace MxValheim.KillFeed
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{
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internal class Chat_Patch
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{
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[HarmonyPatch(typeof(Chat), nameof(Chat.Awake))]
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class ChatLimitPatch
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{
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static void Postfix(Chat __instance)
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{
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// 1. Update the UI component (The most important part for typing)
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if (__instance.m_input != null)
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{
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__instance.m_input.characterLimit = 1000;
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}
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// 2. Try to find the internal length field (it might be m_maxLength or m_maxMessageLength)
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try
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{
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var field = AccessTools.Field(typeof(Chat), "m_maxMessageLength")
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?? AccessTools.Field(typeof(Chat), "m_maxLength");
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if (field != null)
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{
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field.SetValue(__instance, 1000);
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UnityEngine.Debug.Log($"KillFeed: Set {field.Name} to 1000.");
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}
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else
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{
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UnityEngine.Debug.LogWarning("KillFeed: Could not find a length field in Chat. Logic might use InputField limit only.");
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}
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}
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catch (Exception e)
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{
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UnityEngine.Debug.LogWarning($"KillFeed: Non-critical error setting chat limit: {e.Message}");
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}
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}
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}
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}
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}
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307
MxValheim/KillFeed/Patch.cs
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307
MxValheim/KillFeed/Patch.cs
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@@ -0,0 +1,307 @@
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using BepInEx;
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using HarmonyLib;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using UnityEngine;
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using UnityEngine.UI;
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using static MxValheimMod;
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namespace MxValheim.KillFeed
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{
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public class KillFeed_Patch
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{
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public static void SendKillToAll(string attacker, string victim, string weaponPrefab, int type)
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{
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if (ZRoutedRpc.instance != null)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, weaponPrefab, type);
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}
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}
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public void OnReceiveKillMsg(long sender, string attacker, string victim, string weaponPrefab, int type)
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{
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ZNet zn = new ZNet();
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if (zn.IsDedicated()) return;
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string finalMsg = (type == 1) ? $"<color=#FF3333>☠</color> {victim} a été tué par {attacker}" :
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(type == 2) ? $"{attacker} a tué {victim}" :
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$"{attacker} a tué {victim}";
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Sprite weaponIcon = null;
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// Only check ObjectDB if we are actually in a world
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if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab))
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{
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GameObject itemObj = ObjectDB.instance.GetItemPrefab(weaponPrefab);
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if (itemObj != null)
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{
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ItemDrop itemDrop = itemObj.GetComponent<ItemDrop>();
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if (itemDrop != null && itemDrop.m_itemData.m_shared.m_icons.Length > 0)
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{
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weaponIcon = itemDrop.m_itemData.m_shared.m_icons[0];
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}
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}
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}
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lock (_msgQueue)
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{
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_msgQueue.Enqueue(finalMsg);
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_iconQueue.Enqueue(weaponIcon);
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}
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}
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[HarmonyPatch(typeof(Character), nameof(Character.Damage))]
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public static class DamageTracker
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{
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static void Prefix(Character __instance, HitData hit)
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{
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if (__instance == null || hit == null) return;
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Character attacker = hit.GetAttacker();
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if (attacker != null)
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{
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string weaponName = "Unknown";
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// If the attacker is a player, get their current weapon
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if (attacker.IsPlayer())
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{
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Player player = attacker as Player;
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if (player != null && player.GetCurrentWeapon() != null)
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{
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weaponName = player.GetCurrentWeapon().m_dropPrefab?.name ?? "Hands";
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}
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}
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else
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{
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// If it's a monster, we just use their hover name (e.g., "Troll")
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weaponName = attacker.GetHoverName();
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}
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// Store the data for the Postfix to use
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_activeTrackers[__instance] = new KillData
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{
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attackerName = attacker.GetHoverName(),
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weaponPrefabName = weaponName
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};
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}
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}
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}
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[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
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public static class DeathNotifier
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{
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// The parameter names MUST match the game's: hit, showDamageText, triggerEffects, mod
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static void Postfix(Character __instance, HitData hit, bool showDamageText, bool triggerEffects, HitData.DamageModifier mod)
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{
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// Check if the character is dead or just died
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if (__instance.GetHealth() <= 0f)
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{
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ZNetView nview = __instance.GetComponent<ZNetView>();
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// This check should now pass because ApplyDamage happens before the object is invalidated
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if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
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_activeTrackers.TryGetValue(__instance, out KillData data);
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string attackerName = data?.attackerName ?? hit.GetAttacker()?.GetHoverName() ?? "The World";
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string weaponName = data?.weaponPrefabName ?? "";
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string victimName = __instance.GetHoverName();
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int type = 0;
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if (__instance.IsPlayer()) type = 1;
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else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2;
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if (ZRoutedRpc.instance != null)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg",
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attackerName, victimName, weaponName, type);
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}
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_activeTrackers.Remove(__instance);
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}
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}
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}
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public void ShowNextMessage(string msg, Sprite icon)
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{
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if (_hudRoot == null) CreateCustomHud();
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// Re-check for font here just in case it wasn't loaded during Awake
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if (_killText.font.name != "AveriaSerifLibre-Bold")
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{
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foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
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{
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if (f.name == "AveriaSerifLibre-Bold")
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{
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_killText.font = f;
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break;
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}
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}
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}
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_killText.text = msg;
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_weaponIconSlot.sprite = icon;
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_weaponIconSlot.gameObject.SetActive(icon != null);
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_hudRoot.SetActive(true);
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_canvasGroup.alpha = 1f;
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_displayTimer = 5.0f;
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}
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private void CreateCustomHud()
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{
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GameObject oldRoot = GameObject.Find("MxKillFeed_Root");
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if (oldRoot != null) UnityEngine.Object.Destroy(oldRoot);
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_hudRoot = new GameObject("MxKillFeed_Root");
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UnityEngine.Object.DontDestroyOnLoad(_hudRoot);
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Canvas c = _hudRoot.AddComponent<Canvas>();
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 10000;
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CanvasScaler scaler = _hudRoot.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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_canvasGroup = _hudRoot.AddComponent<CanvasGroup>();
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_canvasGroup.alpha = 0f; // Start invisible for the fade-in
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// 1. Smaller, sleeker Panel
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GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(_hudRoot.transform, false);
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_panelImage = panel.GetComponent<Image>();
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_panelImage.color = new Color(0, 0, 0, 0.6f); // More transparent/sleek
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// Try to find the "sunken" wood panel style if shout_field isn't your vibe
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foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
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{
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if (s.name == "item_background")
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{ // This gives a nice square framed look
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_panelImage.sprite = s;
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_panelImage.type = Image.Type.Sliced;
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break;
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}
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}
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RectTransform pRect = panel.GetComponent<RectTransform>();
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pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 1f);
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pRect.anchoredPosition = new Vector2(0, -30); // Closer to top
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pRect.sizeDelta = new Vector2(400, 35); // Shorter and narrower
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pRect.localScale = Vector3.one;
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// 2. Compact Icon
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GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
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iconObj.transform.SetParent(panel.transform, false);
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_weaponIconSlot = iconObj.GetComponent<Image>();
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_weaponIconSlot.preserveAspect = true;
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RectTransform iRect = iconObj.GetComponent<RectTransform>();
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iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
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iRect.anchoredPosition = new Vector2(8, 0);
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iRect.sizeDelta = new Vector2(25, 25); // Smaller icon
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// 3. Elegant Text
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GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
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textObj.transform.SetParent(panel.transform, false);
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_killText = textObj.GetComponent<Text>();
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// Attempt to find Valheim's specific font, fallback to Arial if not found
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Font valheimFont = null;
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foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
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{
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if (f.name == "AveriaSerifLibre-Bold")
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{
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valheimFont = f;
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break;
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}
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}
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// Corrected fallback for older Unity versions used in Valheim
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if (valheimFont == null)
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{
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valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
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}
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_killText.font = valheimFont;
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_killText.fontSize = 18;
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_killText.alignment = TextAnchor.MiddleLeft;
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_killText.supportRichText = true;
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_killText.color = Color.white;
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RectTransform tRect = textObj.GetComponent<RectTransform>();
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tRect.anchorMin = Vector2.zero;
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tRect.anchorMax = Vector2.one;
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tRect.offsetMin = new Vector2(40, 0);
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tRect.offsetMax = new Vector2(-10, 0);
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_hudRoot.SetActive(false);
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}
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/*
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public void CreateCustomHud()
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{
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_hudRoot = new GameObject("MxKillFeed_Root");
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UnityEngine.Object.DontDestroyOnLoad(_hudRoot);
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Canvas c = _hudRoot.AddComponent<Canvas>();
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c.renderMode = RenderMode.ScreenSpaceOverlay;
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c.sortingOrder = 10000;
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// Add a Scaler to ensure it looks right on all resolutions
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CanvasScaler scaler = _hudRoot.AddComponent<CanvasScaler>();
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scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
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scaler.referenceResolution = new Vector2(1920, 1080);
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_canvasGroup = _hudRoot.AddComponent<CanvasGroup>();
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GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
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panel.transform.SetParent(_hudRoot.transform, false);
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_panelImage = panel.GetComponent<Image>();
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// Fallback: Set a solid color first in case the sprite search fails
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_panelImage.color = new Color(0, 0, 0, 0.8f);
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foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
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{
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if (s.name == "shout_field")
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{
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_panelImage.sprite = s;
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_panelImage.type = Image.Type.Sliced;
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break;
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}
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}
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RectTransform pRect = panel.GetComponent<RectTransform>();
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pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 0.95f);
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pRect.anchoredPosition = Vector2.zero; // Center top
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pRect.sizeDelta = new Vector2(550, 40);
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pRect.localScale = Vector3.one; // FORCE SCALE TO 1
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// Icon
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GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
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iconObj.transform.SetParent(panel.transform, false);
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_weaponIconSlot = iconObj.GetComponent<Image>();
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_weaponIconSlot.preserveAspect = true;
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RectTransform iRect = iconObj.GetComponent<RectTransform>();
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iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
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iRect.anchoredPosition = new Vector2(10, 0);
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iRect.sizeDelta = new Vector2(30, 30);
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// Text
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GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
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textObj.transform.SetParent(panel.transform, false);
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_killText = textObj.GetComponent<Text>();
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_killText.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
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_killText.fontSize = 18;
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_killText.alignment = TextAnchor.MiddleLeft;
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_killText.supportRichText = true;
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textObj.AddComponent<Outline>().effectColor = Color.black;
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RectTransform tRect = textObj.GetComponent<RectTransform>();
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tRect.anchorMin = Vector2.zero; tRect.anchorMax = Vector2.one;
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tRect.offsetMin = new Vector2(50, 0); tRect.offsetMax = new Vector2(-10, 0);
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_hudRoot.SetActive(false);
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}*/
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}
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}
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@@ -1,21 +1,25 @@
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using BepInEx;
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using BepInEx.Configuration;
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using HarmonyLib;
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using MxValheim.KillFeed;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using System.Xml;
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using UnityEngine;
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using Newtonsoft.Json;
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using UnityEngine.UI;
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[BepInPlugin(ModGUID, ModName, ModVersion)]
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public class MxValheimMod : BaseUnityPlugin
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{
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public static MxValheimMod Instance; // Singleton reference
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public static KillFeed_Patch kfp = new KillFeed_Patch();
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private const string ModGUID = "ovh.mxdev.mxvalheim";
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private const string ModName = "MxValheim";
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private const string ModVersion = "1.4.0";
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private const string ModVersion = "1.5.0";
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public static ConfigEntry<bool> Config_Locked;
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public static ConfigEntry<int> Config_OreMultiplier;
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@@ -29,6 +33,24 @@ public class MxValheimMod : BaseUnityPlugin
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private static string WeightConfigPath => Path.Combine(Paths.ConfigPath, "mxvalheim.custom_weights.json");
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public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
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// Data structures
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public class KillData
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{
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public string attackerName;
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public string weaponPrefabName;
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}
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public static GameObject _hudRoot;
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public static Text _killText;
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public static Image _weaponIconSlot;
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public static Image _panelImage;
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public static CanvasGroup _canvasGroup;
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public static float _displayTimer;
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public static readonly Queue<string> _msgQueue = new Queue<string>();
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public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>();
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public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
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void Awake()
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{
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Instance = this;
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@@ -47,12 +69,81 @@ public class MxValheimMod : BaseUnityPlugin
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harmony.PatchAll();
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}
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private void Update()
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[HarmonyPatch(typeof(Game), nameof(Game.Start))]
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public static class GameStartPatch
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{
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// Only check while in the game world to save resources
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if (ObjectDB.instance == null) return;
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static void Postfix()
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{
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if (ZRoutedRpc.instance != null && kfp != null)
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{
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// We use the explicit 'Method' delegate to avoid the ArgumentException
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ZRoutedRpc.instance.Register<string, string, string, int>("RPC_MxKillMsg",
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new RoutedMethod<string, string, string, int>.Method(kfp.OnReceiveKillMsg));
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Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
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}
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}
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}
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void Update()
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{
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// Use the game's native check for dedicated servers
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ZNet zn = new ZNet();
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if (zn.IsDedicated() || Player.m_localPlayer == null) return;
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if (_msgQueue == null || _msgQueue.Count == 0 && _displayTimer <= 0) return;
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// Logic to trigger next message
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if (_msgQueue.Count > 0 && _displayTimer <= 0)
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{
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kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue());
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}
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if (_displayTimer > 0)
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{
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_displayTimer -= Time.deltaTime;
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if (_canvasGroup != null && _hudRoot != null)
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{
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RectTransform pRect = _panelImage.GetComponent<RectTransform>();
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// FADE AND SLIDE LOGIC
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if (_displayTimer > 4.5f)
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{ // Fading in (first 0.5s)
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_canvasGroup.alpha = (5f - _displayTimer) * 2;
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pRect.anchoredPosition = new Vector2(0, -20 - ((5f - _displayTimer) * 20)); // Slide down
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}
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else if (_displayTimer < 1f)
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{ // Fading out (last 1s)
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_canvasGroup.alpha = _displayTimer;
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}
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else
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||||
{
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||||
_canvasGroup.alpha = 1f;
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||||
pRect.anchoredPosition = new Vector2(0, -40);
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||||
}
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||||
}
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|
||||
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
|
||||
public static class ConsoleInputPatch
|
||||
{
|
||||
static void Postfix(Terminal __instance)
|
||||
{
|
||||
// 2. Get the text safely. Valheim often uses m_input.text
|
||||
string text = __instance.m_input?.text;
|
||||
Debug.Log($"MxKillFeed: {text}");
|
||||
if (string.IsNullOrEmpty(text)) return;
|
||||
|
||||
if (text.ToLower().Trim() == "testkill")
|
||||
{
|
||||
// Trigger the message directly on the local client
|
||||
KillFeed_Patch kfp = new KillFeed_Patch();
|
||||
kfp.OnReceiveKillMsg(0, "Developer", "Testing Dummy", "AxeFlint", 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool LoadJsonConfig()
|
||||
@@ -77,4 +168,9 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
internal static void ShowKillMessage(string v)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
}
|
||||
@@ -48,6 +48,7 @@
|
||||
<Reference Include="Newtonsoft.Json">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
@@ -67,8 +68,19 @@
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UIModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UIModule.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="KillFeed\Chat.cs" />
|
||||
<Compile Include="KillFeed\Patch.cs" />
|
||||
<Compile Include="MxValheim.cs" />
|
||||
<Compile Include="Patch\Bow.cs" />
|
||||
<Compile Include="Patch\CraftingStation.cs" />
|
||||
@@ -82,4 +94,12 @@
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
<PostBuildEvent>
|
||||
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\"
|
||||
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\"
|
||||
|
||||
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\"
|
||||
copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\"</PostBuildEvent>
|
||||
</PropertyGroup>
|
||||
</Project>
|
||||
@@ -1,7 +1,8 @@
|
||||
using BepInEx;
|
||||
using HarmonyLib;
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Diagnostics;
|
||||
|
||||
namespace MxValheim.Patch
|
||||
{
|
||||
@@ -12,7 +13,11 @@ namespace MxValheim.Patch
|
||||
{
|
||||
static void Postfix(Door __instance, Humanoid character, bool hold, bool alt, ZNetView ___m_nview)
|
||||
{
|
||||
string prefabName = ___m_nview.GetPrefabName();
|
||||
|
||||
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
|
||||
// Prevent closing of swamp iron gate
|
||||
if (prefabName == "piece_crypt_door") return;
|
||||
|
||||
// Get state: 0 is closed
|
||||
int state = ___m_nview.GetZDO().GetInt("state");
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
Official Mx Valheim Mod.
|
||||
|
||||
## Features
|
||||
- Kill Feed with custom UI showing player kill and death.
|
||||
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
|
||||
- Ore drop multiplier. (Value available in the generated config.)
|
||||
- Workbench crafting range multiplier. (Value available in the generated config.)
|
||||
|
||||
Reference in New Issue
Block a user