13 Commits

Author SHA1 Message Date
mikx
d706e173b8 Merge Conflict Fix 2026-02-12 23:42:21 -05:00
mikx
6a8a09e2f6 proof of concept 2026-02-12 23:38:28 -05:00
mikx
d0f7a156c7 (1.5.8) Perf. Optimization 2026-02-12 09:05:33 -05:00
mikx
cb93f20b18 (1.5.7) AutoDoor Ignore List 2026-02-12 03:15:36 -05:00
mikx
2291d1c162 (1.5.6) readme update again 2026-02-11 22:50:43 -05:00
mikx
fb68bb61e2 (1.5.6) readme update 2026-02-11 22:45:39 -05:00
mikx
e1a15adad6 (1.5.6) Day/Time UI + New AutoDoor Logic 2026-02-11 22:44:05 -05:00
mikx
c724674b5a (1.5.5) readme fix 2026-02-07 03:09:31 -05:00
mikx
ee50214043 (1.5.5) Localization 2026-02-07 03:08:08 -05:00
mikx
11f6384db6 (1.5.4) KillFeed death icon + Tweaks 2026-02-06 20:36:53 -05:00
mikx
4dcd7504da (1.5.3) Major KillFeed Tweaks/Fix 2026-02-05 22:34:52 -05:00
mikx
48445db561 (1.5.2) KillFeed Tweaks/Fix/Format 2026-02-05 07:15:19 -05:00
mikx
ba2091d6f9 (1.5.1) KillFeed World Fix + Auto Door Fix 2026-02-04 15:51:00 -05:00
13 changed files with 1413 additions and 259 deletions

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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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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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using HarmonyLib;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Controls;
using UnityEngine;
using UnityEngine.UI;
using static MxValheimMod;
using Canvas = UnityEngine.Canvas;
using Image = UnityEngine.UI.Image;
namespace MxValheim.EventSystem
{
internal class EventSystem_Patch
{
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 ---
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
public static class DebugRaidFrequency
{
static void Prefix(RandEventSystem __instance)
{
// Use a small timer check so we don't spam the logic every single frame
// though for debugging, forcing these values is fine.
__instance.m_eventIntervalMin = 10f;
__instance.m_eventChance = 100f;
}
}
[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
public static class TimerFreezePatch
{
static void Prefix(RandEventSystem __instance)
{
RandomEvent activeEvent = __instance.GetActiveEvent();
// If we are in our custom phases and haven't reached "Completed" yet
if (activeEvent != null && CurrentPhase != RaidPhase.Completed)
{
// Valheim subtracts time in FixedUpdate.
// We add it back using the engine's global fixedDeltaTime.
activeEvent.m_time += Time.fixedDeltaTime;
}
}
}
// 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))]
[HarmonyPostfix]
static void CheckForExistingRaid()
{
// If the HUD isn't visible but a raid IS active, force it to show
if (CurrentPhase == RaidPhase.None && RandEventSystem.instance.GetActiveEvent() != null)
{
Debug.Log("MxEvent: Detected existing raid on HUD update. Synchronizing...");
UpdateWave(true);
}
}
[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
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}");
_lastKnownEvent = activeEvent;
// Force HUD Creation and Display
UpdateWave(true);
}
else if (activeEvent == null && _lastKnownEvent != null)
{
Debug.Log("MxEvent: HUD Heartbeat detected Raid End.");
_lastKnownEvent = null;
FadeOutHud();
}
}
}
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifier
{
static void Postfix(Character __instance)
{
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
// 2. Check if a raid is active
RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
if (activeEvent == null) return;
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++;
int target = GetTargetForPhase(CurrentPhase);
if (KillsInCurrentPhase >= target && CurrentPhase != RaidPhase.Completed)
{
AdvancePhase();
}
// Send the update
ZRoutedRpc.instance.InvokeRoutedRPC(
ZRoutedRpc.Everybody,
"RPC_UpdateRaidHUD",
$"PHASE: {CurrentPhase}",
KillsInCurrentPhase,
GetTargetForPhase(CurrentPhase)
);
}
}
}
}
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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@@ -0,0 +1,66 @@
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;
}
}
}
}

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

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

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@@ -2,8 +2,12 @@
using HarmonyLib;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Emit;
using System.Threading;
using TMPro;
using UnityEngine;
using UnityEngine.Diagnostics;
using UnityEngine.UI;
using static MxValheimMod;
@@ -11,26 +15,84 @@ namespace MxValheim.KillFeed
{
public class KillFeed_Patch
{
public static void SendKillToAll(string attacker, string victim, string weaponPrefab, int type)
public static void SendKillToAll(string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
{
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, weaponPrefab, type);
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg", attacker, victim, victimInternalName, weaponPrefab, encodedType);
}
}
public void OnReceiveKillMsg(long sender, string attacker, string victim, string weaponPrefab, int type)
public void OnReceiveKillMsg(long sender, string attacker, string victim, string victimInternalName, string weaponPrefab, int encodedType)
{
ZNet zn = new ZNet();
if (zn.IsDedicated()) return;
if (attacker == "The World") return;
string finalMsg = (type == 1) ? $"<color=#FF3333>☠</color> {victim} a été tué par {attacker}" :
(type == 2) ? $"{attacker} a tué {victim}" :
$"{attacker} a tué {victim}";
float distance = (encodedType / 1000) / 10.0f;
int remainder = encodedType % 1000;
bool isBoss = (remainder >= 100);
int level = (remainder % 100) / 10;
int type = remainder % 10;
Sprite victimIcon = GetCreatureIcon(victimInternalName);
GameObject prefab = ZNetScene.instance.GetPrefab(victimInternalName);
string localizedVictim = victimInternalName;
if (prefab != null)
{
Character c = prefab.GetComponent<Character>();
if (c != null) localizedVictim = c.m_name;
}
// Message Format Variables
string type1Separator = Localization.instance.Localize("$killfeed_format_type1");
string type2Separator = Localization.instance.Localize("$killfeed_format_type2");
string finalMsg = "";
string attackerFormat = "";
string victimFormat = "";
string distanceFormat = "";
string starFormat = "";
string crossFormat = "";
// Format Message in Divided Section
starFormat = "<color=#fffb00>★</color>";
crossFormat = "<color=#a0a3a1>✝</color>";
attackerFormat = $"<color=#00ff06>{attacker.ToUpper()}</color>";
if (type == 1)
{
victimFormat = $"{crossFormat} <color=#00ff06>{victim.ToUpper()}</color>";
} else if(type == 2)
{
switch (level)
{
case 1:
victimFormat = $"<color=#00ff06>{victim.ToUpper()}</color>";
break;
case 2:
victimFormat = $"{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
case 3:
victimFormat = $"{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
case 4:
victimFormat = $"{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
case 5:
victimFormat = $"{starFormat}{starFormat}{starFormat}{starFormat} <color=#00ff06>{victim.ToUpper()}</color>";
break;
}
}
distanceFormat = $"{Localization.instance.Localize("$killfeed_format_distance_before")}<color=#9402f5>{distance:F1}m</color>{Localization.instance.Localize("$killfeed_format_distance_after")}";
finalMsg =
(type == 1) ? $"{victimFormat}{type1Separator}{attackerFormat}{distanceFormat}": // Player Death
(type == 2) ? $"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}": // Player Killed Something
$"{attackerFormat}{type2Separator}{victimFormat}{distanceFormat}"; // Failsafe
Sprite weaponIcon = null;
// Only check ObjectDB if we are actually in a world
if (ObjectDB.instance != null && !string.IsNullOrEmpty(weaponPrefab))
{
GameObject itemObj = ObjectDB.instance.GetItemPrefab(weaponPrefab);
@@ -41,88 +103,38 @@ namespace MxValheim.KillFeed
{
weaponIcon = itemDrop.m_itemData.m_shared.m_icons[0];
}
} else
{
}
}
if (type == 1)
{ // Player
borderColor = new Color(0.545f, 0f, 0f);
}
else if (isBoss)
{ // Boss
borderColor = new Color(0.545f, 0.361f, 0f);
}
else if (level >= 2)
{ // 1-Star +
borderColor = new Color(0.525f, 0.545f, 0f);
}
else if (level < 2)
{
borderColor = new Color(0.141f, 0.141f, 0.153f);
}
lock (_msgQueue)
{
_msgQueue.Enqueue(finalMsg);
_borderColQueue.Enqueue(borderColor);
_iconQueue.Enqueue(weaponIcon);
_victimIconQueue.Enqueue(victimIcon);
}
}
[HarmonyPatch(typeof(Character), nameof(Character.Damage))]
public static class DamageTracker
{
static void Prefix(Character __instance, HitData hit)
{
if (__instance == null || hit == null) return;
Character attacker = hit.GetAttacker();
if (attacker != null)
{
string weaponName = "Unknown";
// If the attacker is a player, get their current weapon
if (attacker.IsPlayer())
{
Player player = attacker as Player;
if (player != null && player.GetCurrentWeapon() != null)
{
weaponName = player.GetCurrentWeapon().m_dropPrefab?.name ?? "Hands";
}
}
else
{
// If it's a monster, we just use their hover name (e.g., "Troll")
weaponName = attacker.GetHoverName();
}
// Store the data for the Postfix to use
_activeTrackers[__instance] = new KillData
{
attackerName = attacker.GetHoverName(),
weaponPrefabName = weaponName
};
}
}
}
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifier
{
// The parameter names MUST match the game's: hit, showDamageText, triggerEffects, mod
static void Postfix(Character __instance, HitData hit, bool showDamageText, bool triggerEffects, HitData.DamageModifier mod)
{
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
_activeTrackers.TryGetValue(__instance, out KillData data);
string attackerName = data?.attackerName ?? hit.GetAttacker()?.GetHoverName() ?? "The World";
string weaponName = data?.weaponPrefabName ?? "";
string victimName = __instance.GetHoverName();
int type = 0;
if (__instance.IsPlayer()) type = 1;
else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2;
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg",
attackerName, victimName, weaponName, type);
}
_activeTrackers.Remove(__instance);
}
}
}
public void ShowNextMessage(string msg, Sprite icon)
public void ShowNextMessage(string msg, Sprite weaponIcon, Sprite victimIcon, Color borderColor)
{
if (_hudRoot == null) CreateCustomHud();
@@ -140,13 +152,146 @@ namespace MxValheim.KillFeed
}
_killText.text = msg;
_weaponIconSlot.sprite = icon;
_weaponIconSlot.gameObject.SetActive(icon != null);
_border.effectColor = borderColor;
_border.enabled = true;
// Weapon icon (Left)
_weaponIconSlot.sprite = weaponIcon;
_weaponIconSlot.enabled = (weaponIcon != null);
// Victim icon (Right)
if (_victimIconSlot != null)
{
_victimIconSlot.sprite = victimIcon;
_victimIconSlot.enabled = (victimIcon != null);
}
_weaponIconSlot.gameObject.SetActive(weaponIcon != null);
_victimIconSlot.gameObject.SetActive(victimIcon != null);
_panelImage.rectTransform.localScale = (borderColor != Color.white) ? new Vector3(1.1f, 1.1f, 1.1f) : Vector3.one;
_hudRoot.SetActive(true);
_canvasGroup.alpha = 1f;
_displayTimer = 5.0f;
}
private Sprite GetCreatureIcon(string creatureName)
{
if (ObjectDB.instance == null) return null;
// Clean the name (remove "(Clone)" if it somehow slipped through)
string cleanName = creatureName.Replace("(Clone)", "").Trim();
// List of common trophies that don't follow the exact pattern if needed
// But for most (Boar, Greyling, Neck, Deer), this works:
string replace = cleanName.Replace("_","");
string trophyName = "Trophy" + replace;
GameObject trophyObj = ObjectDB.instance.GetItemPrefab(trophyName);
if (trophyObj != null)
{
ItemDrop item = trophyObj.GetComponent<ItemDrop>();
return item?.m_itemData?.m_shared?.m_icons[0];
}
return null;
}
[HarmonyPatch(typeof(Character), nameof(Character.Damage))]
public static class DamageTracker
{
static void Prefix(Character __instance, HitData hit)
{
if (__instance == null || hit == null) return;
Character attacker = hit.GetAttacker();
if (attacker != null)
{
string weaponId = "";
if (attacker is Player p)
{
// IMPORTANT: Use .m_dropPrefab.name to get "AxeStone"
// Do NOT use .m_shared.m_name which returns "$item_axe_stone"
ItemDrop.ItemData currentWeapon = p.GetCurrentWeapon();
if (currentWeapon != null && currentWeapon.m_dropPrefab != null)
{
weaponId = currentWeapon.m_dropPrefab.name;
}
}
_activeTrackers[__instance] = new KillData
{
attackerName = attacker.GetHoverName(),
weaponPrefabName = weaponId
};
}
}
}
[HarmonyPatch(typeof(Character), nameof(Character.ApplyDamage))]
public static class DeathNotifier
{
// The parameter names MUST match the game's: hit, showDamageText, triggerEffects, mod
static void Postfix(Character __instance, HitData hit, bool showDamageText, bool triggerEffects, HitData.DamageModifier mod)
{
// Check if the character is dead or just died
if (__instance.GetHealth() <= 0f)
{
ZNetView nview = __instance.GetComponent<ZNetView>();
// Prevent inter-npc kill
if (!__instance.IsPlayer() && !hit.GetAttacker().IsPlayer()) return;
// This check should now pass because ApplyDamage happens before the object is invalidated
if (nview == null || !nview.IsValid() || !nview.IsOwner()) return;
float distance = 0f;
Character attacker = hit.GetAttacker();
if (attacker != null)
{
Debug.Log($"KillFeed:ApplyDamage Attacker is {attacker} {attacker.transform.position}/{__instance.transform.position}");
distance = Vector3.Distance(attacker.transform.position, __instance.transform.position);
}
// Use Utils.GetPrefabName to get "Boar" instead of "Sanglier" or "Boar(Clone)"
string internalName = __instance.gameObject.name;
int cloneIndex = internalName.IndexOf("(Clone)");
if (cloneIndex != -1)
{
internalName = internalName.Substring(0, cloneIndex);
}
_activeTrackers.TryGetValue(__instance, out KillData data);
string attackerName = data?.attackerName ?? hit.GetAttacker()?.GetHoverName() ?? "The World";
string weaponName = "";
if (data != null && !string.IsNullOrEmpty(data.weaponPrefabName))
{
weaponName = data.weaponPrefabName;
}
else if (hit.GetAttacker() is Player p)
{
// Fallback: If tracker missed it, get current player's weapon
weaponName = p.GetCurrentWeapon()?.m_dropPrefab?.name ?? "";
}
string victimName = __instance.GetHoverName();
int type = 0;
if (__instance.IsPlayer()) type = 1;
else if (attackerName == Player.m_localPlayer?.GetHoverName()) type = 2;
int level = __instance.GetLevel();
bool isBoss = __instance.IsBoss();
int distInt = (int)(Math.Min(distance, 999f) * 10);
int encodedType = type + (level * 10) + (isBoss ? 100 : 0) + (distInt * 1000);
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.InvokeRoutedRPC(ZRoutedRpc.Everybody, "RPC_MxKillMsg",
attackerName, victimName, internalName, weaponName, encodedType);
}
_activeTrackers.Remove(__instance);
}
}
}
private void CreateCustomHud()
{
GameObject oldRoot = GameObject.Find("MxKillFeed_Root");
@@ -172,6 +317,21 @@ namespace MxValheim.KillFeed
_panelImage = panel.GetComponent<Image>();
_panelImage.color = new Color(0, 0, 0, 0.6f); // More transparent/sleek
// 1. Add Layout Group to handle the horizontal row
HorizontalLayoutGroup layout = panel.AddComponent<HorizontalLayoutGroup>();
layout.childAlignment = TextAnchor.MiddleCenter;
layout.spacing = 10f;
layout.padding = new RectOffset(15, 15, 5, 5); // Internal margins
layout.childControlWidth = true; // Let the layout control widths
layout.childControlHeight = true;
layout.childForceExpandWidth = false;
// 2. Add the Content Size Fitter (The "Stretcher")
ContentSizeFitter fitter = panel.AddComponent<ContentSizeFitter>();
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
// Try to find the "sunken" wood panel style if shout_field isn't your vibe
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
@@ -194,6 +354,9 @@ namespace MxValheim.KillFeed
iconObj.transform.SetParent(panel.transform, false);
_weaponIconSlot = iconObj.GetComponent<Image>();
_weaponIconSlot.preserveAspect = true;
LayoutElement weaponLayout = iconObj.AddComponent<LayoutElement>();
weaponLayout.preferredWidth = 24;
weaponLayout.preferredHeight = 24;
RectTransform iRect = iconObj.GetComponent<RectTransform>();
iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
@@ -204,6 +367,8 @@ namespace MxValheim.KillFeed
GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
textObj.transform.SetParent(panel.transform, false);
_killText = textObj.GetComponent<Text>();
// Important: Text needs to have its "Horizontal Overflow" set to Wrap or Overflow
_killText.horizontalOverflow = HorizontalWrapMode.Overflow;
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null;
@@ -223,85 +388,37 @@ namespace MxValheim.KillFeed
}
_killText.font = valheimFont;
_killText.fontSize = 18;
_killText.fontSize = 12;
_killText.alignment = TextAnchor.MiddleLeft;
_killText.supportRichText = true;
_killText.color = Color.white;
// 4. Victim Portrait Slot
GameObject victimObj = new GameObject("VictimIcon", typeof(RectTransform), typeof(Image));
victimObj.transform.SetParent(panel.transform, false);
_victimIconSlot = victimObj.GetComponent<Image>();
_victimIconSlot.preserveAspect = true;
LayoutElement victimLayout = victimObj.AddComponent<LayoutElement>();
victimLayout.preferredWidth = 24;
victimLayout.preferredHeight = 24;
RectTransform vRect = victimObj.GetComponent<RectTransform>();
vRect.anchorMin = vRect.anchorMax = vRect.pivot = new Vector2(1, 0.5f);
vRect.anchoredPosition = new Vector2(-8, 0);
vRect.sizeDelta = new Vector2(30, 30);
RectTransform tRect = textObj.GetComponent<RectTransform>();
tRect.anchorMin = Vector2.zero;
tRect.anchorMax = Vector2.one;
tRect.offsetMin = new Vector2(40, 0);
tRect.offsetMax = new Vector2(-10, 0);
tRect.offsetMax = new Vector2(-40, 0);
_border = panel.AddComponent<Outline>();
_border.effectDistance = new Vector2(2, 2);
_border.enabled = false; // Off by default
_hudRoot.SetActive(false);
}
/*
public void CreateCustomHud()
{
_hudRoot = new GameObject("MxKillFeed_Root");
UnityEngine.Object.DontDestroyOnLoad(_hudRoot);
Canvas c = _hudRoot.AddComponent<Canvas>();
c.renderMode = RenderMode.ScreenSpaceOverlay;
c.sortingOrder = 10000;
// Add a Scaler to ensure it looks right on all resolutions
CanvasScaler scaler = _hudRoot.AddComponent<CanvasScaler>();
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
scaler.referenceResolution = new Vector2(1920, 1080);
_canvasGroup = _hudRoot.AddComponent<CanvasGroup>();
GameObject panel = new GameObject("Background", typeof(RectTransform), typeof(Image));
panel.transform.SetParent(_hudRoot.transform, false);
_panelImage = panel.GetComponent<Image>();
// Fallback: Set a solid color first in case the sprite search fails
_panelImage.color = new Color(0, 0, 0, 0.8f);
foreach (Sprite s in Resources.FindObjectsOfTypeAll<Sprite>())
{
if (s.name == "shout_field")
{
_panelImage.sprite = s;
_panelImage.type = Image.Type.Sliced;
break;
}
}
RectTransform pRect = panel.GetComponent<RectTransform>();
pRect.anchorMin = pRect.anchorMax = pRect.pivot = new Vector2(0.5f, 0.95f);
pRect.anchoredPosition = Vector2.zero; // Center top
pRect.sizeDelta = new Vector2(550, 40);
pRect.localScale = Vector3.one; // FORCE SCALE TO 1
// Icon
GameObject iconObj = new GameObject("Icon", typeof(RectTransform), typeof(Image));
iconObj.transform.SetParent(panel.transform, false);
_weaponIconSlot = iconObj.GetComponent<Image>();
_weaponIconSlot.preserveAspect = true;
RectTransform iRect = iconObj.GetComponent<RectTransform>();
iRect.anchorMin = iRect.anchorMax = iRect.pivot = new Vector2(0, 0.5f);
iRect.anchoredPosition = new Vector2(10, 0);
iRect.sizeDelta = new Vector2(30, 30);
// Text
GameObject textObj = new GameObject("Text", typeof(RectTransform), typeof(Text));
textObj.transform.SetParent(panel.transform, false);
_killText = textObj.GetComponent<Text>();
_killText.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
_killText.fontSize = 18;
_killText.alignment = TextAnchor.MiddleLeft;
_killText.supportRichText = true;
textObj.AddComponent<Outline>().effectColor = Color.black;
RectTransform tRect = textObj.GetComponent<RectTransform>();
tRect.anchorMin = Vector2.zero; tRect.anchorMax = Vector2.one;
tRect.offsetMin = new Vector2(50, 0); tRect.offsetMax = new Vector2(-10, 0);
_hudRoot.SetActive(false);
}*/
}
}

View File

@@ -1,25 +1,33 @@
using BepInEx;
using BepInEx.Configuration;
using HarmonyLib;
using MxValheim.EventSystem;
using MxValheim.KillFeed;
using MxValheim.Patch;
using MxValheim.Patch.HUD;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Threading;
using System.Xml;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using static MxValheim.Patch.Doors_Patch;
[BepInPlugin(ModGUID, ModName, ModVersion)]
public class MxValheimMod : BaseUnityPlugin
{
public static MxValheimMod Instance; // Singleton reference
public static KillFeed_Patch kfp = new KillFeed_Patch();
public static Doors_Patch dpatch = new Doors_Patch();
private const string ModGUID = "ovh.mxdev.mxvalheim";
private const string ModName = "MxValheim";
private const string ModVersion = "1.5.0";
private const string ModVersion = "1.6.0";
public static ConfigEntry<bool> Config_Locked;
public static ConfigEntry<int> Config_OreMultiplier;
@@ -30,7 +38,11 @@ public class MxValheimMod : BaseUnityPlugin
public static ConfigEntry<bool> Config_autoDoorCloseEnabled;
public static ConfigEntry<float> Config_autoDoorClose;
private static string WeightConfigPath => Path.Combine(Paths.ConfigPath, "mxvalheim.custom_weights.json");
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
public static DoorRoot CachedConfig;
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
// Data structures
@@ -38,19 +50,32 @@ public class MxValheimMod : BaseUnityPlugin
{
public string attackerName;
public string weaponPrefabName;
public int victimLevel;
public bool isBoss;
}
public static GameObject _hudRoot;
public static Text _killText;
public static Image _weaponIconSlot;
public static Image _victimIconSlot;
public static Image _panelImage;
public static Outline _border;
public static Color borderColor = Color.white;
public static CanvasGroup _canvasGroup;
public static float _fadeDuration = 0.5f;
public static float _displayTimer;
public static readonly Queue<string> _msgQueue = new Queue<string>();
public static readonly Queue<Color> _borderColQueue = new Queue<Color>();
public static readonly Queue<Sprite> _iconQueue = new Queue<Sprite>();
public static readonly Queue<Sprite> _victimIconQueue = new Queue<Sprite>();
public static readonly Dictionary<Character, KillData> _activeTrackers = new Dictionary<Character, KillData>();
public static readonly Queue<ZNetView> _doorQueueNview = new Queue<ZNetView>();
public static readonly Queue<Door> _doorQueueDoor = new Queue<Door>();
public static readonly Queue<string> _doorQueueName = new Queue<string>();
public static float _doorTimer;
void Awake()
{
Instance = this;
@@ -63,12 +88,53 @@ public class MxValheimMod : BaseUnityPlugin
Config_autoDoorCloseEnabled = Config.Bind("General", "AutoDoorCloseEnabled", true, "Your doors will auto close if enabled. See AutoDoorCloseTimer for the desired time.");
Config_autoDoorClose = Config.Bind("General", "AutoDoorCloseTimer", 5.0f, "Your doors will auto close after the specified timer duration.");
LoadLocalization();
LoadJsonConfig();
LoadDoorConfig();
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
Harmony harmony = new Harmony(ModGUID);
harmony.PatchAll();
}
public static void RPC_UpdateRaidHUD(long sender, string phaseName, int current, int total)
{
Color phaseColor;
switch (phaseName)
{
case "SCOUTS": phaseColor = Color.green; break;
case "ELITEGUARD": phaseColor = Color.yellow; break;
case "BOSSINBOUND": phaseColor = Color.red; break;
default: phaseColor = Color.white; break;
}
EventSystem_Patch.UpdateDisplay(phaseName, current, total, phaseColor);
}
[HarmonyPatch(typeof(Localization), nameof(Localization.SetupLanguage))]
public static class Localization_SetupLanguage_Patch
{
public static void Postfix()
{
LoadLocalization();
}
}
// --- TEST COMMAND: Type 'testkill' in F5 console ---
[HarmonyPatch(typeof(Terminal), nameof(Terminal.InputText))]
public static class ConsoleInputPatch
{
static void Postfix(Terminal __instance)
{
string text = __instance.m_input.text;
if (text.ToLower() == "listicons")
{
}
}
}
[HarmonyPatch(typeof(Game), nameof(Game.Start))]
public static class GameStartPatch
{
@@ -77,25 +143,82 @@ public class MxValheimMod : BaseUnityPlugin
if (ZRoutedRpc.instance != null && kfp != null)
{
// We use the explicit 'Method' delegate to avoid the ArgumentException
ZRoutedRpc.instance.Register<string, string, string, int>("RPC_MxKillMsg",
new RoutedMethod<string, string, string, int>.Method(kfp.OnReceiveKillMsg));
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
}
if (ZRoutedRpc.instance != null)
{
ZRoutedRpc.instance.Register<string, int, int>("RPC_UpdateRaidHUD", RPC_UpdateRaidHUD);
Debug.Log("MxRaid: RPC Registered successfully.");
}
EventSystem_Patch.CreateEventHud();
}
}
void Update()
{
// Use the game's native check for dedicated servers
// Only run if we are actually in the game world
if (Player.m_localPlayer != null)
{
if (Splash.m_canvasObject == null)
{
Splash spl = new Splash();
spl.CreateOverlay();
}
if (Splash.m_textComponent != null)
{
Splash.m_textComponent.text = $"<color=#677074>Mx</color><color=#d1954a>Valheim {MxValheimMod.ModVersion}</color>";
}
if (Clock.m_canvasObject == null)
{
Clock clk = new Clock();
clk.CreateOverlay();
}
if (Clock.m_textComponent != null)
{
Clock clk = new Clock();
string timeString = clk.GetFormattedTime();
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>";
}
}
// Door Logic
if (_doorQueueNview.Count > 0)
{
if (_doorTimer > 0)
{
_doorTimer -= Time.deltaTime;
}
if (_doorTimer <= 0)
{
dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
}
}
// Door Logic
/////////////
// KillFeed Logic
ZNet zn = new ZNet();
if (zn.IsDedicated() || Player.m_localPlayer == null) return;
if (_msgQueue == null || _msgQueue.Count == 0 && _displayTimer <= 0) return;
// Logic to trigger next message
if (_msgQueue.Count > 0 && _displayTimer <= 0)
{
kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue());
borderColor = new Color(0.141f, 0.141f, 0.153f);
kfp.ShowNextMessage(_msgQueue.Dequeue(), _iconQueue.Dequeue(), _victimIconQueue.Dequeue(), _borderColQueue.Dequeue());
}
if (_displayTimer > 0)
@@ -110,7 +233,6 @@ public class MxValheimMod : BaseUnityPlugin
if (_displayTimer > 4.5f)
{ // Fading in (first 0.5s)
_canvasGroup.alpha = (5f - _displayTimer) * 2;
pRect.anchoredPosition = new Vector2(0, -20 - ((5f - _displayTimer) * 20)); // Slide down
}
else if (_displayTimer < 1f)
{ // Fading out (last 1s)
@@ -125,23 +247,59 @@ public class MxValheimMod : BaseUnityPlugin
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
}
// KillFeed Logic
/////////////////
if (RandEventSystem.instance.GetActiveEvent() == null)
{
EventSystem_Patch._canvasGroup.alpha = 0;
EventSystem_Patch._eventRoot.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")
public static void LoadLocalization()
{
// Trigger the message directly on the local client
KillFeed_Patch kfp = new KillFeed_Patch();
kfp.OnReceiveKillMsg(0, "Developer", "Testing Dummy", "AxeFlint", 2);
if (Localization.instance == null) return;
string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
string translationsPath = Path.Combine(modPath, "Translations");
string lang = Localization.instance.GetSelectedLanguage();
string filePath = Path.Combine(translationsPath, $"{lang}.json");
if (!File.Exists(filePath))
{
filePath = Path.Combine(translationsPath, "English.json");
}
if (File.Exists(filePath))
{
try
{
string json = File.ReadAllText(filePath);
var dict = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
// Get the method via Reflection to bypass "Inaccessible" errors
MethodInfo addWordMethod = typeof(Localization).GetMethod("AddWord",
BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (addWordMethod != null)
{
foreach (var entry in dict)
{
// Parameters: (instance to run on, array of arguments)
addWordMethod.Invoke(Localization.instance, new object[] { entry.Key, entry.Value });
}
Debug.Log($"[MxValheim] Successfully injected {dict.Count} strings for {lang}.");
}
else
{
Debug.LogError("[MxValheim] Critical Error: Could not find AddWord method in game code.");
}
}
catch (Exception e)
{
Debug.LogError($"[MxValheim] Error loading JSON: {e.Message}");
}
}
}
@@ -169,6 +327,15 @@ public class MxValheimMod : BaseUnityPlugin
}
}
public void LoadDoorConfig()
{
if (System.IO.File.Exists(AutoDoorConfigPath))
{
string json = System.IO.File.ReadAllText(AutoDoorConfigPath);
CachedConfig = JsonConvert.DeserializeObject<DoorRoot>(json);
}
}
internal static void ShowKillMessage(string v)
{
throw new NotImplementedException();

View File

@@ -35,32 +35,42 @@
<Reference Include="0Harmony">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Assembly-CSharp-publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Assembly-CSharp-publicized.dll</HintPath>
<Reference Include="assembly_guiutils_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
</Reference>
<Reference Include="assembly_valheim-publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_valheim-publicized.dll</HintPath>
<Reference Include="assembly_valheim_publicized">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
</Reference>
<Reference Include="BepInEx">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
</Reference>
<Reference Include="gui_framework, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="gui_framework">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
</Reference>
<Reference Include="Newtonsoft.Json">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
</Reference>
<Reference Include="PresentationFramework" />
<Reference Include="Splatform, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
<Reference Include="Unity.TextMeshPro, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="Unity.TextMeshPro">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\Unity.TextMeshPro.dll</HintPath>
</Reference>
<Reference Include="UnityEngine">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AssetBundleModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.AssetBundleModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.CoreModule">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.CoreModule.dll</HintPath>
</Reference>
@@ -68,7 +78,9 @@
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.PhysicsModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.TextRenderingModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
<Reference Include="UnityEngine.TextRenderingModule">
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.TextRenderingModule.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.UI, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\UnityEngine.UI.dll</HintPath>
@@ -79,12 +91,18 @@
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="KillFeed\Chat.cs" />
<Compile Include="EventSystem\EventHud.cs" />
<Compile Include="EventSystem\EventList.cs" />
<Compile Include="EventSystem\Patch.cs" />
<Compile Include="EventSystem\WaveManager.cs" />
<Compile Include="KillFeed\NPCIcon.cs" />
<Compile Include="KillFeed\Patch.cs" />
<Compile Include="MxValheim.cs" />
<Compile Include="Patch\Bow.cs" />
<Compile Include="Patch\CraftingStation.cs" />
<Compile Include="Patch\Doors.cs" />
<Compile Include="Patch\HUD\Clock.cs" />
<Compile Include="Patch\HUD\Splash.cs" />
<Compile Include="Patch\Items.cs" />
<Compile Include="Patch\Ores.cs" />
<Compile Include="Patch\WearNTear.cs" />
@@ -96,10 +114,12 @@
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PostBuildEvent>
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\"
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\"
copy /Y "$(TargetDir)$(TargetName).dll" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).pdb" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\"
copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\"</PostBuildEvent>
copy /Y "$(TargetDir)$(TargetName).dll" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
copy /Y "$(TargetDir)$(TargetName).pdb" "R:\Server\valdev\BepInEx\plugins\MxValheim\"
if exist "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip" del "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip"
"C:\Program Files\7-Zip\7z.exe" a -tzip "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim.zip" "E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\MxValheim\*"</PostBuildEvent>
</PropertyGroup>
</Project>

View File

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

View File

@@ -0,0 +1,96 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
namespace MxValheim.Patch.HUD
{
internal class Clock
{
public static GameObject m_canvasObject;
public static Text m_textComponent;
// This replaces the missing GetTimeString() method
public string GetFormattedTime()
{
// Get fractional day (0.0 to 1.0)
float fraction = EnvMan.instance.GetDayFraction();
// Convert to hours and minutes
float totalHours = fraction * 24f;
int hours = Mathf.FloorToInt(totalHours);
int minutes = Mathf.FloorToInt((totalHours - hours) * 60f);
return $"{hours:00}:{minutes:00}";
}
public void CreateOverlay()
{
// 1. Root Canvas
m_canvasObject = new GameObject("ModdedCanvas");
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvas.sortingOrder = 999;
// 2. Background Panel
GameObject panelObj = new GameObject("TextBackground");
panelObj.transform.SetParent(m_canvasObject.transform, false);
Image panelImage = panelObj.AddComponent<Image>();
panelImage.color = new Color(0, 0, 0, 0.5f); // 50% transparent black
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 1.0f); // Top Center
panelRect.anchorMax = 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.sizeDelta = new Vector2(180, 35); // Width and Height of the bar
// 3. Text (Attached to Panel)
GameObject textObj = new GameObject("ModdedText");
textObj.transform.SetParent(panelObj.transform, false);
m_textComponent = textObj.AddComponent<Text>();
// Attempt to find Valheim's specific font, fallback to Arial if not found
Font valheimFont = null;
foreach (Font f in Resources.FindObjectsOfTypeAll<Font>())
{
if (f.name == "AveriaSerifLibre-Bold")
{
valheimFont = f;
break;
}
}
// Corrected fallback for older Unity versions used in Valheim
if (valheimFont == null)
{
valheimFont = Resources.GetBuiltinResource<Font>("Arial.ttf");
}
m_textComponent.font = valheimFont;
m_textComponent.fontSize = 18;
m_textComponent.color = Color.white;
m_textComponent.alignment = TextAnchor.MiddleCenter;
m_textComponent.supportRichText = true;
// Add Shadow so it's visible in snow
var shadow = textObj.AddComponent<Shadow>();
shadow.effectColor = Color.black;
shadow.effectDistance = new Vector2(2, 2);
// FIX: Correct way to make text fill the parent panel
RectTransform textRect = textObj.GetComponent<RectTransform>();
textRect.anchorMin = Vector2.zero; // (0, 0)
textRect.anchorMax = Vector2.one; // (1, 1)
textRect.pivot = new Vector2(0.5f, 0.5f);
// Resetting these to zero ensures the text box matches the panel exactly
textRect.offsetMin = Vector2.zero;
textRect.offsetMax = Vector2.zero;
}
}
}

View File

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

View File

@@ -1,9 +1,12 @@
![logo](https://mxdev.ovh/wp-content/uploads/2025/09/mxdev-1.png)
## MxValheim
Official Mx Valheim Mod.
Official **MxValheim Server** Mod.
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
## Features
- Display the day and the formated time in-game.
- Use your client language with built-in localization.
- Kill Feed with custom UI showing player kill and death.
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
- Ore drop multiplier. (Value available in the generated config.)
@@ -13,8 +16,8 @@ Official Mx Valheim Mod.
- Auto close doors after a specified amount of time. (Enable/Disable and configure desired time in the generated config.)
## How-To Install
1. Download the latest dll.
2. Copy it to your (Client/Server) "BepInEx­\plugins".
1. Download the latest zip.
2. Copy the zip content to your (Client/Server) "BepInEx­\plugins\MxValheim\".
3. Run your (Client/Server) at least one time.
4. Tweaks the config in "BepInEx­\config\ovh.mxdev.mxvalheim.cfg" to your liking.
5. Enjoy!