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8 Commits
c724674b5a
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1.6.0
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51
MxValheim/EventSystem/Experience.cs
Normal file
51
MxValheim/EventSystem/Experience.cs
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@@ -0,0 +1,51 @@
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using MxValheim.Patch.HUD;
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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.EventSystem
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{
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internal class Experience
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{
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public static int GetRequiredExpByLevel(int level)
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{
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return (level * 100);
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}
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public static void AddExperience(string playerid, int amount)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
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int level = Profiles.playerLevel;
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int exp = Profiles.playerExperience;
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exp += amount;
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
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exp = Profiles.playerExperience;
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int maxexp = GetRequiredExpByLevel(level);
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UpdateProgressBar(playerid);
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if (exp >= maxexp)
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{
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exp -= maxexp;
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level++;
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserLevel", playerid, level);
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerSetUserExperience", playerid, exp);
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UpdateProgressBar(playerid);
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}
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}
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public static void UpdateProgressBar(string playerid)
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{
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
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float expPercentage = ((float)Profiles.playerExperience / GetRequiredExpByLevel(Profiles.playerLevel));
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if (Clock.m_barFill != null)
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{
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Clock.m_barFill.anchorMax = new Vector2(expPercentage, 1);
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Clock.m_barFill.offsetMin = Vector2.zero;
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Clock.m_barFill.offsetMax = Vector2.zero;
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}
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}
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}
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}
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161
MxValheim/EventSystem/Patch.cs
Normal file
161
MxValheim/EventSystem/Patch.cs
Normal file
@@ -0,0 +1,161 @@
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using HarmonyLib;
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using Splatform;
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using System;
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using System.Collections;
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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 System.Windows.Controls;
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using UnityEngine;
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using UnityEngine.UI;
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using static MxValheimMod;
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using Canvas = UnityEngine.Canvas;
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using Image = UnityEngine.UI.Image;
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namespace MxValheim.EventSystem
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{
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internal class EventSystem_Patch
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{
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// --- 3. HARMONY PATCHES ---
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[HarmonyPatch(typeof(Player), nameof(Player.Awake))]
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public static class PlayerAwakePatch
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{
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static void Postfix(Player __instance)
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{
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// Only trigger for the actual human player, not NPCs/Dummies
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if (__instance == Player.m_localPlayer)
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{
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string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
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ZLog.Log($"[ProfileSystem] Spawning finished. Requesting profile for {pid}");
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", pid);
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}
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}
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}
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[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
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public static class DebugRaidFrequency
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{
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static void Prefix(RandEventSystem __instance)
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{
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// Use a small timer check so we don't spam the logic every single frame
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// though for debugging, forcing these values is fine.
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__instance.m_eventIntervalMin = 10f;
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__instance.m_eventChance = 100f;
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}
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}
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[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.FixedUpdate))]
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public static class TimerFreezePatch
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{
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static void Prefix(RandEventSystem __instance)
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{
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}
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}
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[HarmonyPatch(typeof(Hud), nameof(Hud.Update))]
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public static class Hud_MonitorPatch
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{
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private static RandomEvent _lastKnownEvent = null;
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static void Postfix()
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{
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// 1. Safety check: Ensure the system exists
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if (RandEventSystem.instance == null) return;
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RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
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// 2. Logic: Detection
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if (activeEvent != null && _lastKnownEvent == null)
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{
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Debug.Log($"MxEvent: HUD Heartbeat detected Raid Start: {activeEvent.m_name}");
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_lastKnownEvent = activeEvent;
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// Force HUD Creation and Display
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//UpdateWave(true);
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}
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else if (activeEvent == null && _lastKnownEvent != null)
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{
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Debug.Log("MxEvent: HUD Heartbeat detected Raid End.");
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string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
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Heightmap.Biome currentBiome = EnvMan.instance.GetCurrentBiome();
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Reward.GiveItemStatic("Coins",Reward.CalculateRewardCoin(Profiles.playerLevel, currentBiome));
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System.Random rand = new System.Random();
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Reward.GiveItemStatic("Feathers", rand.Next(1,10));
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if (rand.Next(100) < 50)
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{
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Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "food"), 1);
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}
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if (rand.Next(100) < 25)
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{
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Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "heal"), 1);
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}
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if (rand.Next(100) < 10)
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{
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Reward.GiveItemRandom(Reward.GetRewardPrefab(Profiles.playerLevel, "metal"), 1);
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}
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_lastKnownEvent = null;
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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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static void Postfix(Character __instance)
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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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// 2. Check if a raid is active
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RandomEvent activeEvent = RandEventSystem.instance.GetActiveEvent();
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if (activeEvent == null) return;
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Debug.Log("MxEvent: Confirmed Active Event!");
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Vector3 playerPos = Player.m_localPlayer.transform.position;
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string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
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Debug.Log($"EventSystem:ApplyDamage User {pid}");
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float distance = Vector3.Distance(playerPos, activeEvent.m_pos);
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Debug.Log($"MxEvent: Distance: {distance}");
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if (distance <= 96f)
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{
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int level = __instance.GetLevel();
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int exp =
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(level == 1) ? 2:
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(level == 2) ? 3:
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(level == 3) ? 4:
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5;
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Experience.AddExperience(pid, exp);
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/* Send the update
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ZRoutedRpc.instance.InvokeRoutedRPC(
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ZRoutedRpc.Everybody,
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"RPC_UpdateRaidHUD",
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$"PHASE: {CurrentPhase}",
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KillsInCurrentPhase,
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GetTargetForPhase(CurrentPhase)
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);*/
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}
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}
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}
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}
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// Hide HUD when raid ends
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[HarmonyPatch(typeof(RandEventSystem), nameof(RandEventSystem.ResetRandomEvent))]
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[HarmonyPostfix]
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static void OnRaidEnd()
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{
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}
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}
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}
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167
MxValheim/EventSystem/Profiles.cs
Normal file
167
MxValheim/EventSystem/Profiles.cs
Normal file
@@ -0,0 +1,167 @@
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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.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace MxValheim.EventSystem
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{
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internal class Profiles
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{
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public class ProfileRoot
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{
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public string playerid { get; set; }
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public string player_name { get; set; }
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public int level { get; set; }
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public int experience { get; set; }
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}
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public static bool userExists = false;
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public static int playerLevel = 1;
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public static int playerExperience = 0;
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public static void ServerUserExists(string playerid)
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{
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// Check to ensure this is actually the server running this
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ZNet zn = new ZNet();
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if (!zn.IsDedicated()) return;
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string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
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if (File.Exists(profilePath)) userExists = true;
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}
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public static void ServerReceiveCreateUser(long sender, string playerid, string playerName)
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{
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// Check to ensure this is actually the server running this
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ZNet zn = new ZNet();
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if (!zn.IsDedicated()) return;
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string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
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ProfileRoot pr = new ProfileRoot
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{
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playerid = playerid,
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player_name = playerName,
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level = 1,
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experience = 0
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};
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var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
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File.WriteAllText(profilePath, raw);
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}
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public static void ServerHandleProfileRequest(long sender, string playerid)
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{
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// Check to ensure this is actually the server running this
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ZNet zn = new ZNet();
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if (!zn.IsDedicated()) return;
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ZNetPeer peer = ZNet.instance.GetPeer(sender);
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string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
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if (File.Exists(profilePath))
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{
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string rawJson = File.ReadAllText(profilePath);
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// Send ONLY to the 'sender' who requested it
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ZRoutedRpc.instance.InvokeRoutedRPC(sender, "RPC_ClientReceiveProfile", rawJson);
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}
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else
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{
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ProfileRoot pr = new ProfileRoot
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{
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playerid = playerid,
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player_name = peer.m_playerName,
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level = 1,
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experience = 0
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};
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var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
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File.WriteAllText(profilePath, raw);
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}
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}
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public static void RequestCreateUser(string playerid, Player player)
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{
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string playerName = player.GetHoverName();
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
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}
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public static void ClientLoadProfile(long sender, string json)
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{
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ProfileRoot loadedProfile = JsonConvert.DeserializeObject<ProfileRoot>(json);
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playerLevel = loadedProfile.level;
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playerExperience = loadedProfile.experience;
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|
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//ZLog.Log($"[Client] Profile loaded! Level: {loadedProfile.level}");
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}
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public static void CreateUser(string playerid, Player player)
|
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{
|
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// We only send the raw data; we let the server handle the file I/O
|
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string playerName = player?.GetHoverName() ?? "Unknown";
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|
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// Invoke the RPC on the Server (0 is the server ID)
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_ServerCreateUser", playerid, playerName);
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}
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public static void ServerSetUserExperience(long sender, string playerid, int exp)
|
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{
|
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// Check to ensure this is actually the server running this
|
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ZNet zn = new ZNet();
|
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if (!zn.IsDedicated()) return;
|
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|
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string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
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ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
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ProfileRoot pr = new ProfileRoot
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{
|
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playerid = playerid,
|
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player_name = pro.player_name,
|
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level = pro.level,
|
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experience = exp
|
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};
|
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var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
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File.WriteAllText(profilePath, raw);
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
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}
|
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public static void SetUserExperience(string playerid, int exp)
|
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{
|
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string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
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ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
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ProfileRoot pr = new ProfileRoot
|
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{
|
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playerid = playerid,
|
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player_name = pro.player_name,
|
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level = pro.level,
|
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experience = exp
|
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};
|
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var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
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File.WriteAllText(profilePath, raw);
|
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}
|
||||
|
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public static void ServerSetUserLevel(long sender, string playerid, int level)
|
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{
|
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// Check to ensure this is actually the server running this
|
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ZNet zn = new ZNet();
|
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if (!zn.IsDedicated()) return;
|
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|
||||
string profilePath = Path.Combine(MxValheimMod.internalDataEventSystemPath, $"{playerid}.json");
|
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ProfileRoot pro = JsonConvert.DeserializeObject<ProfileRoot>(File.ReadAllText(profilePath));
|
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ProfileRoot pr = new ProfileRoot
|
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{
|
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playerid = playerid,
|
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player_name = pro.player_name,
|
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level = level,
|
||||
experience = pro.experience
|
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};
|
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var raw = JsonConvert.SerializeObject(pr, Formatting.Indented);
|
||||
File.WriteAllText(profilePath, raw);
|
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ZRoutedRpc.instance.InvokeRoutedRPC(0, "RPC_RequestProfile", playerid);
|
||||
}
|
||||
}
|
||||
}
|
||||
87
MxValheim/EventSystem/Reward.cs
Normal file
87
MxValheim/EventSystem/Reward.cs
Normal file
@@ -0,0 +1,87 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MxValheim.EventSystem
|
||||
{
|
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internal class Reward
|
||||
{
|
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public static int CalculateRewardCoin(int level, Heightmap.Biome biome)
|
||||
{
|
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Dictionary<int, int> biomeBase = new Dictionary<int, int>()
|
||||
{
|
||||
{ 1, 10 },
|
||||
{ 2, 20 },
|
||||
{ 4, 30 },
|
||||
{ 8, 40 },
|
||||
{ 16, 50 },
|
||||
{ 512, 60 },
|
||||
{ 64, 70 },
|
||||
};
|
||||
|
||||
int rewardCoin = biomeBase[((int)biome)] * level;
|
||||
|
||||
return rewardCoin;
|
||||
}
|
||||
|
||||
public static string GetRewardPrefab(int level, string type)
|
||||
{
|
||||
string[] foodList = { "OnionSoup", "CarrotSoup", "DeerStew", "Salad", "SerpentStew", "WolfMeatSkewer" };
|
||||
string[] healList = { "MeadHealthMinor", "MeadHealthMedium", "MeadHealthMajor", "MeadHealthLingering" };
|
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string[] metalList = { "CopperOre", "TinOre", "IronScrap", "SilverOre", "BlackMetalScrap", "FlametalOreNew" };
|
||||
|
||||
System.Random rng = new System.Random();
|
||||
int foodTier = rng.Next(1, foodList.Length);
|
||||
int healTier = rng.Next(1, healList.Length);
|
||||
int metalTier = rng.Next(1, metalList.Length);
|
||||
|
||||
if (type == "food") return foodList[foodTier];
|
||||
if (type == "heal") return healList[healTier];
|
||||
if (type == "metal") return metalList[metalTier];
|
||||
return "Wood";
|
||||
}
|
||||
|
||||
public static void GiveItemRandom(string itemName, int qty)
|
||||
{
|
||||
System.Random rng = new System.Random();
|
||||
|
||||
Player player = Player.m_localPlayer;
|
||||
if (player == null) return;
|
||||
|
||||
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
|
||||
if (prefab != null)
|
||||
{
|
||||
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
|
||||
|
||||
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
|
||||
}
|
||||
}
|
||||
|
||||
public static void GiveItemStatic(string itemName, int qty)
|
||||
{
|
||||
Player player = Player.m_localPlayer;
|
||||
if (player == null) return;
|
||||
|
||||
GameObject prefab = ObjectDB.instance.GetItemPrefab(itemName);
|
||||
if (prefab != null)
|
||||
{
|
||||
player.GetInventory().AddItem(itemName, qty, 1, 0, 0, "");
|
||||
|
||||
player.Message(MessageHud.MessageType.TopLeft, $"Received {qty}x {itemName}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Item {itemName} not found in ObjectDB!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,12 @@
|
||||
using BepInEx;
|
||||
using BepInEx.Configuration;
|
||||
using HarmonyLib;
|
||||
using MxValheim.EventSystem;
|
||||
using MxValheim.KillFeed;
|
||||
using MxValheim.Patch;
|
||||
using MxValheim.Patch.HUD;
|
||||
using Newtonsoft.Json;
|
||||
using Splatform;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
@@ -13,16 +17,18 @@ 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 = "1.5.5";
|
||||
private const string ModVersion = "1.6.0";
|
||||
|
||||
public static ConfigEntry<bool> Config_Locked;
|
||||
public static ConfigEntry<int> Config_OreMultiplier;
|
||||
@@ -35,9 +41,15 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
public static string modPath = Path.Combine(Paths.PluginPath, "MxValheim");
|
||||
public static string internalConfigsPath = Path.Combine(modPath, "Configs");
|
||||
private static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||
public static string internalDataPath = Path.Combine(modPath, "Data");
|
||||
public static string internalDataEventSystemPath = Path.Combine(internalDataPath, "EventSystem");
|
||||
public static string WeightConfigPath => Path.Combine(internalConfigsPath, "items_weight.json");
|
||||
public static string AutoDoorConfigPath => Path.Combine(internalConfigsPath, "auto_doors.json");
|
||||
public static DoorRoot CachedConfig;
|
||||
public static Dictionary<string, float> WeightSettings = new Dictionary<string, float>();
|
||||
|
||||
public static bool initExpBar = true;
|
||||
|
||||
// Data structures
|
||||
public class KillData
|
||||
{
|
||||
@@ -64,6 +76,11 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
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;
|
||||
@@ -78,6 +95,9 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
LoadLocalization();
|
||||
LoadJsonConfig();
|
||||
LoadDoorConfig();
|
||||
|
||||
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
|
||||
|
||||
Harmony harmony = new Harmony(ModGUID);
|
||||
harmony.PatchAll();
|
||||
@@ -101,17 +121,7 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
string text = __instance.m_input.text;
|
||||
if (text.ToLower() == "listicons")
|
||||
{
|
||||
var spriteAsset = Resources.FindObjectsOfTypeAll<TMP_SpriteAsset>().FirstOrDefault(x => x.name == "icons"); ;
|
||||
|
||||
if (spriteAsset != null)
|
||||
{
|
||||
Debug.Log($"--- Listing all sprites in {spriteAsset.name} ---");
|
||||
for (int i = 0; i < spriteAsset.spriteCharacterTable.Count; i++)
|
||||
{
|
||||
var sprite = spriteAsset.spriteCharacterTable[i];
|
||||
Debug.Log($"Index: {i} | Name: {sprite.name}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -127,14 +137,80 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
ZRoutedRpc.instance.Register<string, string, string, string, int>("RPC_MxKillMsg",
|
||||
new RoutedMethod<string, string, string, string, int>.Method(kfp.OnReceiveKillMsg));
|
||||
|
||||
Debug.Log("MxValheimMod: RPC Registered successfully with explicit delegate.");
|
||||
ZRoutedRpc.instance.Register<string, string>("RPC_ServerCreateUser", Profiles.ServerReceiveCreateUser);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_RequestProfile", Profiles.ServerHandleProfileRequest);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_ClientReceiveProfile", Profiles.ClientLoadProfile);
|
||||
ZRoutedRpc.instance.Register<string>("RPC_UpdateProgressBar", Profiles.ClientLoadProfile);
|
||||
ZRoutedRpc.instance.Register<string, int>("RPC_ServerSetUserExperience", Profiles.ServerSetUserExperience);
|
||||
ZRoutedRpc.instance.Register<string, int>("RPC_ServerSetUserLevel", Profiles.ServerSetUserLevel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Use the game's native check for dedicated servers
|
||||
// Only run if we are actually in the game world
|
||||
if (Player.m_localPlayer != null)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Experience.UpdateProgressBar(pid);
|
||||
}
|
||||
|
||||
// Only run if we are actually in the game world
|
||||
if (Player.m_localPlayer != null)
|
||||
{
|
||||
if (Splash.m_canvasObject == null)
|
||||
{
|
||||
Splash spl = new Splash();
|
||||
spl.CreateOverlay();
|
||||
}
|
||||
|
||||
if (Splash.m_textComponent != null)
|
||||
{
|
||||
Splash.m_textComponent.text = $"<color=#677074>Mx</color><color=#d1954a>Valheim {MxValheimMod.ModVersion}</color>";
|
||||
}
|
||||
|
||||
if (Clock.m_canvasObject == null)
|
||||
{
|
||||
Clock clk = new Clock();
|
||||
clk.CreateOverlay();
|
||||
if (initExpBar)
|
||||
{
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Experience.UpdateProgressBar(pid);
|
||||
initExpBar = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (Clock.m_textComponent != null)
|
||||
{
|
||||
Clock clk = new Clock();
|
||||
string timeString = clk.GetFormattedTime();
|
||||
int day = EnvMan.instance.GetDay();
|
||||
string pid = GetUserPlayerID(Player.m_localPlayer).ToString();
|
||||
Clock.m_textComponent.text = $"<color=#32a852>{Localization.instance.Localize("$clock_string_rank")} {Profiles.playerLevel}</color> <color=#677074>|</color> <color=#32a852>{Localization.instance.Localize("$clock_string_day")} {day}</color> <color=#677074>|</color> <color=#d1954a>{timeString}</color>";
|
||||
}
|
||||
}
|
||||
|
||||
// Door Logic
|
||||
if (_doorQueueNview.Count > 0)
|
||||
{
|
||||
if (_doorTimer > 0)
|
||||
{
|
||||
_doorTimer -= Time.deltaTime;
|
||||
}
|
||||
|
||||
if (_doorTimer <= 0)
|
||||
{
|
||||
dpatch.CloseNextDoor(_doorQueueDoor.Dequeue(), _doorQueueNview.Dequeue(), _doorQueueName.Dequeue());
|
||||
_doorTimer = MxValheimMod.Config_autoDoorClose.Value;
|
||||
}
|
||||
}
|
||||
// Door Logic
|
||||
/////////////
|
||||
|
||||
|
||||
// KillFeed Logic
|
||||
ZNet zn = new ZNet();
|
||||
if (zn.IsDedicated() || Player.m_localPlayer == null) return;
|
||||
|
||||
@@ -173,7 +249,13 @@ public class MxValheimMod : BaseUnityPlugin
|
||||
|
||||
if (_displayTimer <= 0 && _hudRoot != null) _hudRoot.SetActive(false);
|
||||
}
|
||||
// KillFeed Logic
|
||||
/////////////////
|
||||
}
|
||||
|
||||
public static long GetUserPlayerID(Player player)
|
||||
{
|
||||
return player.GetPlayerID();
|
||||
}
|
||||
|
||||
public static void LoadLocalization()
|
||||
@@ -245,6 +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();
|
||||
|
||||
@@ -35,16 +35,25 @@
|
||||
<Reference Include="0Harmony">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\0Harmony.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_googleanalytics">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_guiutils_publicized">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_guiutils_publicized.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_utils, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="assembly_valheim_publicized">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\publicized_assemblies\assembly_valheim_publicized.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="BepInEx">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\core\BepInEx.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="gui_framework, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null" />
|
||||
<Reference Include="gui_framework">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\gui_framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Newtonsoft.Json">
|
||||
<HintPath>E:\SteamLibrary\steamapps\common\Valheim\BepInEx\plugins\Newtonsoft.Json.dll</HintPath>
|
||||
</Reference>
|
||||
@@ -59,7 +68,9 @@
|
||||
<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>
|
||||
@@ -74,7 +85,9 @@
|
||||
<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>
|
||||
@@ -85,19 +98,27 @@
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="EventSystem\Experience.cs" />
|
||||
<Compile Include="EventSystem\Patch.cs" />
|
||||
<Compile Include="EventSystem\Profiles.cs" />
|
||||
<Compile Include="EventSystem\Reward.cs" />
|
||||
<Compile Include="KillFeed\NPCIcon.cs" />
|
||||
<Compile Include="KillFeed\Patch.cs" />
|
||||
<Compile Include="MxValheim.cs" />
|
||||
<Compile Include="Patch\Bow.cs" />
|
||||
<Compile Include="Patch\CraftingStation.cs" />
|
||||
<Compile Include="Patch\Doors.cs" />
|
||||
<Compile Include="Patch\HUD\Clock.cs" />
|
||||
<Compile Include="Patch\HUD\Splash.cs" />
|
||||
<Compile Include="Patch\Items.cs" />
|
||||
<Compile Include="Patch\Ores.cs" />
|
||||
<Compile Include="Patch\WearNTear.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_googleanalytics.dll" />
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_guiutils.dll" />
|
||||
<Analyzer Include="E:\SteamLibrary\steamapps\common\Valheim\Valheim_Data\Managed\assembly_utils.dll" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
|
||||
@@ -1,55 +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)
|
||||
{
|
||||
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 (prefabName == "piece_crypt_door") return;
|
||||
if (MxValheimMod.CachedConfig?.ignoreList != null)
|
||||
if (MxValheimMod.CachedConfig.ignoreList.Contains(prefabName)) return;
|
||||
|
||||
if (hold || alt || ___m_nview == null || !___m_nview.IsValid()) return;
|
||||
|
||||
// Get state: 0 is closed
|
||||
int state = ___m_nview.GetZDO().GetInt("state");
|
||||
|
||||
if (state != 0)
|
||||
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.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
91
MxValheim/Patch/HUD/Clock.cs
Normal file
91
MxValheim/Patch/HUD/Clock.cs
Normal file
@@ -0,0 +1,91 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace MxValheim.Patch.HUD
|
||||
{
|
||||
internal class Clock
|
||||
{
|
||||
public static GameObject m_canvasObject;
|
||||
public static Text m_textComponent;
|
||||
public static RectTransform m_barFill;
|
||||
|
||||
// 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()
|
||||
{
|
||||
m_canvasObject = new GameObject("ModdedCanvas");
|
||||
Canvas canvas = m_canvasObject.AddComponent<Canvas>();
|
||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
canvas.sortingOrder = 999;
|
||||
|
||||
// --- CLOCK PANEL ---
|
||||
GameObject panelObj = new GameObject("TextBackground");
|
||||
panelObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
panelObj.AddComponent<Image>().color = new Color(0, 0, 0, 0.5f);
|
||||
|
||||
ContentSizeFitter fitter = panelObj.AddComponent<ContentSizeFitter>();
|
||||
fitter.horizontalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
fitter.verticalFit = ContentSizeFitter.FitMode.PreferredSize;
|
||||
|
||||
HorizontalLayoutGroup layout = panelObj.AddComponent<HorizontalLayoutGroup>();
|
||||
layout.padding = new RectOffset(15, 15, 5, 5);
|
||||
|
||||
RectTransform panelRect = panelObj.GetComponent<RectTransform>();
|
||||
panelRect.anchorMin = new Vector2(0.5f, 1.0f);
|
||||
panelRect.anchorMax = new Vector2(0.5f, 1.0f);
|
||||
panelRect.pivot = new Vector2(0.5f, 1.0f);
|
||||
panelRect.anchoredPosition = new Vector2(0, -5);
|
||||
|
||||
// --- TEXT ---
|
||||
GameObject textObj = new GameObject("ModdedText");
|
||||
textObj.transform.SetParent(panelObj.transform, false);
|
||||
m_textComponent = textObj.AddComponent<Text>();
|
||||
m_textComponent.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
m_textComponent.fontSize = 18;
|
||||
m_textComponent.color = Color.white;
|
||||
|
||||
// --- PROGRESS BAR CONTAINER ---
|
||||
// This sits under the main rectangle
|
||||
GameObject barBgObj = new GameObject("BarBackground");
|
||||
barBgObj.transform.SetParent(m_canvasObject.transform, false);
|
||||
barBgObj.AddComponent<Image>().color = new Color(0.1f, 0.1f, 0.1f, 0.8f); // Dark background
|
||||
|
||||
RectTransform barBgRect = barBgObj.GetComponent<RectTransform>();
|
||||
barBgRect.anchorMin = new Vector2(0.5f, 1.0f);
|
||||
barBgRect.anchorMax = new Vector2(0.5f, 1.0f);
|
||||
barBgRect.pivot = new Vector2(0.5f, 1.0f);
|
||||
// Positioned below the clock panel (Clock is 35px high + 5px gap = -40)
|
||||
barBgRect.anchoredPosition = new Vector2(0, -45);
|
||||
barBgRect.sizeDelta = new Vector2(180, 8); // Match width of clock, small height
|
||||
|
||||
// --- PROGRESS BAR FILL ---
|
||||
GameObject fillObj = new GameObject("BarFill");
|
||||
fillObj.transform.SetParent(barBgObj.transform, false);
|
||||
fillObj.AddComponent<Image>().color = Color.yellow; // Classic Valheim XP color
|
||||
|
||||
m_barFill = fillObj.GetComponent<RectTransform>();
|
||||
m_barFill.anchorMin = new Vector2(0, 0);
|
||||
m_barFill.anchorMax = new Vector2(0.5f, 1); // This X value (0.5) will be updated via code
|
||||
m_barFill.pivot = new Vector2(0, 0.5f);
|
||||
m_barFill.offsetMin = Vector2.zero;
|
||||
m_barFill.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
75
MxValheim/Patch/HUD/Splash.cs
Normal file
75
MxValheim/Patch/HUD/Splash.cs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5,6 +5,8 @@ Official **MxValheim Server** Mod.
|
||||
**This mod is created to be used Client/Server side. A lot of features are not working in solo mode.**
|
||||
|
||||
## Features
|
||||
- Enhanced Event System with level and reward based on current biome.
|
||||
- Display the day and the formated time in-game.
|
||||
- Use your client language with built-in localization.
|
||||
- Kill Feed with custom UI showing player kill and death.
|
||||
- Tweak individual item(s) weight in "BepInEx\config\mxvalheim.custom_weights.json".
|
||||
@@ -15,8 +17,8 @@ Official **MxValheim Server** 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!
|
||||
Reference in New Issue
Block a user