Heroes of Hammerwatch II

Heroes of Hammerwatch II

Remove Revive Max HP Cost
23 Comments
Ascyst  [author] 24 Mar @ 12:25pm 
Alright, tested (thanks Tila), everything seems to be working.
Ascyst  [author] 24 Mar @ 11:44am 
Tested online (solo) after update, no crash, no error, but can't test the actual revive function to confirm functionality. If anyone is able to confirm whether or not it works, please let me know. Have to wait for a buddy to get online to test

If it does not work, please let me know where in your gameplay it crashes/errors (does it crash on main menu? does it crash when trying to revive? does it crash on death? etc etc etc)
Ascyst  [author] 24 Mar @ 11:34am 
Have only worked with C# so haven't had to deal with this before, but I'm thinking there's a chance the compiler doesn't like floats without a decimal value? Update submitted to change from 1f to 1.0f
Ascyst  [author] 24 Mar @ 11:21am 
Will take a look at this today, no idea why this would throw errors as it's just changing a float from 0.85 to 1
Nikana Drakgoon 24 Mar @ 6:56am 
Mod Breaks Game
Daemeous 24 Mar @ 4:24am 
[WRN] [11:16:35] ERR : scripts/data/Player.as (ln 77, col 34)
[WRN] [11:16:35] SE : Unexpected token '<identifier>'
[WRN] [11:16:35] ERR : scripts/Networking/PlayerHandler.as (ln 658, col 56)
[WRN] [11:16:35] SE : No matching symbol 'Tweak::ReviveHPLockoff'
[WRN] [11:16:35] ERR : scripts/Behaviors/Actors/Player/PlayerCorpse.as (ln 135, col 60)
[WRN] [11:16:35] SE : No matching symbol 'Tweak::ReviverHPLockoff'
[ERR] [11:16:37] Please correct the errors in the script and try again.
Ascyst  [author] 24 Mar @ 1:31am 
Updated, should work now but unable to actually test right now. Menu loads fine with it installed
Muffinslop 23 Mar @ 9:01pm 
you'll have to update the overwritten file with the changes it seems
EternalSilver 23 Mar @ 8:01pm 
Mod currently doesn't work. breaks the main menu & you can't do anything.
Muffinslop 23 Mar @ 5:39pm 
modding support is here!
Muffinslop 26 Feb @ 11:10pm 
This mod will not work until the game gets official modding support, but the tools to make mods are available outside of testing it in-game. The toolkit, editor, and packager work
Z34RK 25 Feb @ 7:19pm 
not gonna use this mod yet since I want to do this authentic and as is for now, but I will be circling back to this mod and I hope it works as good as I have heard, excited to hear more of the perfected version throughout the update, till then o7
Planewalker 23 Feb @ 7:34am 
its nice to see mods that arent just languages lmao. thx for posting this, seems very useful
Raven 22 Feb @ 11:11pm 
nice mod. <3
Loken 19 Feb @ 11:03pm 
We'll be watching your career with great interest
Muffinslop 18 Feb @ 10:16pm 
Here's an idea. You could probably make a PlayerRecordRefreshModifiers hook and just overwrite with
GetLocalPlayerRecord().lockedHp = 0
or smth
Muffinslop 17 Feb @ 12:49pm 
The best you can do is unpack the game assets when an update is out and diff check between your file and the new file to append any changes. You wouldn't want to accidentally remove your code snippet
Ascyst  [author] 17 Feb @ 12:08pm 
i've never played around with this kind of modding, is there a way to append changes to these files? like, with harmony patching, you could put through these kind of var changes as a postfix that would change the values after the game loads the base script, and it would be mostly friendly with future updates/other mods
Muffinslop 16 Feb @ 11:38pm 
overwriting the player.as file is not recommended, or you'll have to merge any changes to that file from now to modding support's release if any changes occur. I like the initiative!
Muffinslop 16 Feb @ 11:37pm 
I didn't believe you but this is legit hahaha
Nice mod!
Dorrian 13 Feb @ 7:04am 
need all the mods! <3
Ascyst  [author] 11 Feb @ 6:19pm 
did some testing (and maybe tried to force mod loading), mods are loaded as resources but aren't used to patch any game files, will just have to wait for devs to add full mod support. I imagine this mod will work right on release once they do.
ChrispyChicken13 11 Feb @ 3:36pm 
would very much like to know if/when this works, can possibly help test if needed. thanks