Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Equipment Fabricator + More Colors
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Type: Other
Tags: Addon
File Size
Posted
Updated
25.459 KB
23 Oct @ 1:15am
29 Oct @ 11:19am
3 Change Notes ( view )

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Equipment Fabricator + More Colors

Description
A simple tool for making equipment with whatever modifiers you want.

Remember to BACK UP your profile.

- Press F10 to open it
- Select the item level (remember that item level sets which equipment tier is available, the stat requirement, and scale of modifiers)
- Select the quality
- Select the number of modifiers (I haven't tried anything more than 10, but I imagine UI issues may start occurring if you add a ton)
- Select the equipment (no hover tooltip for now, so you have to know the equipment by icon)
- Select the modifiers in the two lists
- Remove modifiers by clicking on the entries in the "Current" list
- Select the colors available for the piece of equipment
- Click the "Gimme" button. It will be added to your inventory.
- The extra colors can only be added via the fabricator.

That's all you need to know to start playing around with it.

- 2025-10-29:
- Fix/change that allows you to have proper rare < item level 10
- UI fix that updates the modifier display when changing the number of mods

- 2025-10-28:
- Can now select colors, including the old HoH1 colors
- Can now select multiple of the same modifier
- Now shows a preview of the item as you are making it
- The maximum number of mods you can add is now 255 (I don't know if there's a net limit on these, so I capped it); I doubt anyone really needs even this many
- Changed things to use mostly a language resource; still have to do some parts and make alternate language versions for the couple dozens text entries I had to add

More detail for those that want to know more:

Regarding Modifiers:
They are separated into the first list, those which have in use icons, and the second list which is text descriptions. Both add the to the same total that is compared against the limit you selected.

There are some modifiers that say "Mainhand Only", "Offhand Only", and "Two Handed Only". First off, I don't know and haven't tested if putting a modifier intended for a weapon slot on a piece of armor will have the effect at all. Secondly, I recommend that if you are selecting these modifiers for weapons, shields, tomes, etc, that you choose the appropriate one: If it's a shield, use offhand, if it's a two handed axe, use two handed, etc.

Additionally, I don't know if there are any mods that add modifiers, but they may or may not work. If they have a description field in their entry, they should. If they use an icon, and generate based on the type of modifier and what not, they likely would just show as a blank line in the text modifier list. It should still add it by clicking on that blank line, you just wouldn't know what it is until you generate.

The icons for physical, elemental, and poison all add that damage to your multipliers. The text modifiers that have a flat number with the element damage, like "+[5-10] Ice Damage " modifiers are the ones that add it to the weapon damage. Beyond that, trial and error will teach you more than I can write here. For instance, depending on which modifiers you select first, you can still achieve getting something like crit chance 9.7% by making your first choice a modifier you don't want, generating the weapon, and then enchanting it.



Existing file modified:
- tweak/items/modifiers_equipment_rare.sval

This fixes what I think is a bug in the base game in that there is a duplicate id entry for mod_hit_mana_mainhand, and one of them clearly should be mod_hit_mana_twohanded to match all the others of these sorts of modifiers. If another mod modifies this file to change the default equipment modifiers it would create a conflict. Mods that add new modifiers really shouldn't be touching this file and should be doing it in a new, mod-specific file.

I don't know enough about modding Hammerwatch (I just started) to know definitively if this would impact any existing equipment that is two handed that has mod_hit_mana_mainhand already on it.



Note about the future:
I don't play games much anymore, but sometimes I have a burst in activity, which is what I currently am doing with HoH2. If this mod becomes defunct, anyone can feel free to fix anything needed and re-release (although it most likely would be just updating the file mentioned above unless they really change how equipment works).

I tried to add equipment preview of the colors, but haven't looked too much into it, and the more knowledgeable people on discord seem to think it may not be possible.

Thanks to Thyraxx.void for their useful information on the color preview plausibility and Muffinslop for a number of tips in the comments and for trainer being a template for how to do the interface for this.

Disclaimer: I just started looking at modding HoH2 and never looked at any of the previous games. I've just enjoyed the mods of others. I've only just started deciphering this sometime this month, haven't really communicated with anyone in the know on it, and haven't done extensive testing (this is a game not work for me, so I don't really want to do all that). I don't think there should be any issues, but please BACK UP your profile.



Hope you enjoy
13 Comments
puma  [author] 24 minutes ago 
Minor fixes thanks to Muffinslop's QC findings
puma  [author] 17 hours ago 
Thanks
Muffinslop 17 hours ago 
wow major gui upgrades looks really nice
puma  [author] 19 hours ago 
New version is up. Let me know if you encounter problems. I tried many ways and rewrote heavily to get colors working with selectors and sliders before nuking my modifications and going with lists (which honestly seems like a better UI experience).

2025-10-28:
- Can now select colors, including the old HoH1 colors
- Can now select multiple of the same modifier
- Now shows a preview of the item as you are making it
- The maximum number of mods you can add is now 255 (I don't know if there's a net limit on these, so I capped it); I doubt anyone really needs even this many
- Changed things to use mostly a language resource; still have to do some parts and make alternate language versions for the couple dozens text entries I had to add
puma  [author] 27 Oct @ 4:36pm 
Thanks, I could have sworn I had seen a higher stat on a different piece with the same ilvl and quality, but I checked again today and cannot find any like that.

I have the colors selection added (including the old HoH1 colors, so much more choices), but the entry-selectors don't seem to like having their values changed each time you change equipment so I'll probably have to clone them in with each change instead. I also have some UI issues with them where the right arrow shows you hover over it, but does nothing, same happens with or without selector-offset-x. Clicking on the name works to move it forward, and the back arrow works. All in all, the entry-selector doesn't seem to like how I have it, so I might try something else.

Beyond that, I have a couple other things I want to address before I release the next update.
Muffinslop 26 Oct @ 12:45pm 
it will always give you the lowest range if its a ilvl 1 equipment. The intensity scales with ilvl, and the range is ilvl1-9
puma  [author] 26 Oct @ 9:23am 
I'm just about done with the text description generation and I found that it only seems to add the modifiers with the lowest value in the range. So for instance, if you add fire damage on a weapon, the base range is 5-10 (at item level 1), but it will only ever give you 5.

I thought this seemed like the case before, but now I know it is. I'll investigate why as I proceed to a new update. I know there's an intensity variable used on all modifiers that I haven't seen how it's set yet, which would be the prime suspect.

Just giving a heads up to anyone using the mod.
puma  [author] 26 Oct @ 2:10am 
I'm part way through that as of yesterday morning now and am about to resume. I'm working on making a more generic description generator right now and doing some relatively useless code stuff that I just felt like doing for fun.

Getting the tooltip to show wasn't bad. Similar to how I generate the giveItem, I just made that happen when selecting equipment or changing modifiers. It then uses: Item::BuildItemTooltip to make one, I then manually render that with the overridden Draw() off to the left. The only issue with that is that if you keep adding modifiers, the tooltip overflows off the screen in the y direction of course. Since it's not a widget, I cannot do layout and use a scrollbar. I doubt I'm going to bother resolving that, at least in that way. I may eventually make a widget version of the scalableblocks rendering for the tooltip (there may even be examples -- I haven't look yet).
Muffinslop 26 Oct @ 1:55am 
something like this :)
https://imgur.com/a/b9Bt6HL
Muffinslop 26 Oct @ 1:51am 
I have some ideas on how you can implement a working tooltip. If you inserted the modifiers into m_selectedEquipment instead of m_selectedModifiers then you could build a item tooltip. I think having the equipment and modifiers displayed before making the item is essential :wololo: