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GsValheimStatsClient

Client companion for the gs dashboard: posts your Valheim combat (weapon & boss damage, DPS, hardest hit), kills, crafts, materials, skills, trophies and per-life deaths. Multiplayer-aware. Pairs with the server-side gs emitter.

CHANGELOG

Changelog

0.2.12

  • Fixed accumulated weapon and boss combat (damage, kills, hardest hits) being shared between characters on the same install. The persisted combat file is now keyed per character, not just per world, so a new character or alt starts with a clean slate instead of inheriting the previous character's totals (which showed up as, e.g., a fresh viking holding boss-fight records for bosses felled before they existed).

0.2.11

  • The snapshot now reports the ongoing life's live kill count and active-play seconds (currentLifeKills, currentLifeSec, 0 while dead). This lets the dashboard rank a still-alive run against completed lives in real time, so a warrior on a hot streak can top the "legendary lives" board before they ever fall.

0.2.10

  • Fixed grossly inflated (and in other cases under-counted) "materials gathered" totals. Materials now come from Valheim's own cumulative, character-persistent pickup counter (PlayerProfile m_itemPickupStats), filtered to Material-type items, instead of a hook on Inventory.AddItem. The old hook fired on every inventory add, so hauling a resource between chests or recovering it from your tombstone re-counted the whole stack (silver was the worst offender), and it was session-only so anything gathered in a previous play session was lost.

0.2.9

  • Per-life stats (time alive, kills that life, longest life, best streak) now measure a life from the game's own cumulative counters (active play time + kills) instead of the per-session clock, and the start-of-life snapshot persists across logins. A life that spans multiple sessions is now counted correctly, and offline time is excluded. Previously these reset every launch, so a death only logged the final session's slice.

0.2.8

  • Boss-kill detection moved client-side: every kill emits a per-fight event (first blood, top damage, DPS, participants), so the boss-fight chronicle and repeat-kill history work. Fixed the headline boss-kill count.

0.2.7

  • Docs: plain-text README (removed em-dashes and emoji).

0.2.6

  • Docs: dropped em-dashes and emoji from the changelog and wiki for a plainer style.

0.2.5

0.2.4

  • Docs: refreshed README ingest examples (reporter, multiplayer combat-only entries, bossSelfDamage) and bundled this changelog.

0.2.2

  • Fire / poison / spirit damage-over-time is now credited to the player who applied it - works even when several players stack burns on one boss (each application is attributed at the moment of the hit).
  • Capture boss self / environmental damage (lava, the boss's own fire, falls) - damage a boss takes with no player attacker, reported per boss.

0.2.1

  • Emit-on-milestone: a new hardest hit or a kill flushes a post within ~15s instead of waiting the full interval, so big moments show up fast.

0.2.0

  • Multiplayer weapon attribution: whichever client owns a creature now records the damage every player deals to it, attributed to the real attacker and source-separated by reporter. Combat totals are exact across a group, no double-counting.

0.1.9

  • Removed debug logging.

0.1.8

  • Fixed hardest hit. Now hooks Character.RPC_Damage (where backstab/crit/armor are actually applied) instead of the Damage forwarder, so post-backstab numbers are captured correctly.

0.1.7

  • Boss DPS (active engagement timing), specific weapon items (Bronze Sword vs Iron Sword), trophies, and biggest total swing (cleave/AoE).

0.1.6

  • Weapon damage / kills / hardest hit, captured client-side.

0.1.x

  • Initial release: Valheim PlayerProfile counters, skills, per-creature kills, per-item crafts, materials gathered, and per-life death details (cause incl. felled-by-tree, biome, life length, kills before dying).