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8o8 Designs

Posted

Wow! This looks amazing. Fantastic work 👏

  • Love 1
Wolf

Posted

Hello, I really liked the plugin, but there is a problem! After the server is restarted, buffs from items disappear. Can this be fixed?

imthenewguy

Posted

1 hour ago, Wolf said:

Hello, I really liked the plugin, but there is a problem! After the server is restarted, buffs from items disappear. Can this be fixed?

Hmm they shouldn't. They are based on the name of the items. Is the name still showing as <item type> <item name> [<tier> <value>]?

Ie Miners rock [s 0.03]

Wolf

Posted

18 hours ago, imthenewguy said:

Hmm they shouldn't. They are based on the name of the items. Is the name still showing as <item type> <item name> [<tier> <value>]?

Ie Miners rock [s 0.03]

No after restart they are displayed as normal items

imthenewguy

Posted

5 minutes ago, Wolf said:

No after restart they are displayed as normal items

upload a screenshot of before/after for me

Wolf

Posted

On 6/19/2022 at 11:47 PM, imthenewguy said:

upload a screenshot of before/after for me

 

On 6/19/2022 at 11:47 PM, imthenewguy said:

upload a screenshot of before/after for me

 

On 6/19/2022 at 11:47 PM, imthenewguy said:

upload a screenshot of before/after for me

Everything is working now, sorry for the trouble)

imthenewguy

Posted

3 hours ago, Wolf said:

 

 

Everything is working now, sorry for the trouble)

Great to hear. What was the issue if you don't mind me asking?

 

Wolf

Posted

19 hours ago, imthenewguy said:

Great to hear. What was the issue if you don't mind me asking?

 

I still didn't understand what was the problem.

Au

Posted

您好作者,他是否支持防御的自定义加成,例如防御加成百分比,头盔,盔甲等。

Au

Posted

Hello author, does he support custom bonuses for defense, such as defense bonus percentage, helmet, armor, etc.

Muktuk

Posted

Hey man, I'm really enjoying this plugin, great work. Apologies for the wall of text!

- Some combos that are less than useful can be generated with the default settings. I was finding a "Builder's Rocket Launcher" and an "Animal Tamer's Snowball" which are pretty funny, but you can't practically use them. There's loads of junk items in Rust, so instead of blacklisting all the miscellaneous crap would it be easier to just whitelist the applicable items? I've done this in my config, but thought it may be an easier approach and make things work a little better out of the box. 

- From the video it sounds like skin allocation is random from the lists in the config. Apologies if I missed it, but is there a way to specify which skin each sets use? For example if I want Hunters to use a certain set, is that currently do-able?

- I want to check I understand this field correctly:
"Should we use the default item loot table for the below containers?": true,
How it seems to work is that it won't add an epic version of an item to a container unless that item could normally be found in it. So if M249s don't normally spawn in that crate nobody is going to find an Elemental M249 in there, right? 

- Do you have any plans to develop the crafting aspect more? I'd be interested in a progression system and it'd be cool if the tier of workbench you used when crafting influenced the chances but I'd like to suggest a "meta" gearset - one that provides an extra chance to make Epic Loot, or even specific sets of Epic Loot. Artisan set perhaps?

- I see this message in console irregularly, have I buggered something up with my meddling?

(12:10:53) | Failed to call hook 'CanLootEntity' on plugin 'EpicLoot v1.0.1' (ArgumentNullException: Value cannot be null.

Parameter name: key)

at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <fb001e01371b4adca20013e0ac763896>:0

at System.Collections.Generic.Dictionary`2[TKey,TValue].ContainsKey (TKey key) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0

at Oxide.Plugins.EpicLoot.GenerateRandomItem (System.String type, System.Collections.Generic.List`1[T] item_shortnames, System.String tier) [0x003b5] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.EpicLoot.CanLootEntity (BasePlayer player, LootContainer container) [0x000a7] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0126a] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0

- How do I get other devs to generate Epic Loot in their plugins? I want to put this everywhere, it's such a great reward for players.

Thanks for the plugin!

imthenewguy

Posted

4 hours ago, Au said:

Hello author, does he support custom bonuses for defense, such as defense bonus percentage, helmet, armor, etc.

DOes not support defenses, only perks.

 

1 hour ago, Muktuk said:

Hey man, I'm really enjoying this plugin, great work. Apologies for the wall of text!

- Some combos that are less than useful can be generated with the default settings. I was finding a "Builder's Rocket Launcher" and an "Animal Tamer's Snowball" which are pretty funny, but you can't practically use them. There's loads of junk items in Rust, so instead of blacklisting all the miscellaneous crap would it be easier to just whitelist the applicable items? I've done this in my config, but thought it may be an easier approach and make things work a little better out of the box. 

- From the video it sounds like skin allocation is random from the lists in the config. Apologies if I missed it, but is there a way to specify which skin each sets use? For example if I want Hunters to use a certain set, is that currently do-able?

- I want to check I understand this field correctly:
"Should we use the default item loot table for the below containers?": true,
How it seems to work is that it won't add an epic version of an item to a container unless that item could normally be found in it. So if M249s don't normally spawn in that crate nobody is going to find an Elemental M249 in there, right? 

- Do you have any plans to develop the crafting aspect more? I'd be interested in a progression system and it'd be cool if the tier of workbench you used when crafting influenced the chances but I'd like to suggest a "meta" gearset - one that provides an extra chance to make Epic Loot, or even specific sets of Epic Loot. Artisan set perhaps?

- I see this message in console irregularly, have I buggered something up with my meddling?

(12:10:53) | Failed to call hook 'CanLootEntity' on plugin 'EpicLoot v1.0.1' (ArgumentNullException: Value cannot be null.

Parameter name: key)

at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <fb001e01371b4adca20013e0ac763896>:0

at System.Collections.Generic.Dictionary`2[TKey,TValue].ContainsKey (TKey key) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0

at Oxide.Plugins.EpicLoot.GenerateRandomItem (System.String type, System.Collections.Generic.List`1[T] item_shortnames, System.String tier) [0x003b5] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.EpicLoot.CanLootEntity (BasePlayer player, LootContainer container) [0x000a7] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0126a] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0

- How do I get other devs to generate Epic Loot in their plugins? I want to put this everywhere, it's such a great reward for players.

Thanks for the plugin!

Will add a config option allowing you to specify skins for specific items.

The useless combos were intentional (a lot of games do this). You will need to use the whitelist of the blacklist if you don't want that to be the case.

The explanation for Should we use the default item loot table for the below containers? is correct.

The artisan idea is interesting. I am looking at potentially integrating it with a revamped professions plugin I am planning though, so we will see what becomes of it.

  • Like 1
imthenewguy

Posted (edited)

1 hour ago, Muktuk said:

- I see this message in console irregularly, have I buggered something up with my meddling?

(12:10:53) | Failed to call hook 'CanLootEntity' on plugin 'EpicLoot v1.0.1' (ArgumentNullException: Value cannot be null.

Parameter name: key)

at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <fb001e01371b4adca20013e0ac763896>:0

at System.Collections.Generic.Dictionary`2[TKey,TValue].ContainsKey (TKey key) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0

at Oxide.Plugins.EpicLoot.GenerateRandomItem (System.String type, System.Collections.Generic.List`1[T] item_shortnames, System.String tier) [0x003b5] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.EpicLoot.CanLootEntity (BasePlayer player, LootContainer container) [0x000a7] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0126a] in <7122914232ad40dab7fd775c16d2bca1>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <46ff2b534abb4b35952608167523b7ec>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <46ff2b534abb4b35952608167523b7ec>:0

- How do I get other devs to generate Epic Loot in their plugins? I want to put this everywhere, it's such a great reward for players.

Thanks for the plugin!

The error may be caused by trying to access an invalid container type.

These are the valid crates that are included by default:

                    ["crate_normal_2"] = 1f,
                    ["crate_normal"] = 3f,
                    ["crate_elite"] = 15f,
                    ["crate_underwater_basic"] = 6f,
                    ["crate_underwater_advanced"] = 12f,
                    ["heli_crate"] = 10f,
                    ["bradley_crate"] = 10f,
                    ["codelockedhackablecrate"] = 10f,
                    ["codelockedhackablecrate_oilrig"] = 10f,
                    ["crate_tools"] = 1.5f

 

Other devs can use the HookMethod:

public void GenerateItem(BasePlayer player, string type = null, List<string> item_shortname = null, string tier = null, bool msg = false)

Type = the buff type.

List<string> item_shortname is a list of shortnames that we randomly pick from. Only add 1 shortname if you want a guarantee for that item to be picked. Tier is the letter of the tier (s/a/b/c). Msg is the message a player will receive.

Msg returns  a message in the following format "You received: {0}. \n- Tier: {1}. \n- Value: {2}"

Alternatively they can call it via a console command:

"genitem <target ID/name> <optional: item shortname> <optional: enhancement type> <optional: tier>"

Edited by imthenewguy
Au

Posted

Hello author, I have purchased it, I found it is very similar to the skill tree, will it conflict with the skill tree?

Neighigh

Posted

Really awesome implementation @imthenewguy! Right now it looks like the names of each enhancement are driving the buff type? Any chance we can do something similar to what you did with Cooking 'Buff Types' and assigning enhancements with digits in the config? Thinking we could use that to make new sets with our choice of buff or change the names of existing ones.

imthenewguy

Posted

5 hours ago, Neighigh said:

Really awesome implementation @imthenewguy! Right now it looks like the names of each enhancement are driving the buff type? Any chance we can do something similar to what you did with Cooking 'Buff Types' and assigning enhancements with digits in the config? Thinking we could use that to make new sets with our choice of buff or change the names of existing ones.

At this point the only thing you can do is set the benefits for wearing x amount of a certain item, and add whatever set bonuses you want to those benefits. May be something I could look at in the future though.

  • Love 1
imthenewguy

Posted

16 hours ago, Au said:

Hello author, I have purchased it, I found it is very similar to the skill tree, will it conflict with the skill tree?

They won't conflict, but you may want to lower the buff modifiers in EpicLoot for Builders, Assemblers and Fabricators buffs due to the nature of the buffs. I had players able to make a profile by crafting/recycling items because the combined values from SkillTree and EpicLoot made them proc way too often.

Somescrub

Posted

Awesome plugin - I was able to retire the gatheringclothes plugin and use this exclusively.

I heavily modified Enchanting to provide craftable defensive enhanced attire, but I could see this potentially replacing that. Only problem I have right now is that Enchanting will overwrite an EpicLoot item. Any way you could add an enhancement for melee/projectile damage reduction to EpicLoot?

imthenewguy

Posted

11 hours ago, Somescrub said:

Awesome plugin - I was able to retire the gatheringclothes plugin and use this exclusively.

I heavily modified Enchanting to provide craftable defensive enhanced attire, but I could see this potentially replacing that. Only problem I have right now is that Enchanting will overwrite an EpicLoot item. Any way you could add an enhancement for melee/projectile damage reduction to EpicLoot?

Have added a new set for melee damage,  a new set for melee defense, and a new set bonus for bullet damage reduction.

Will be in next patch.

Somescrub

Posted

21 minutes ago, imthenewguy said:

Have added a new set for melee damage,  a new set for melee defense, and a new set bonus for bullet damage reduction.

Will be in next patch.

You are the man!

Leonard Hagedorn

Posted

On 6/21/2022 at 4:10 PM, Wolf said:

I still didn't understand what was the problem.

That sucks, I have the same/similar problem. I get the proper name and skins, but the item doesn't tell anyone on my server what it does.

Leonard Hagedorn

Posted

Never mind, problem existed between user and plugin hahaha

Muktuk

Posted

Have I missed something or is there a way to disable the player messages about refunds etc? It's handy knowing when you've got it but on a crafting spree chat gets completely clogged. 

 

unknown.png

imthenewguy

Posted

16 hours ago, Muktuk said:

Have I missed something or is there a way to disable the player messages about refunds etc? It's handy knowing when you've got it but on a crafting spree chat gets completely clogged. 

 

unknown.png

There isnt but Ill add a player setting like I did for skill tree.

Wolf

Posted

On 6/21/2022 at 3:34 AM, imthenewguy said:

Great to hear. What was the issue if you don't mind me asking?

 

I understood the reason for the disappearance of the identifier. Apparently there is a conflict with the RestoreUponDeath plugin. After respawning, things return to normal.

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