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imthenewguy

Posted

Ill work out a way to add support. Will need to be done via the plugin.

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jaybee3

Posted

16 hours ago, imthenewguy said:

Ill work out a way to add support. Will need to be done via the plugin.

Star! Thanks a lot. I've been doing some wondering.

Any chance we could see the following:

  • Increased Drop Rate - Higher chance of an EL item dropping
  • Increase Rarity - Higher chance that if one does drop, it drops at a higher tier or min/max value?

 

Have you considered having the possibility that an item set could roll from a selection of bonuses? Let's say there was a generic "Gathering set" and you had the following for the Set Piece Bonuses:

  • 2: 1 from pool
  • 4: 2 from pool
  • 6: 3 from pool

Where the pool was an array of selected bonuses:

  • Mining Yield, Instant Mining, Smelting, Miners Luck, Rock Cycle, Woodcutting Yield, Instant Woodcutting, Regrowth...etc

If you looted a "Gathering" Hoodie, it wouldn't necessarily have the same bonuses? The 2 set bonus on the first one might have mining yield, but the second hoodie's 2 set bonus might be rock cycle.

 

Sorry, long ass post, is there possibility to create our own sets? If it wanted to have a "jaybee3" set for instance, can I set the default bonus it would have associated with it anywhere or are the names hardcoded to their bonuses? Is best practice to modify and existing set?

"Enhancement information": {
      "jaybee3's": {
        "enabled": true,
        "item_blacklist": null,
        "item_whitelist": null,
        "tierInfo": {
          "s": {
            "chance_weight": 10,
            "min_value": 1.0,
            "max_value": 1.5
          },
          "a": {
            "chance_weight": 20,
            "min_value": 0.1,
            "max_value": 0.17
          },
          "b": {
            "chance_weight": 50,
            "min_value": 0.05,
            "max_value": 0.12
          },
          "c": {
            "chance_weight": 100,
            "min_value": 0.03,
            "max_value": 0.08
          }
        },
        "static_skins": {},
        "setInfo": {
          "2": {
            "setBonus": {
              "BonusMultiplier": {
                "modifier": 0.25,
                "perms": null
              }
            }
          },
          "4": {
            "setBonus": {
              "pvpcrit": {
                "modifier": 0.1,
                "perms": null
              },
              "bulletproof": {
                "modifier": 0.2,
                "perms": null
              },
              "BonusMultiplier": {
                "modifier": 0.35,
                "perms": null
              }
            }
          },
          "6": {
            "setBonus": {
              "pvpcrit": {
                "modifier": 0.2,
                "perms": null
              },
              "bulletproof": {
                "modifier": 0.3,
                "perms": null
              },
              "BonusMultiplier": {
                "modifier": 0.65,
                "perms": null
              },
              "reflexes": {
                "modifier": 0.05,
                "perms": null
              }
            }
          }
        }
      },

 

 

  • Like 1
imthenewguy

Posted

7 hours ago, jaybee3 said:

Star! Thanks a lot. I've been doing some wondering.

Any chance we could see the following:

  • Increased Drop Rate - Higher chance of an EL item dropping
  • Increase Rarity - Higher chance that if one does drop, it drops at a higher tier or min/max value?

 

Have you considered having the possibility that an item set could roll from a selection of bonuses? Let's say there was a generic "Gathering set" and you had the following for the Set Piece Bonuses:

  • 2: 1 from pool
  • 4: 2 from pool
  • 6: 3 from pool

Where the pool was an array of selected bonuses:

  • Mining Yield, Instant Mining, Smelting, Miners Luck, Rock Cycle, Woodcutting Yield, Instant Woodcutting, Regrowth...etc

If you looted a "Gathering" Hoodie, it wouldn't necessarily have the same bonuses? The 2 set bonus on the first one might have mining yield, but the second hoodie's 2 set bonus might be rock cycle.

 

Sorry, long ass post, is there possibility to create our own sets? If it wanted to have a "jaybee3" set for instance, can I set the default bonus it would have associated with it anywhere or are the names hardcoded to their bonuses? Is best practice to modify and existing set?

"Enhancement information": {
      "jaybee3's": {
        "enabled": true,
        "item_blacklist": null,
        "item_whitelist": null,
        "tierInfo": {
          "s": {
            "chance_weight": 10,
            "min_value": 1.0,
            "max_value": 1.5
          },
          "a": {
            "chance_weight": 20,
            "min_value": 0.1,
            "max_value": 0.17
          },
          "b": {
            "chance_weight": 50,
            "min_value": 0.05,
            "max_value": 0.12
          },
          "c": {
            "chance_weight": 100,
            "min_value": 0.03,
            "max_value": 0.08
          }
        },
        "static_skins": {},
        "setInfo": {
          "2": {
            "setBonus": {
              "BonusMultiplier": {
                "modifier": 0.25,
                "perms": null
              }
            }
          },
          "4": {
            "setBonus": {
              "pvpcrit": {
                "modifier": 0.1,
                "perms": null
              },
              "bulletproof": {
                "modifier": 0.2,
                "perms": null
              },
              "BonusMultiplier": {
                "modifier": 0.35,
                "perms": null
              }
            }
          },
          "6": {
            "setBonus": {
              "pvpcrit": {
                "modifier": 0.2,
                "perms": null
              },
              "bulletproof": {
                "modifier": 0.3,
                "perms": null
              },
              "BonusMultiplier": {
                "modifier": 0.65,
                "perms": null
              },
              "reflexes": {
                "modifier": 0.05,
                "perms": null
              }
            }
          }
        }
      },

 

 

Not sure if I would add a perk for that into the EpicLoot, but I may API it so it could add a SkillTree node that increases the chances.

Based on the structure of the plugin, your suggestion for random sets etc wouldn't be possible.

 

Can't create your own buffs unfortunately, although I may add this in a future update. It is hard coded with an enum as the key (Buff.Miners, Buff.Transporters etc). You can adjust the set bonuses and modifiers etc within each buff type though.

I do plan to change it so you could create your own set types, but it would involve a complete structural change to do so.

Heartless_Genocide

Posted

Will I have to scratch my config with the update? I have made quite a few adjustments I don't wanna just throw out

 

imthenewguy

Posted

8 hours ago, Heartless_Genocide said:

Will I have to scratch my config with the update? I have made quite a few adjustments I don't wanna just throw out

 

With updates in the near future, no. If I was to restructure the entire plugin, yes. It will be a huge undertaking and it won't be anytime soon though so you should be fine.

 

Heartless_Genocide

Posted

15 hours ago, imthenewguy said:

With updates in the near future, no. If I was to restructure the entire plugin, yes. It will be a huge undertaking and it won't be anytime soon though so you should be fine.

 

here it looks like it's overwritten stuff

(13:48:09) | [Epic Loot] Added new SetBonus to: Miners/4/Key: InstantMining - Value: 0.1

(13:48:09) | [Epic Loot] Added new SetBonus to: Miners/6/Key: InstantMining - Value: 0.2

(13:48:09) | Failed to call hook 'OnServerInitialized' on plugin 'EpicLoot v1.1.1' (KeyNotFoundException: The given key was not present in the dictionary.)

at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0

at Oxide.Plugins.EpicLoot.OnServerInitialized (System.Boolean initial) [0x0029e] in <6f4c4c25dc83422fb2c2589099301160>:0

at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0226f] in <6f4c4c25dc83422fb2c2589099301160>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <b6af59acae274e5a94fb209dfc179b8f>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0d3ec4223e1545f9b3666f4f73517a10>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0d3ec4223e1545f9b3666f4f73517a10>:0

(13:48:09) | Loaded plugin Epic Loot v1.1.1 by imthenewguy

captainslapaho

Posted

Do you know if this will plug and play with BetterNpc, or will I need to add the custom NPCs to the drop chance list?

imthenewguy

Posted

On 8/27/2022 at 4:02 AM, captainslapaho said:

Do you know if this will plug and play with BetterNpc, or will I need to add the custom NPCs to the drop chance list?

If they are using scientists as the base NPC then it should work fine I imagine.

Kaptain Krumbles

Posted

Hello ImTheNewGuy I absolutely love your work I have Professions, Deployable Nature, Skill Tree, Cooking, and Epic Loot all running on my server.  Is there any plans in the future for a more configurable version of Epic Loot. I run an RP/PVE server in which we have professions and it makes it very difficult for weaponsmiths to have their profession with it dropping so many weapons they are trying to make their money on (IE M249, M39, etc.).  If we could adjust the drop rate of items as well as what drops this would balance the gameplay much better. As of now all I can find is the chance of enhanced item drops and rarity, with no control of the items themselves. If this is already in how can I find it, if not can you please please put this in? Thank you in advance.

ChristopherS

Posted

58 minutes ago, Kaptain Krumbles said:

Hello ImTheNewGuy I absolutely love your work I have Professions, Deployable Nature, Skill Tree, Cooking, and Epic Loot all running on my server.  Is there any plans in the future for a more configurable version of Epic Loot. I run an RP/PVE server in which we have professions and it makes it very difficult for weaponsmiths to have their profession with it dropping so many weapons they are trying to make their money on (IE M249, M39, etc.).  If we could adjust the drop rate of items as well as what drops this would balance the gameplay much better. As of now all I can find is the chance of enhanced item drops and rarity, with no control of the items themselves. If this is already in how can I find it, if not can you please please put this in? Thank you in advance.

There are plugins out there that will allow you to change the drop rate of items. One of the most well known is called Alpha Loot. I do not personally use that, but I hear it makes it so you can alter the drop rate of every item from every source. 

If you use a plugin to change drop rates, epic loot will adjust too.

imthenewguy

Posted

The way the loot is handled is when a player opens a crate/corpse/barrel for the first time. If they are successful, the items is spawned into the crate and they can see it. If not, the container is added to a list of looted containers, so it can't be rolled again.

 

I will add permissions next release that players will require in order to obtain loot from these sources. This should allow you to give the permissions to your weaponsmith class, making them the only ones that can loot the items from containers.

I will also add a permission for the crafting proc, salvaging and enhancing.

  • Love 1
Heartless_Genocide

Posted (edited)

It really need to stop doing this [Epic Loot] Added new SetBonus to: Miners/4/Key: InstantMining - Value: 0.1

 

Also still getting this after full redo

Failed to call hook 'OnServerInitialized' on plugin 'EpicLoot v1.1.1' (KeyNotFoundException: The given key was not present in the dictionary.)

at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0

at Oxide.Plugins.EpicLoot.OnServerInitialized (System.Boolean initial) [0x0029e] in <ed4a3981964042d2aed5811ef41ccecf>:0

at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0226f] in <ed4a3981964042d2aed5811ef41ccecf>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <b6af59acae274e5a94fb209dfc179b8f>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0d3ec4223e1545f9b3666f4f73517a10>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0d3ec4223e1545f9b3666f4f73517a10>:0

 

 

 

 

 

*A RE RE REDO DID THE JOB*

 

Edited by Heartless_Genocide
imthenewguy

Posted

6 hours ago, Heartless_Genocide said:

It really need to stop doing this [Epic Loot] Added new SetBonus to: Miners/4/Key: InstantMining - Value: 0.1

 

Also still getting this after full redo

Failed to call hook 'OnServerInitialized' on plugin 'EpicLoot v1.1.1' (KeyNotFoundException: The given key was not present in the dictionary.)

at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0

at Oxide.Plugins.EpicLoot.OnServerInitialized (System.Boolean initial) [0x0029e] in <ed4a3981964042d2aed5811ef41ccecf>:0

at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0226f] in <ed4a3981964042d2aed5811ef41ccecf>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <b6af59acae274e5a94fb209dfc179b8f>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0d3ec4223e1545f9b3666f4f73517a10>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0d3ec4223e1545f9b3666f4f73517a10>:0

 

 

 

 

 

*A RE RE REDO DID THE JOB*

 

Set these values to false.

"Automatically add missing sets from the default sets?"

"Automatically add missing set bonuses from the default sets?"

 

captainslapaho

Posted (edited)

Disregard, wrong plugin

Edited by captainslapaho
TheWadeShow

Posted

Is it possible to have EpicLoot items drop from the chests/lockers/etc in Raidable Bases? Not sure how to add EpicLoot to those Loot Tables if it is possible.

 

imthenewguy

Posted

4 hours ago, TheWadeShow said:

Is it possible to have EpicLoot items drop from the chests/lockers/etc in Raidable Bases? Not sure how to add EpicLoot to those Loot Tables if it is possible.

 

Have reached out to Nivex to see if there is any API I can use to load items in.

If not, you will need to write the items into the config manually. That would be damn tedious though.

  • Like 1
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TheWadeShow

Posted

On 9/4/2022 at 8:11 PM, imthenewguy said:

Have reached out to Nivex to see if there is any API I can use to load items in.

If not, you will need to write the items into the config manually. That would be damn tedious though.

Nivex ever get back to you?

imthenewguy

Posted

Just now, TheWadeShow said:

Nivex ever get back to you?

Yeah he did. I have added a few things for the next release.

  • Like 1
ChristopherS

Posted (edited)

Yesterday I updated a lot of my plugins including this, but since I've done that we're not able to craft any tier items even if I set the chance to 100%. 

Does anyone know how I can narrow down what could be causing this? I can generate tier items with the commands just fine, and all items that were already made work okay, it's purely just self crafted items that aren't generating. 

Thanks,
Christopher.

EDIT: How strange, I rolled back to the last version I used of this plugin (1.1.0) and it works fine. Only the latest one has this issue for me ;(
EDIT2: @imthenewguyCan you think of any reason I wouldn't be able to craft tier things after installing the latest version. I've even tried deleting my original config to generate a new one. 

Edited by ChristopherS
imthenewguy

Posted

9 hours ago, ChristopherS said:

Yesterday I updated a lot of my plugins including this, but since I've done that we're not able to craft any tier items even if I set the chance to 100%. 

Does anyone know how I can narrow down what could be causing this? I can generate tier items with the commands just fine, and all items that were already made work okay, it's purely just self crafted items that aren't generating. 

Thanks,
Christopher.

EDIT: How strange, I rolled back to the last version I used of this plugin (1.1.0) and it works fine. Only the latest one has this issue for me ;(
EDIT2: @imthenewguyCan you think of any reason I wouldn't be able to craft tier things after installing the latest version. I've even tried deleting my original config to generate a new one. 

I added permission requirements for it. Forgot to update the main page but they were in the patch notes.

Have updated the permission section with the relevant perm 🙂

  • Love 1
ChristopherS

Posted

Just now, imthenewguy said:

I added permission requirements for it. Forgot to update the main page but they were in the patch notes.

Have updated the permission section with the relevant perm 🙂

You know what, perms never even crossed my mind. Thank you mate, I'll get this done tomorrow and edit this post to let you know how it goes.
Christopher.

  • Love 1
Kaptain Krumbles

Posted

I am loving this plugin and am using it as my base for getting max farm on my server. I have zlevels as well but it caps out at 2X making having enhanced gear a must.  Is there any way you can put in a leveling system for the equipment enhancing giving a greater chance at higher levels to produce better tiers.  That would be love. I don't want to alter the % of chance by itself that would make it far to easy to obtain but having players grind out the levels for it would make it balanced..

imthenewguy

Posted

Unfortunately this isn't a plugin I would add a leveling system to and the way the weighted drop chances work would prove difficult to manipulate 😞

  • Like 1
Kaptain Krumbles

Posted

8 hours ago, imthenewguy said:

Unfortunately this isn't a plugin I would add a leveling system to and the way the weighted drop chances work would prove difficult to manipulate 😞

fair enough 🙂

jaybee3

Posted

Ran into a slight issue today.

One of our players salvaged an item they had enhanced and it gave back "Blood" not the usual "SV Comps" as we've called them. Both items were Operators C rank (Hoodie and some pants)

 

Config:

  "Scrapper settings": {
    "Enable scrapping of equipment for a special currency that can be used to enhanced weapons?": true,
    "Name of the scrapper currency": "SV comps",
    "Shortname of the item the currency will be based off of": "blood",
    "Currency skin": 2834920066,
    "Currency received for scrapping items based on tier": {
      "s": 10,
      "a": 5,
      "b": 2,
      "c": 1
    },

 

Screenshot:

 

image.thumb.png.0f912d6544477bdda143bf1c58b7633c.png

  • Like 1

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