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MelodyZE

Posted

hello, will this Conflict with XPerience in any way?

also, is this plugin able to do a command, say i want a GUIShop to sell a certain item with a certain buff?

example: Skinned Sword: damage boost

i was hoping this was possible before purchasing.

does this also have support like also example i put in GUI shop where it requires a certain skinned item, and the command would be to add a certain buff?

imthenewguy

Posted

There is a console command for the plugin that allows for items to be generated for a player. You can use arguments to specify the item type, buff type and tier that the item will be.

genitem <steam ID> <item shortname> <buff type> <tier>

Example: genitem 76561197988695317 pants Miners s
Would generate a set of pants with the miners buff and a modified that falls within the s tier, and gives it to the player with 76561197988695317.

 

As long as GUIShop supports console commands that require player steam IDs, and arguments, it should work ok.

  • Like 1
MelodyZE

Posted

5 hours ago, imthenewguy said:

There is a console command for the plugin that allows for items to be generated for a player. You can use arguments to specify the item type, buff type and tier that the item will be.

genitem <steam ID> <item shortname> <buff type> <tier>

Example: genitem 76561197988695317 pants Miners s
Would generate a set of pants with the miners buff and a modified that falls within the s tier, and gives it to the player with 76561197988695317.

 

As long as GUIShop supports console commands that require player steam IDs, and arguments, it should work ok.

OH!!! AMAZING! ok, let me check to see if GUIShop can support that, its able to spawn in entities and cars and helis and call in the heli and chinook and stuff but im not sure if it can do like grant commands or things from console
it uses augments like $Player.ID and stufs
i want to 100% use this as a replacement for QualityCrafting since this is more reliable seeming and more of the RPG style i am looking for.

i can create my own custom items right? 🙂
am i able to hide players from getting "epic scrap" and any drops from random crates yea?
and hide from players from being able to use the GUI menu so they have to go to the NPC to buy my Premade thingies from GUIShop

MelodyZE

Posted

21 hours ago, imthenewguy said:

There is a console command for the plugin that allows for items to be generated for a player. You can use arguments to specify the item type, buff type and tier that the item will be.

genitem <steam ID> <item shortname> <buff type> <tier>

Example: genitem 76561197988695317 pants Miners s
Would generate a set of pants with the miners buff and a modified that falls within the s tier, and gives it to the player with 76561197988695317.

 

As long as GUIShop supports console commands that require player steam IDs, and arguments, it should work ok.


i just bought it, and i thought we could actually make our own set like with our chosen stats

like a sword with my chosen skin type + attack boost to npc + attack boost to players + speed walk

like be able to generate a static item per say through a set / command

i just realized it was all random once i spent about 1 hour trying to figure all this out

imthenewguy

Posted

17 hours ago, MelodyZE said:

OH!!! AMAZING! ok, let me check to see if GUIShop can support that, its able to spawn in entities and cars and helis and call in the heli and chinook and stuff but im not sure if it can do like grant commands or things from console
it uses augments like $Player.ID and stufs
i want to 100% use this as a replacement for QualityCrafting since this is more reliable seeming and more of the RPG style i am looking for.

i can create my own custom items right? 🙂
am i able to hide players from getting "epic scrap" and any drops from random crates yea?
and hide from players from being able to use the GUI menu so they have to go to the NPC to buy my Premade thingies from GUIShop

The plugin has 24 base set types (miners, transporters etc).

It also has 28 set bonuses.

 

Items are assigned with 1 buff, which prefixes the item. That buff then has access to set bonuses, which are unlocked as the player equips more of the same piece. IE 1 Miners item gives no set bonus, 2 Miners items gives a setbonus, 4 miners items give more set bonuses etc.

You can customize the set bonuses to your liking and add/remove/change them as you please.

The buff values can be changed to your liking.

You can not add multiple buffs to an item, only setbonuses. IE you cannot have Miners and Crafters on the same piece, but you can have Miners give the Lead and Smasher perks if the player was to equip more than 1 piece.

imthenewguy

Posted

Just now, imthenewguy said:

The plugin has 24 base set types (miners, transporters etc).

It also has 28 set bonuses.

 

Items are assigned with 1 buff, which prefixes the item. That buff then has access to set bonuses, which are unlocked as the player equips more of the same piece. IE 1 Miners item gives no set bonus, 2 Miners items gives a setbonus, 4 miners items give more set bonuses etc.

You can customize the set bonuses to your liking and add/remove/change them as you please.

The buff values can be changed to your liking.

You can not add multiple buffs to an item, only setbonuses. IE you cannot have Miners and Crafters on the same piece, but you can have Miners give the Lead and Smasher perks if the player was to equip more than 1 piece.

HMU on discord if you would like to discuss it further.

JeffG

Posted

it would be awesome to have a way to genitem a item with a certain skin id...example would be an opperators mask the skin i wanted to spawn on command!! love it great stuff thanks in advance!

Merowech

Posted

First of all....GREAT PLUGIN. Perfect for my PVE/RPG Server

One little Improvement:

Is it possible to genitem with a special Skin ?

Well.....it looks sometimes weird if a Farmer Skin Item has Smelting Bonus 😂

I want to add Epic Items to Shop and Crafting....no Problem just sell the command /genitem.......but then it will have a random Skin.

And if Players want to have a complete Set Bonus they have a wild mix of Skins..

Workaround is to sell or craft KITs where i can define the skin by myself. But then my Kits Menü becomes hugh 🙃


Or did i miss something ? already possible ?

Greetings Mero

 

Laminin

Posted

The following gets spammed in console and lags the server when someone's using medic's set in a team:
 

Failed to call hook 'OnPlayerHealthChange' on plugin 'EpicLoot v1.1.3' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.EpicLoot.OnPlayerHealthChange (BasePlayer player, System.Single oldValue, System.Single newValue) [0x000df] in <4a3562c584134af88f771b7cf3e843e7>:0 
  at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02ad0] in <4a3562c584134af88f771b7cf3e843e7>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 

 

imthenewguy

Posted

3 hours ago, Laminin said:

The following gets spammed in console and lags the server when someone's using medic's set in a team:
 

Failed to call hook 'OnPlayerHealthChange' on plugin 'EpicLoot v1.1.3' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.EpicLoot.OnPlayerHealthChange (BasePlayer player, System.Single oldValue, System.Single newValue) [0x000df] in <4a3562c584134af88f771b7cf3e843e7>:0 
  at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02ad0] in <4a3562c584134af88f771b7cf3e843e7>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 

 

Known error at the moment. Trying to figure out what is causing it.

Laminin

Posted

Ah okay, I'm pretty sure it's when the medic's set user heals themselves with bandage/syringe and it tries to apply the heal to other team mates around them. As using the set/healing while solo in medics set doesn't create the error.  Not sure if that helps but it's what I've figured out so far.

Thanks for this plugin, once it's fully configured players really love min/maxing this stuff.

Laminin

Posted (edited)

Just future feature suggestions for your consideration:

  • The ability to mix and match base set stats, I believe this was suggested before and you mentioned it'd require a plugin rewrite. If possible maybe just add each base stat as it's own set bonus? Not sure if possible.
  • Increased HP set bonus, again not sure if possible
  • Increased XP for skill tree set bonus would be nice
  • Increased explosive damage set bonus for raidable bases
  • Scavenger's Luck, much like miner/woodcutter/fishing but on loot/barrel kill
  • Small Bug with raidable bases happens when it tries to add epicloot items into boxes, sometimes it'll spawn some of them, other times it errors immediately and doesn't spawn any for that base.
Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.EpicLoot+<OnRaidableBaseStarted>c__AnonStorey14.<>m__0 () [0x000fb] in <7ac54d2a7f2249cf9272057aa63e4a02>:0 
  at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0

 

Edited by Laminin
imthenewguy

Posted

On 1/29/2023 at 1:19 AM, Laminin said:

Just future feature suggestions for your consideration:

  • The ability to mix and match base set stats, I believe this was suggested before and you mentioned it'd require a plugin rewrite. If possible maybe just add each base stat as it's own set bonus? Not sure if possible.
  • Increased HP set bonus, again not sure if possible
  • Increased XP for skill tree set bonus would be nice
  • Increased explosive damage set bonus for raidable bases
  • Scavenger's Luck, much like miner/woodcutter/fishing but on loot/barrel kill
  • Small Bug with raidable bases happens when it tries to add epicloot items into boxes, sometimes it'll spawn some of them, other times it errors immediately and doesn't spawn any for that base.
Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.EpicLoot+<OnRaidableBaseStarted>c__AnonStorey14.<>m__0 () [0x000fb] in <7ac54d2a7f2249cf9272057aa63e4a02>:0 
  at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0

 

Hey thanks for the feedback. I have been away since last Wednesday (still away) and I dont have access to my files at the moment but I will respond the best I can.

  • Im not sure I will do a rewrite to allow adding multiple base stats as the way this functions at the moment is as intended.
  • The only way to exceed the maximum hp in rust is to modify the same stuff that the max health teas do. This adds a lot of conflicts for other plugins and the teas themselves which can be a bit of a minefield to cover. Not ruling it out; would need to write it in a way that handles all bases. If I do, it would probably be used in my other plugins as well.
  • Adding a bonus to increase the xp for skill tree could be easily achieved by adding permissions in the config of skill tree with the desired modifiers (+0.05x, +0.1x etc) and attaching a permission name to it. You can then add the permission as a bonus to the set when the item is equipped.
  • I will look into explosion damage increase for raidable bases.
  • I will look into a luck based system for barrel smashing.
  • I will look into the NRE.

 

Therily

Posted

Hey! Running the latest version of the plugin, but when doing the /givescrappercurrency chat command gives below error message in console. Console command works fine. 

Failed to call hook 'GiveScrapperCurrency' on plugin 'EpicLoot v1.1.4' (FormatException: Input string was not in a correct format.)
at System.Number.StringToNumber (System.String str, System.Globalization.NumberStyles options, System.Number+NumberBuffer& number, System.Globalization.NumberFormatInfo info, System.Boolean parseDecimal) [0x00057] in <fb001e01371b4adca20013e0ac763896>:0
at System.Number.ParseInt32 (System.String s, System.Globalization.NumberStyles style, System.Globalization.NumberFormatInfo info) [0x00013] in <fb001e01371b4adca20013e0ac763896>:0
at System.Int32.Parse (System.String s, System.IFormatProvider provider) [0x00008] in <fb001e01371b4adca20013e0ac763896>:0
at System.Convert.ToInt32 (System.String value) [0x0000b] in <fb001e01371b4adca20013e0ac763896>:0
at Oxide.Plugins.EpicLoot.GiveScrapperCurrency (BasePlayer player, System.String command, System.String[] args) [0x00025] in <d37cf2d0e1b6427d85cf6cb82c38cd9e>:0
at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00df2] in <d37cf2d0e1b6427d85cf6cb82c38cd9e>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0

 

jaybee3

Posted

When using the Enhance (angle grinder) function our players are seeing the following. Looks like there's some language not being converted?

image.png.61d21ff24f91910419a7d3978aa8df88.png

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imthenewguy

Posted

Ill suss it out

imthenewguy

Posted

8 hours ago, jaybee3 said:

When using the Enhance (angle grinder) function our players are seeing the following. Looks like there's some language not being converted?

image.png.61d21ff24f91910419a7d3978aa8df88.png

Wilol be added to next release.


In the mean time you can manually add it to the lang file.

"UIEquipmentEnhancerTitle": "Equipment Enhancer",
"UIEquipmentEnhancerDescription": "Click on the item that you would like to enhance.",

  • Like 1
jaybee3

Posted

Having a bit of trouble right now with a few of your plugins (EL, DN and STI. ST itself is fine). The times on them are increasing over time and seemingly causing rubberbanding on our server, which goes away when unloaded. 

image.thumb.png.1187abd9f57f351dd670dfada32cc534.png
 

When reloading the plugins this drops back down to nominal times, and the rubberbanding does go away, but within 15 mins they are at 30+ seconds again and it's back.

While running previous versions (albeit STI has always been v1), we hadn't seen this, nor on previous wipes. 

Wondering if there's anything you know of that can help?

As a workaround, we've added a timed event to reload the plugins once an hour (at 25, 26 and 27 past the hour), but the numbers quickly stack up.

08:01

image.png.03e82252ad046544371ad843230ffb76.png

08:15
image.png.b6ecd911eb2ea8efadde9cbc3e7ac854.png

08:25 - EL had been reloaded
image.png.00f4907cc84443721e6676a2099c73d8.png

10:20
image.png.9633bb43229e35080fdf77fdf5f95388.png

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imthenewguy

Posted

Deployable nature - change the following config options:

  • "Prevent wild animals from targeting and killing deployed animals?": false (disable deployable animals if there are still issues)
  • "Allow players to use their middle mouse button to remove an item with a hammer (they can still use chat command regardless if they have perms)": false
  • "Display a chat message when a player pulls out a hammer for the first time, reminding them that they can remove deployables": false


SkillTreeItems is only subscribed to CanStackItem, CanCombineDroppedItem, OnEntityKill and OnItemAction. The first 2 are unsubscribed if you set the config for stack handling to false (which should be the case if you are using a stacks plugin). The second only pays attention when the action keyword is used, by default it is "unwrap". OnEntityKill only tracks LootContainer class and simply has 2 lines: a null check of the entity and a call to remove the looted container.

 

SkillTree uses Subscribe/Unsubscribe to handle hooks that aren't relevant at the time. If any player lacks the buff that uses a particular hook, it unsubscribes the hook. It also uses the most hooks of all the plugins by far.

EpicLoot uses a lot of hooks due to the nature of it and the number of buffs and abilities it has. There is no Subscribe/Unsubscribe method with this one though (is something I will probably need to add). ItemPerks has the Subscribe/Unsubscribe feature.

  • Like 1
Merowech

Posted

Greetings. Great Plugin so far.

But one thing is missing for me.

Is it possible to show EpicItems not only in the EpicLoot Menu? For Example in the inventory or Belt as well.

I know.....maybe at the cost of the skin preview of the icon. But i had already two cases where Player drop a legendary item because in the inventory it looks normal for them.

Thx in Advance

Mero

Merowech

Posted

P.S.: I dont want to put you under pressure, but a competition plugin of you has this feature.....it would be great if possible.

Maybe it is enough for the first step just to implement the possibility to SHOW thoses custom icons. And admins can make their own (take the original item icon and put a colored border around it)

imthenewguy

Posted

I think the plugin you are referring to has a button to activate this feature doesn't it?
The server doesnt know when a player opens their inventory until an item is moved/used etc, since the action is client side.

The only thing I could potentially do is add a button to show a list of all epic loot items in the player inventory when pressed.

Merowech

Posted

I know what you mean.

Maybe with a button yes.  dont have this plugin. Seen it on screens.

He/She work with a "Inventory overlay for display item qualities".

In the config there are staricons defined. Maybe with a button. But even THIS will be a great improvement. Define colored borders (like in config already defined) and put it as overlay above the inventory items.

or let the admins define their own steam icons for the items your plugin generate at the cost of the skin preview. But with colored border without the need of pressing anything. Both has pro and cons.

Well.....just a little improvement. Your plugin works fine. Great idea. But this would be the cherry on top of the cake

baconwrappedjake

Posted

i may also be seeing the rubberbanding.  same as the other user, I just reload it on a schedule. 

i really just wanted to stop by and drop a little request into the aether. 

EpicLoot- custom permissions set- gives the permissions when worn

Enchanting- custom command on activation 

Love all the plugins, though. 

imthenewguy

Posted

1 hour ago, baconwrappedjake said:

i may also be seeing the rubberbanding.  same as the other user, I just reload it on a schedule. 

i really just wanted to stop by and drop a little request into the aether. 

EpicLoot- custom permissions set- gives the permissions when worn

Enchanting- custom command on activation 

Love all the plugins, though. 

EpicLoot already has the permission system built in 🙂

Update to enchanting should be easy enough.

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