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Hey @imthenewguy,

I appreciate all the work that you have done with this, I really do love it. Unfortunately it pains me to say that gathering is still not working.

Epic Loot gathering bonuses apply fine, it's just this one. I'm stumped with what I could do next. I'll try anything you suggest to try get to the bottom of this. 

Cheers,
Christopher.

Edited by ChristopherS
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XP Pump Bar is still abit buggy.....
Displays levels above 100 as lvl 10 and its not wide enough to display both current xp and how much xp i need for next level.
Maybe its better to just display current level and xp and how many % you have levled.
Im currently level 107.

pumpbar.PNG

Edited by Hawkhill
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39 minutes ago, Hawkhill said:

XP Pump Bar is still abit buggy.....
Displays levels above 100 as lvl 10 and its not wide enough to display both current xp and how much xp i need for next level.
Maybe its better to just display current level and xp and how many % you have levled.
Im currently level 107.

pumpbar.PNG

Hmm. For now change "Font size for the pump bar" to use smaller font.

 

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Its funky - someone moves the bar and it moves for all players for some reason post patch. Other players can literally see it moving when another player moves it lolol. I'll take a video of it.

 

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Miners luck is still not working for us. The console is giving me this readout:

 

Creating item with less than 1 amount! (Metal Ore)

Failed to call hook 'OnDispenserBonus' on plugin 'EpicLoot v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)
  at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x0004c] in <88494672f618461baadc325d785a8629>:0 
  at Oxide.Plugins.EpicLoot.HandleDispenser (ResourceDispenser dispenser, BasePlayer player, Item item, System.Boolean bonus) [0x0065c] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.OnDispenserBonus (ResourceDispenser dispenser, BasePlayer player, Item item) [0x00000] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02bcd] in <15608066ab7449fb96807f096f58ea0d>: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 :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 

Saved 57,076 ents, cache(0.05), write(0.03), disk(0.02).

Saving complete

Creating item with less than 1 amount! (Sulfur Ore)

Failed to call hook 'OnDispenserBonus' on plugin 'EpicLoot v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)
  at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x0004c] in <88494672f618461baadc325d785a8629>:0 
  at Oxide.Plugins.EpicLoot.HandleDispenser (ResourceDispenser dispenser, BasePlayer player, Item item, System.Boolean bonus) [0x0065c] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.OnDispenserBonus (ResourceDispenser dispenser, BasePlayer player, Item item) [0x00000] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02bcd] in <15608066ab7449fb96807f096f58ea0d>: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 :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 

[Death Notes] CPS shot a Bear using their Semi-Automatic Rifle over a distance of 3 meters.

[Automated Events] Next Helicopter event will be ran after 02:04:37

Creating item with less than 1 amount! (Horse Dung)

Failed to call hook 'OnDispenserGather' on plugin 'EpicLoot v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)
  at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x0004c] in <88494672f618461baadc325d785a8629>:0 
  at Oxide.Plugins.EpicLoot.HandleDispenser (ResourceDispenser dispenser, BasePlayer player, Item item, System.Boolean bonus) [0x0065c] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.OnDispenserGather (ResourceDispenser dispenser, BasePlayer player, Item item) [0x00000] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02b8d] in <15608066ab7449fb96807f096f58ea0d>: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 :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 


Cheers,
Christopher.

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5 hours ago, ChristopherS said:

Miners luck is still not working for us. The console is giving me this readout:

 

Creating item with less than 1 amount! (Metal Ore)

Failed to call hook 'OnDispenserBonus' on plugin 'EpicLoot v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)
  at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x0004c] in <88494672f618461baadc325d785a8629>:0 
  at Oxide.Plugins.EpicLoot.HandleDispenser (ResourceDispenser dispenser, BasePlayer player, Item item, System.Boolean bonus) [0x0065c] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.OnDispenserBonus (ResourceDispenser dispenser, BasePlayer player, Item item) [0x00000] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02bcd] in <15608066ab7449fb96807f096f58ea0d>: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 :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 

Saved 57,076 ents, cache(0.05), write(0.03), disk(0.02).

Saving complete

Creating item with less than 1 amount! (Sulfur Ore)

Failed to call hook 'OnDispenserBonus' on plugin 'EpicLoot v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)
  at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x0004c] in <88494672f618461baadc325d785a8629>:0 
  at Oxide.Plugins.EpicLoot.HandleDispenser (ResourceDispenser dispenser, BasePlayer player, Item item, System.Boolean bonus) [0x0065c] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.OnDispenserBonus (ResourceDispenser dispenser, BasePlayer player, Item item) [0x00000] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02bcd] in <15608066ab7449fb96807f096f58ea0d>: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 :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 

[Death Notes] CPS shot a Bear using their Semi-Automatic Rifle over a distance of 3 meters.

[Automated Events] Next Helicopter event will be ran after 02:04:37

Creating item with less than 1 amount! (Horse Dung)

Failed to call hook 'OnDispenserGather' on plugin 'EpicLoot v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)
  at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x0004c] in <88494672f618461baadc325d785a8629>:0 
  at Oxide.Plugins.EpicLoot.HandleDispenser (ResourceDispenser dispenser, BasePlayer player, Item item, System.Boolean bonus) [0x0065c] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.OnDispenserGather (ResourceDispenser dispenser, BasePlayer player, Item item) [0x00000] in <15608066ab7449fb96807f096f58ea0d>:0 
  at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02b8d] in <15608066ab7449fb96807f096f58ea0d>: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 :0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in :0 


Cheers,
Christopher.

This is the SkillTree page, not EpicLoot. Please create a support ticket under EpicLoot

Edited by imthenewguy
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8 hours ago, imthenewguy said:

This is the SkillTree page, not EpicLoot. Please create a support ticket under EpicLoot

I knew I was bound to get this one the wrong way around at least once haha 😕

Sorry about this.
Christopher.

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@imthenewguy
So players have reached the level cap.
But there's the "issues" of max points that can be spent coming up and there's a lot of confusion about it.
The default it 200.
But the default for points per level is 1.

So if players are only getting 100 points, what does the 200 max point spend cap have to do with anything?
I'm sure the answer is obvious, but I'm getting over being sick and I'm still dumb as shit right now.

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57 minutes ago, thepiercedweirdo said:

@imthenewguy
So players have reached the level cap.
But there's the "issues" of max points that can be spent coming up and there's a lot of confusion about it.
The default it 200.
But the default for points per level is 1.

So if players are only getting 100 points, what does the 200 max point spend cap have to do with anything?
I'm sure the answer is obvious, but I'm getting over being sick and I'm still dumb as shit right now.

We use custom items that perform commands to give players skill points. When they get one they get a little bonus. They also can get bonus points next wipe for being top of the scoreboard. This all lets them go over the level cap and use the maximum points cap. It's very useful for us for these reasons.

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Understood.
So it's not in place for general game play but for bonuses, rewards, special items etc.

I should probably add skill points to the reward table of some of my mini games.
I already have skill injectors.

Edited by thepiercedweirdo
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1 hour ago, thepiercedweirdo said:

@imthenewguy
So players have reached the level cap.
But there's the "issues" of max points that can be spent coming up and there's a lot of confusion about it.
The default it 200.
But the default for points per level is 1.

So if players are only getting 100 points, what does the 200 max point spend cap have to do with anything?
I'm sure the answer is obvious, but I'm getting over being sick and I'm still dumb as shit right now.

I set the default because I ran 2 points per level on my server due to the influx of additional trees and skill nodes. Simply set the value back to 100 if you plan to keep your sp/lvl at 1 and level at 100.

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Howdy!

Had an issue today where one of my players, Lvl 35, could not spend points for a few levels.   Reloading the plugin fixed the issue.

 

points.jpg

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Quick question. The 3rd level of the combat tree is all PvP buffs. Is there anything I can do with those to make them better for a PvE server?

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Suggestions:

Weapon Durability + x%
Reload Speed + x%
 

The server is PVE, I know we’re in the minority for Rust but the third tier on the combat tree pains the players, would love to see the PVP skills in their own tree then the players that love fighting in the arenas can spec into those seperately.

Possibly have them replaced in the combat tree with weapon durability or reload speed bonuses? Or in the crafting tree? Crafted weapons have more durability? (They love their AKs).
 

I remember that the weapons durability stat was directly accessible, not sure on reload though.

 

 

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4 hours ago, jaybee3 said:

Suggestions:

Weapon Durability + x%
Reload Speed + x%
 

The server is PVE, I know we’re in the minority for Rust but the third tier on the combat tree pains the players, would love to see the PVP skills in their own tree then the players that love fighting in the arenas can spec into those seperately.

Possibly have them replaced in the combat tree with weapon durability or reload speed bonuses? Or in the crafting tree? Crafted weapons have more durability? (They love their AKs).
 

I remember that the weapons durability stat was directly accessible, not sure on reload though.

 

 

Technically you can choose the tier for these in the config. We have a row dedicated to ours tier 1-3 so players can progress through them if they choose.

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Yeah may give it a shuffle in the current tree - certainly balancing is a fine art and from map to map it’s a bit of a tune each time - but also interested in other things  new guy can potentially do too 🙂 As he consistently delivers great content!

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2 hours ago, jaybee3 said:

Yeah may give it a shuffle in the current tree - certainly balancing is a fine art and from map to map it’s a bit of a tune each time - but also interested in other things  new guy can potentially do too 🙂 As he consistently delivers great content!

You can add your own buffs now using permissions 🙂

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9 hours ago, jaybee3 said:

Yeah may give it a shuffle in the current tree - certainly balancing is a fine art and from map to map it’s a bit of a tune each time - but also interested in other things  new guy can potentially do too 🙂 As he consistently delivers great content!

Here is a suggestion. Remove the PVP related skills and replace with animal stuff. I have a PVP server but i wasn't interested in the PVP buffs. One of the skills that I replaced them with I called "Beastmaster" and it just grants them the permission from the free plugin called Neutral Animals. Animals ignore them unless they engage first.  I have an icon made up for it that you could use if you wanted. 

https://i.ibb.co/CmmwpDX/Beast-Master.png

With permission skills your options are very wide, just have to get creative. 

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4 hours ago, Wolf said:

hello sharks are still immortal))))

DO you mean the shark buff, or sharks themselves are immortal?

Edited by imthenewguy
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