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On 2/4/2022 at 12:57 AM, imthenewguy said:

I believe i fixed this in 1.1.0. Can you please confirm? 🙂

Also I added the black list in. Good idea!

Yes its fixed thank you.

Little request on the xp for completing raidable bases can we have different xp gains per difficulty level (My players are farming easy bases for xp)
Thanks 

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24 minutes ago, RobJ said:

Yes its fixed thank you.

Little request on the xp for completing raidable bases can we have different xp gains per difficulty level (My players are farming easy bases for xp)
Thanks 

This is a definite quality of life request I can get behind 🙂 For now if you want to prevent this I'd suggest lowering the XP gain to what you would expect for an easy base. Sure it doesn't gain much from medium-nightmare, but realistically there's a LOT to be gained from the higher difficulties anyways so it shouldn't down their spirits too much.

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"(18:29:26) | Failed to call hook 'OnEntityTakeDamage' on plugin 'SkillTree v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.SkillTree.OnEntityTakeDamage (BasePlayer player, HitInfo info) [0x0026f] in <d7f4359dc65940c7892501d1e43a2dfd>:0

at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x011a2] in <d7f4359dc65940c7892501d1e43a2dfd>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <dfcb48ea05694263bbc08e62a39c274c>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <dfcb48ea05694263bbc08e62a39c274c>:0"

Hello, there is a problem in the latest version, it gives this. v1.1.1

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7 hours ago, Wolf said:
"(18:29:26) | Failed to call hook 'OnEntityTakeDamage' on plugin 'SkillTree v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.SkillTree.OnEntityTakeDamage (BasePlayer player, HitInfo info) [0x0026f] in <d7f4359dc65940c7892501d1e43a2dfd>:0

at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x011a2] in <d7f4359dc65940c7892501d1e43a2dfd>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <dfcb48ea05694263bbc08e62a39c274c>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <dfcb48ea05694263bbc08e62a39c274c>:0"

Hello, there is a problem in the latest version, it gives this. v1.1.1

Do you know what is being damaged when this triggers?

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Players don’t lose enough xp for dying. I want a setting for players to lose a configurable amount of current level xp for dying

example: Amount of xp loss for dying: “90%”

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On 2/13/2022 at 2:26 AM, imthenewguy said:

Do you know what is being damaged when this triggers?

Couldn't track it down, too many players.

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is there or will there be an option to disable chat notifications.

my players are going mental with all the refund messages 

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2 hours ago, DutchPrelude said:

is there or will there be an option to disable chat notifications.

my players are going mental with all the refund messages 

You might be able to adjust the lang file text so something like "" for any particular message that you don't want displayed.

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5 hours ago, imthenewguy said:

You might be able to adjust the lang file text so something like "" for any particular message that you don't want displayed.

that will do 😄

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Liking the plugin so far but bought it before realising it had PVP only nodes. I run a PVE server, is there a way I can enable those bonuses to work against bots?

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5 hours ago, Muktuk said:

Liking the plugin so far but bought it before realising it had PVP only nodes. I run a PVE server, is there a way I can enable those bonuses to work against bots?

Unfortunately not. You can disable them and replace them with something else though 🙂

 

Example of Lucky Shot being changed to something else

Before

        "Lucky Shot": {
          "enabled": true,
          "max_level": 5,
          "tier": 3,
          "value_per_buff": 0.01,
          "buff_info": {
            "Key": 50,
            "Value": 1
          },
          "icon_url": "https://imgur.com/wG7cG8X.png"
        },

 

After

        "Advanced Tamer": {
          "enabled": true,
          "max_level": 5,
          "tier": 3,
          "value_per_buff": 0.1,
          "buff_info": {
            "Key": 25,
            "Value": 1
          },
          "icon_url": "https://imgur.com/wG7cG8X.png"
        },

 

Line 1: Change this to what you want it to be called in game. Make it unique to any other buff.

Line 2: enabled/disabled. Will not show if set to false.

Line 3: Max level that the node can be levelled to. If it is an I/O node, make sure its max level is only 1.

Line 4: the line that it appears on. Tier 1 is the first line, 2 the second and 3 the last. Make sure there is no more than 3 of each per line per tree or they wont display.

Line 5: This value is relevant to the buff_info value. For example if it is a simple on/off type buff like the "Rugged up" buff, it requires 1 to be put to it. If it is a Percentage like most of the other buffs, then you can put whatever value you want. 0.1 = 10%. 1.0 = 100%. You can see in my examplke that I used 0.01, which means I want the buff to increase by 10% per skill point.

Line 7: The Key is the buff type being assigned to this. The main page has a list of buffs with the corresponding number associated to it.

Line 8: The value is the type of progression the buff has. 0 = On/off (see Rugged up for an example). 1 = Percentage (see any yield buffs for an example). 2 = Seconds (See Optimised Recycler for an example).

Hope this helps.

Edited by imthenewguy
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I'm interested in using this plugin as something players have to unlock. As in, players do not know this plugin exists until they reach a certain condition that i can handle through a different plugin by having it assign them a permission for your plugin. 

 

Basically i'm asking if it's possible to make it so the UI (XP progress bar) does not show up at all unless a player has the permission?  Maybe this is already an option, but wanted to double check before I invest. 

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On 2/14/2022 at 10:55 PM, Wolf said:

Couldn't track it down, too many players.

| Failed to call hook 'OnEntityTakeDamage' on plugin 'SkillTree v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.SkillTree.OnEntityTakeDamage (BasePlayer player, HitInfo info) [0x0026f] in <cc5d6564bd0d486f83142e2fd01ac485>:0

at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x011a2] in <cc5d6564bd0d486f83142e2fd01ac485>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <dfcb48ea05694263bbc08e62a39c274c>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <dfcb48ea05694263bbc08e62a39c274c>:0

this error occurs when a player is in a raidbase and a turret fires at him.

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48 minutes ago, Zoreeno said:

I'm interested in using this plugin as something players have to unlock. As in, players do not know this plugin exists until they reach a certain condition that i can handle through a different plugin by having it assign them a permission for your plugin. 

 

Basically i'm asking if it's possible to make it so the UI (XP progress bar) does not show up at all unless a player has the permission?  Maybe this is already an option, but wanted to double check before I invest. 

The current version shows the xp bar regardless, but I will update the new version so it does not send it without the skilltree.xp perm.

skilltree.chat - required to use the chat command to open the skill tree menu.
skilltree.xp - required to gain xp.
skilltree.tree - required to use the tree at all.
skilltree.admin - used for admin commands.

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2 minutes ago, Wolf said:

| Failed to call hook 'OnEntityTakeDamage' on plugin 'SkillTree v1.1.1' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.SkillTree.OnEntityTakeDamage (BasePlayer player, HitInfo info) [0x0026f] in <cc5d6564bd0d486f83142e2fd01ac485>:0

at Oxide.Plugins.SkillTree.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x011a2] in <cc5d6564bd0d486f83142e2fd01ac485>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <dfcb48ea05694263bbc08e62a39c274c>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <dfcb48ea05694263bbc08e62a39c274c>:0

this error occurs when a player is in a raidbase and a turret fires at him.

Add me on discord. I have a modified copy for you to test with. It will log the error in the background and show me what part of the code is causing the issue. im the new guy#0001

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On 2/21/2022 at 3:52 PM, imthenewguy said:

The current version shows the xp bar regardless, but I will update the new version so it does not send it without the skilltree.xp perm.

@imthenewguyThanks so much for implementing this! I went ahead and purchased the plugin. Loving it so far!

One suggestion for a future update would be to allow us to set any item (shortname) as the payment used for respec in the config file. Our server uses a custom currency (just paper with a skin on it). I was able to change it to use paper as a payment by editing the .cs file and changing all the mentions of "scrap" to "paper" but it would be nice to not have to do that every time you update the plugin.  This is just a small minor request, maybe something to consider whenever you do another update pass on this plugin in the future. Keep up the great work man!. 

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On 2/26/2022 at 3:53 AM, Alter Ego said:

could you implement the option to toggle the cost usage between ServerRewards/Economics/Scrap in config?

There is config option for this

"Currency type to respec [scrap, economics, srp]".

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22 hours ago, Zoreeno said:

@imthenewguyThanks so much for implementing this! I went ahead and purchased the plugin. Loving it so far!

One suggestion for a future update would be to allow us to set any item (shortname) as the payment used for respec in the config file. Our server uses a custom currency (just paper with a skin on it). I was able to change it to use paper as a payment by editing the .cs file and changing all the mentions of "scrap" to "paper" but it would be nice to not have to do that every time you update the plugin.  This is just a small minor request, maybe something to consider whenever you do another update pass on this plugin in the future. Keep up the great work man!. 

Thank you for the kind words and support.

I will add this as a suggestion for my next update 🙂

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does this work with the cooking plugin?

nvm. i'm blind. i see on the description page that it does.

Edited by I.M. Not A Catfisher
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19 minutes ago, lott4life said:

Is there anyway to turn off the sound it makes when you level up?

Change

"Level up effect": "assets/prefabs/misc/halloween/lootbag/effects/gold_open.prefab"

To

"Level up effect": ""

 

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23 minutes ago, imthenewguy said:

Change

"Level up effect": "assets/prefabs/misc/halloween/lootbag/effects/gold_open.prefab"

To

"Level up effect": ""

 

Thank you!

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Little Idea I had for new skills:

  1. Snowmobile speed % increase 
  2. All terrain Skis for Snowmobile 
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