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  • Update details
    v1.0.1
    Released
    Download size 382.14 kB
    Total versions 2
    Typical update pace About every 1 day
    Freshness Updated today

Works with

Optional integrations and compatible files.

About Trials

Fight through generated trap rooms and bosses against the clock, earn loot keys and climb the weekly leaderboard.

Trials is a solo gauntlet event for Rust. A player pays an entry fee and is moved into a private arena built in the sky, then fights through procedurally generated rooms and boss arenas against the clock. Each cleared room offers three random buffs for the next one. Keys drop along the way and open bronze, silver and gold crates with loot you configure.

Every run counts toward two leaderboards: a weekly challenge that resets on a fixed day with a countdown on screen, and a general ranking that covers the whole wipe. Players are ranked by how many rooms they cleared, and players who cleared the same number are ranked by total time, so the fastest full clear takes first place.

Players never risk their own gear. Their inventory and position are saved on entry and restored when the run ends, whether they clear it, fail or walk away. Every player gets their own arena, so several players can run Trials at the same time.

The default setup runs 16 rooms over 5 difficulty tiers: 11 normal rooms and 5 bosses, drawn from 20 room files and 5 boss files with no repeats inside a run.

Every room and boss is its own JSON file, so you can change the included ones or write new ones. Edit a room to change its size, challenges, lighting, timer, damage, loadout and key rewards; edit a boss to change its arena, health and skills. Add a file to create a new room or boss. Admins load the changes with /trials.rooms.reload, without reloading the plugin, and test any room or boss on its own with /tri <room name>.

How a run works

  1. The player types /trials. The entry screen shows the entry cost and a Start Trial button.
  2. The plugin builds a room at a height of 500 m over a random point on the map, away from monuments, safe zones, other Trials rooms and Raidable Bases or Abandoned Bases events, and moves the player into it.
  3. The player wakes up with the room's loadout. The room timer starts when they break the twig wall at the entrance, or automatically after 5 minutes.
  4. A normal room is cleared by picking up every glowing present before the timer runs out. Presents lie in the open, inside rotating rings of animals, fire or spikes, and behind code-locked doors.
  5. A boss room is cleared by killing the boss before the arena timer runs out.
  6. After each clear the player picks one of three buffs and presses Next within 5 minutes. The next room is built while they wait.
  7. The run ends when honour reaches zero, a timer expires, the final boss dies, or the player leaves or disconnects. A results screen shows the outcome and the new leaderboard position.

Included content

Rooms

Each room always uses the challenges in the third column and rolls its remaining slots from the fourth, so the same room plays differently from run to run.

Tier Room Always Can also roll
1 Burning Cellar NPCs, fire sequences Fire circles, flame turrets, mines
1 Rigged Workshop NPCs, lasers Gun traps, spike circles, grenades
1 Scarecrow Cellar NPCs Fire circles, spike sequences, mines
1 Wild Pasture NPCs, roaming animals Gun traps, spike sequences, mines
2 Crucible NPCs, fire sequences, spike sequences Mines
2 Howling Kennel NPCs, roaming animals Gun traps, spike sequences, mines
2 Powder Keg Den NPCs, animal circles, mines Roaming animals
2 Shock Ward NPCs, lasers Gun traps, spike circles, grenades
3 Blackout Foundry NPCs, fire circles, fire sequences Lasers, spike circles, grenades
3 Ember Refinery NPCs, flame turrets, fire sequences Gun traps, fire circles, mines
3 Mine Warrens NPCs, fire circles, spike sequences, mines Gun traps, grenades
3 Ossuary Pit NPCs, animal circles Lasers, spike sequences, grenades, mines
4 Firestorm NPCs, flame turrets, fire circles, fire sequences Grenades, mines
4 Impaler's Keep NPCs, spike circles, spike sequences Gun traps, lasers, mines
4 Meat Grinder NPCs, gun traps, spike circles Spike sequences, grenades, mines
4 Siege Line NPCs, gun traps Flame turrets, lasers, grenades, mines
5 Apex Den NPCs, animal circles, roaming animals, mines Gun traps, spike sequences, grenades
5 Demolition Yard NPCs, gun traps, mines Flame turrets, lasers, spike circles, grenades
5 Final Gauntlet NPCs, roaming animals, fire sequences, spike circles Gun traps, lasers, grenades, mines
5 Sleepless Bunker NPCs, lasers, spike sequences Gun traps, spike circles, grenades, mines

Bosses

Boss Tier Arena Health Skills
Beastmaster 1 Square 1,400 Melee, Grenades, Animal Summon, Spike Cage, Bull Charge
Plaguemother 2 Ring 2,600 Melee, Animal Summon, Bee Swarm, Toxic Cloud, Melee Minion Squad, Spike Cage, Bull Charge
Stormcaller 3 Cross 5,000 Melee, Electric Strike, Lightning Lances, Storm Orbit, Spark Barrage
Pyrelord 4 Pillars 8,000 Melee, Molotovs, Meteor Shower, Flame Wave, Inferno Orbit, Moving Rings
Omega Collector 5 Twin Halls 11,000 Melee, Grenades and Molotovs, Meteor Shower, Flame Wave, Melee Minion Squad, Eye Laser, Toxic Cloud, Electric Strike

Default progression

Tier Normal rooms per run Boss
1 1 Beastmaster
2 2 Plaguemother
3 2 Stormcaller
4 3 Pyrelord
5 3 Omega Collector

The number of tiers, the rooms per tier and whether each tier ends with a boss are set in the main configuration.

All rooms and bosses are files in oxide/data/Trials/Rooms. A file with a Boss section loads as a boss arena; any other file loads as a normal room. /trials.rooms.reload validates every file, skips invalid ones with the reason in the server log, and reports progression problems such as a tier with no rooms or too few files to fill a run without repeats.

Honour instead of health

Inside a Trial, hits do not reduce health. Every source of damage (traps, NPCs, animals, explosions, boss skills, wrong door codes) drains a 1,000-point honour bar instead, and the run ends at zero. Hunger, thirst, bleeding, wetness and temperature are held at safe values for the whole run.

  • Clearing a room restores 100 honour by default before the next one.
  • Damage per source is set per room: fireballs, landmines, grenades, NPC melee, NPC projectiles and each of the 14 animal types.
  • Explosion damage falls off with distance from the blast.

Boss arenas

A boss file defines the arena, the player loadout, the key rewards and the boss itself.

Arena

  • 5 layouts: Square, Ring, Cross, Pillars and Twin Halls.
  • Duration in seconds and time of day (any hour from 0 to 23, or unchanged).
  • Lighting: 5 ceiling, 7 wall and 6 floor light types, each optional (up to 16 wall and 16 floor lights), plus an optional centre torch.

Boss

  • Health, opening grace period, chase speed and clothing with skins.
  • The fight has three phases. At 70% and 35% health the boss's skill cooldowns drop by 15% and 25%. With Animal Summon enabled, it also howls at each threshold and summons a wave of animals (wolf, tiger, panther or bear).
  • While it howls or recovers from its ring attack, it takes extra damage (1.5x by default).
  • A boss health bar with configurable anchor, offset and size.

18 skills, each with its own toggle and timings

Skill Effect
Melee Weapon strikes in a set range and cooldown
Throwables Grenades, molotovs or both in alternation; molotovs leave ground fire
Animal Summon Animal waves at the start of the fight and at 70% and 35% health
Bee Swarm A swarm orbits the boss and damages the player when close
Moving Rings Up to 4 pulsing damage rings drift across the arena, each with a safe opening
Electric Strike Telegraphed strike, followed by electric fields that move through the arena
Lightning Lances Three volleys of telegraphed lightning lines
Storm Orbit Sparks orbit the boss
Spark Barrage The boss throws spinning sparks that travel across the arena
Bull Charge Telegraphed charge with knockback
Meteor Shower Meteors fall and leave ground fire
Flame Wave A line of fire eruptions advances step by step
Inferno Orbit Fireballs circle the boss
Spike Cage Spikes rise in a ring around the player with one exit gap
Toxic Cloud A drifting toxic cloud
Melee Minion Squad Short-lived melee minions
Portal Ambush The boss opens a portal where the player is heading and teleports there, damaging and knocking back the player if they are still in range
Eye Laser A 40 m beam that tracks the player with a delay and a turn-speed limit

Portal Ambush is available for your own bosses; the five included bosses leave it off.

Buffs

After each cleared room the player picks one of three random buffs. The buff lasts for the next room. Every buff can be disabled, renamed and given its own value range.

Buff Default effect
Movement Speed +15% to +30% movement speed
Restore Honour +40 to +100 honour
Reduced Damage Taken 20% to 45% less honour lost
Higher Chance of Receiving Keys Key drop chances raised by 25% to 100%
More Time Room timer extended by 15% to 35%
Increased Damage Dealt +20% to +50% damage
Invulnerability 5 to 10 seconds without honour loss once the timer starts
Bronze Key / Silver Key / Golden Key One guaranteed key of that tier
Explosion Protection 35% less explosion damage
Chance to Not Lose Honour 15% to 30% chance to ignore a hit
Honour Bonus per Kill +1 to +4 honour per kill
Survivor's Luck Cheat death once: at zero honour, restore 100 to 200 instead

Keys and crates

Keys drop from:

  • Clearing a room or a boss (one roll per room, chances set in each file).
  • Killing NPCs, circle animals and roaming animals (chances set per challenge).
  • The guaranteed key buffs.

Keys are saved the moment they drop, so failing a later room does not take them away. By default, keys reset on a new wipe. /trials.keys opens the key inventory with three crates. Opening a crate spends one key and shows the items won.

  • Each tier has its own loot file with minimum and maximum different items. Every entry has a loot chance, amount range, custom name and skin.
  • Use economics or serverrewards as the shortname to pay out Economics or ServerRewards points.
  • If too few entries pass their roll, the crate tops up from the highest-chance entries to reach the minimum.
  • Crate art comes from bronze.png, silver.png and gold.png in oxide/data/Trials/Images; the item icon is used if an image is missing.
  • With trials.loottable.view, players see an info button that lists the crate's possible items. With trials.loottable.details, the list also shows each item's chance and amount.

Leaderboards

  • Weekly: resets on a configurable UTC day and hour (Monday 00:00 by default), numbers each week ("Weekly challenge #3") and shows a countdown. Players starting a run close to the reset get a warning.
  • General: covers the whole wipe and can reset automatically on a new save.
  • Top 100 per tab with rank, player, rooms, difficulty reached, bosses defeated, kills and total time.
  • Ranking: players who finished every room come first, then the rest by rooms cleared; ties go to the fastest total time. Only each player's best run counts, and the room in progress when the run ends is not counted.

The results screen at the end of a run shows why it ended, rooms cleared, difficulty reached, active play time, honour left, NPC and animal kills, presents collected, keys earned and the change in leaderboard position.

Room challenges

Each room file lists 13 challenge types with an inclusion chance, plus the number of different challenges the room uses. Challenges set to 100% are picked first; the remaining slots are drawn by weight from the rest.

Challenge What the player faces Main settings
Toxic Zones Zones that switch between active and safe phases Count, radius, active / safe / grace seconds, honour per second
Gun Trap Shotgun traps that fire while the player stands in front of them Count, damage per shot, fire interval, range, spread, aim at head
Flame Turret Flame turrets around the room Count, range, damage per second, flame and cooldown seconds
Laser Laser emitters, optionally alternating low and high beams Emitter count, active / safe seconds, damage, damage interval
NPC Ranged scientists and melee scarecrows spawning during the room Total and max alive, first spawn delay, spawn warning, distance from player, health, speed, aim error, strafing, wear items, weapons, glow light
Animal Circle Animals running in a circle around a present Health, occupancy, speed, attack range, key drop chances
Animal Roaming Animals roaming the room and the locked closets Count, health, speed, return home, key drop chances
Fire Circle Fireballs orbiting a present Occupancy, speed
Spike Circle Floor spikes cycling around a present Occupancy, speed, damage, damage interval
Fire Sequence Rows of 3 to 4 tiles where fire rises step by step, in waves Row length, step interval, raise height, occupancy, rest between waves
Spike Sequence The same pattern with floor spikes Same as Fire Sequence, plus damage
Grenade F1 grenades thrown at the player on a timer Delay, minimum and maximum per throw
Landmine Buried landmines Occupancy, minimum and maximum count

Toxic Zones is available for your own rooms; the 20 included rooms leave it off.

Animal circles and roaming animals draw from 14 types: bear, bull, cow, female and male calf, sheep, lamb, boar, chicken, stag, wolf, panther, tiger and crocodile. Setting an animal's damage to 0 removes it from that room. Ranged and melee NPCs can return to their post when they lose sight of the player, and ranged NPCs strafe after shooting for a set time.

Room generation

  • New layout every run. The floor plan is a random connected grid sized by the room file (1 to 10). Rooms that only use lasers get a winding corridor instead.
  • Random look. Each room rolls one of 10 grade and skin combinations across wood, stone, sheet metal and armored, including the shipping container skin in 16 colours.
  • Lighting modes. Normal, Fire, Dark, Random or Flicker, with configurable dark time, flash length and flashes per burst. Flashlight entries in the loadout are only handed out in dark rooms.
  • Time of day. Each room can force an hour from 0 to 23 for the player inside it, or leave the server time unchanged.
  • Locked doors (0 to 10). Side closets hold a present behind a code lock. The player presses the button next to the door and its counter shows the 4-digit code one digit at a time, then enters the code on a keypad screen. A wrong code shocks the player for 5 honour, and the code changes every time a door opens.
  • Loadout per room. One weapon is picked by weight (entries at 100% always win) with its own ammo amount, and every extra item rolls its own chance. Custom names and skins are supported. The loadout goes on the belt or into a starter box.

Interface

  • Entry screen with the cost items (item icons, or a 3-letter currency label for Economics and ServerRewards).
  • In-room HUD: honour bar, presents left, time left, room progress ("Room 4/16 - Boss next"), difficulty stars, keys earned this run and the active buff.
  • Room name banner on entry, with configurable duration.
  • Buff selection cards after each clear, with Next and Stop buttons.
  • Keypad screen for locked doors.
  • Key inventory, crate loot table and loot result screens.
  • Weekly and general leaderboard tabs.
  • Results screen.

Server protection

  • Inventory, active tea effects and position are restored when the run ends, including on disconnect, plugin unload and server shutdown. If the next room fails to build, the plugin makes up to 6 attempts; if all fail, the run ends and the player is restored.
  • During a run players cannot craft, build, deploy, open backpacks or drop their active item. The patrol helicopter ignores them.
  • A configurable list of chat and console commands is blocked during a run (teleports, homes, kits, shop, remover and others by default).
  • Other players cannot teleport into an active room or pick up presents in someone else's room. Leaving the room's bounds ends the run.
  • Traps and room walls cannot be damaged or looted. NPC and animal corpses are removed without loot. Room landmines only go off for players in a Trial.
  • Trials unlocks 60 minutes after a wipe by default, and each player has a 10-minute entry cooldown.
  • Room construction is spread across frames with an 8 ms budget per frame, dropping to 3 ms when server FPS falls below 15. Cleanup runs in batches the same way.

Installation

  1. Put Trials.cs in oxide/plugins.
  2. Copy the included data to oxide/data.
  3. Give players access: oxide.grant group default trials.join.
  4. Review oxide/config/Trials.json, mainly the entry cost, progression, cooldown and wipe settings, then reload the plugin.

Integrations

None are required. The default entry cost is 1,000 scrap plus 1,000 Economics; without Economics installed, the Economics part is hidden and only the scrap is charged. ServerRewards costs work the same way.

Plugin Use
Economics Entry cost and crate rewards
ServerRewards Entry cost and crate rewards
Raidable Bases Rooms never spawn inside its event areas
Abandoned Bases Rooms never spawn inside its event areas

Event plugins that call OnEventJoin are told the player is busy while a Trial is running.

API

object IsTrialsEventPlayer(BasePlayer player) // true while the player is in a Trial, otherwise null

Permissions

Permission Description
trials.join Start a Trial
trials.bypass.cooldown Ignore the entry cooldown
trials.bypass.cost Enter without paying the entry cost
trials.bypass.blockedcmds Use blocked commands during a run
trials.loottable.view See the possible items of each crate
trials.loottable.details See each item's chance and amount in the loot table
trials.admin.resetleaderboard Reset both leaderboards
trials.admin.resetkeys Reset every player's keys
trials.admin.givekeys Give keys to a player
trials.admin.rooms.reload Reload and validate room and boss files
trials.admin.testroom Start any room or boss directly with /tri

Server admins can use the admin commands without these permissions.

Commands

Players (chat)

Command Description
/trials Open the entry screen
/trials.leaderboard Open the leaderboard
/trials.keys Open the key inventory and crates
/trials.leave or /leavetrial Leave the current Trial

Admins

Command Description
/tri <room name> Start a single room or boss to test it
/trials.rooms.reload Reload and validate room and boss files
/trials.givekeys <player> <bronze|silver|gold|all> <amount> Give keys of one tier, or of every tier
/trials.givekeys <player> <bronze> <silver> <gold> Give several tiers at once
/trials.resetleaderboard Reset both leaderboards
/trials.resetkeys Reset every player's keys

<player> accepts a SteamID or an online or sleeping player's name. b, s and g work as short tier names.

trials.rooms.reload, trials.givekeys, trials.resetleaderboard and trials.resetkeys also work from the server console and RCON with the same arguments.

Menu buttons and key binds

Command Opens
trials.show.entry.ui Entry screen
trials.show.leaderboard.ui [weekly|general] Leaderboard tab
trials.show.keys.ui Key inventory

Languages

15 languages are included: English, Brazilian Portuguese, Russian, Simplified Chinese, Ukrainian, German, Spanish, French, Dutch, Italian, Turkish, Romanian, Korean and Catalan. Each player sees Trials in their own game language; players whose language is not included see the server's default language, or English. All messages and buttons can be edited in the language files.

Data files

Path Contents
oxide/config/Trials.json Main configuration
oxide/data/Trials/Rooms/*.json Room and boss files
oxide/data/Trials/Loot/bronze.json, silver.json, gold.json Crate loot tables, created with defaults if missing
oxide/data/Trials/Images/bronze.png, silver.png, gold.png Crate artwork
oxide/data/Trials/PlayerKeys.json Key balances
oxide/data/Trials/PlayerStats.json General leaderboard
oxide/data/Trials/WeeklyLeaderboard.json Weekly leaderboard

Martian
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