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Everything posted by jaybee3
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Awesome. I wasn't going crazy then lol. Any chance we could have level based rewards? I could have these behind a node that they buy into, but would rather that it was a global grant/unlock. "Level 15 - you can now raid hard bases" Alternatively, guess I could use STOnPlayerLevel to check for new level and apply economics/perms that way. "level rewards": { 10: {"type": "SP", amount: 2, perm_list: null}, 15: {"type": "perm", amount: null perm_list: {"buyraid.hard"}} 20: {"type": "perm", amount: null, perm_list: {"epicloot.craft", "buyraid.expert"} 30: {"type": "economics", amount: 10000, perm_list: null} }
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Apologies in advance for the long post! I'm deep into our custom perm-based skill tree now, thanks@Zoreenofor the sample, and @imthenewguyfor the fucntionality! One of the nodes is for the various perms that ST offers. I've expanded the various perms as such and added them into their own node. "Maximum points a player can spend [default]": 200, "Modified max skill points based on permissions [must be higher than default]": { "skillPointMax1": 210, "skillPointMax2": 220, "skillPointMax3": 230, "skillPointMax4": 240, "skillPointMax5": 250, "vip": 240, "nolimit": 0 }, ... "Cost per point to respec [default]": 500.0, "Cost per point to respec based on permissions [must be lower than default]": { "respecCost1": 400, "respecCost2": 300, "respecCost3": 200, "respecCost4": 100, "respecCost5": 50, "vip": 5.0 }, ... "Amount of xp that a player loses when they die [%]": 50.0, "Maximum amount of xp a player can lose when they die based on permissions [must be less than default]": { "xpLoss1": 45.0, "xpLoss2": 40.0, "xpLoss3": 35.0, "xpLoss4": 30.0, "xpLoss5": 25.0, "vip": 10.0 }, ... "Permissions to adjust xp gain modifiers (skilltree.<perm>) [1.0 is default modifier]": { "xpBoost1": 1.02, "xpBoost2": 1.04, "xpBoost3": 1.06, "xpBoost4": 1.08, "xpBoost5": 1.10, "vip": 1.0 }, ... "perms": { "1": { "perms_list": { "skillTree.skillPointMax1": "Max SP +10", "skillTree.respecCost1": "Respec 80%", "skillTree.xpLoss1": "XP Loss 45%", "skillTree.xpBoost1": "XP Boost 2%" } }, "2": { "perms_list": { "skillTree.skillPointMax2": "Max SP +20", "skillTree.respecCost2": "Respec 60%", "skillTree.xpLoss2": "XP Loss 40%", "skillTree.xpBoost2": "XP Boost 4%" } }, "3": { "perms_list": { "skillTree.skillPointMax3": "Max SP +30", "skillTree.respecCost3": "Respec 40%", "skillTree.xpLoss3": "XP Loss 35%", "skillTree.xpBoost3": "XP Boost 6%" } }, "4": { "perms_list": { "skillTree.skillPointMax4": "Max SP +40", "skillTree.respecCost4": "Respec 20%", "skillTree.xpLoss4": "XP Loss 30%", "skillTree.xpBoost4": "XP Boost 8%" } }, "5": { "perms_list": { "skillTree.skillPointMax5": "Max SP +50", "skillTree.respecCost5": "Respec 10%", "skillTree.xpLoss5": "XP Loss 25%", "skillTree.xpBoost5": "XP Boost 10%" } } } Everything seems to be working fine when I level up, the menu changes with the new values for the perms (and you can see the max point spent and respec cost moving as well. The perms (in /perms) also move between their various states, fantastic! The only thing I noticed was that my xploss1...5 perms to lower the xp lost on death weren't in /perms. Not sure if that's a /perms issue or if the plugin has a bug and isn't registering those perms? I did a death test just in case: Starting XP: 375,475.8 You lost 7,737.4 for dying New XP: 367,738.4 Lower XP bound of my level is: 360,000 XP gained this level: 15,475.8 (375,475.8 - 360,000) % XP lost (7,737.4 / 15,475.8) = 50% (ish) This suggests the default is being applied and not, the xploss3 (35%). Anything you can see I'm doing wrong with the setup?
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Hey David great plugins! Was just wondering if you implemented the text replacement for RP/econ values? Saw you mentioned that it was a simple affair back in Feb. There are a few APIs from other plugins I'd ideally like to pull in that would clear up a lot of the main screen clutter, and hide it away in a nice summary. Also how does the player.displayName work in a command? I've tried wrapping in braces to no avail. "panelChatCmd": "givekitto {player.displayName} T-raid", "panelChatCmd": "givekitto player.displayName T-raid",
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Loving this! Easiest GUI/Button maker there is! Now our players don't need to remember chat commands and it looks sexy AF if I don't say so myself!! We've also managed to consolidate a number of other plugins by using it. Anchors have always been a nightmare for me with other plugins, David actually included a tutorial for how to set those values in the GUI (what a guy!). So how I used the plugin was play around in the GUI editor to get the anchors and positioning how I wanted and then just did the maths in the config file to do the spacing. I've managed to play around with 4 or 5 different layouts today since I bought it. Honestly I can't reiterate how easy this makes getting your custom UIs off the ground. Also with the hide buttons command linked to a button that is always displayed, they click our server logo (sunsetvalley.eu) and everything they need pops up - if they want to get back to it they click it again and voila, they're hidden away!
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Thanks! We're loving the functionality, but is it possible to have more things in the language files to be able to customise it further? Ideally want to be able to change: The text and colours for "Mode" and "Raid Type" to suit our server themes. The colours for the raid types to something other than yellow. I'd like to be able to amend the cost (when using economics from $ to something else (SVD in my servers case). We hard coded this in the language for Reward) This would also be true of {1} or {0} for noMoney in the language file (which says "eco" and not $) - Just want to be consistent for my server.
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- 1,253 comments
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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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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 } } } } },
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Hey we loved SkillTree and my co-owner just got EpicLoot! We run a PVE server, with Zone Manager and TruePVE, which essentially stops all the pvp gigachads from killing our playerbase. However this comes with a problem with the Medics kit as it won't proc healshot. Presumably as the damage to be done would already be 0 at the point it triggers? Any suggestions on a workaround?
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- 1,253 comments
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What an update!!! Amazing work! Ultimates, custom skills, perm based skills...the players are going to go wild! Love the custom weightings for the loot drops from the tree and mining too! Idea for a skill tree or nodes: Vehicular Combat. Damage to vehicles (minis, modular cars) also to the NPC nasties like BradleyApc or Heli...etc
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Sorry me again! Doesn't look like it's picking up the new naming everywhere. Language file: "UnlockedNode": "You gained a level in the {0} node [{1}/{2}]", "Amature Miner": "Amateur Miner", Skill Tree (looks good with the new name): Message: Any chance or way to have UnlockedNode's {0} use the language file version of the node name?
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- 1,253 comments
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Can we add a cap to rested xp per config? Either a flat value or % to next level? I like the rested xp but want players coming back regularly to use the rested bonus. Could we also have language options for level up rewards? We’ve got it set as economics but would rather have it set as a custom name. E.g. “you receive 300 J-Dollars for reaching level 3” instead of “you receive 300 economics for reaching level 3” Oh and rounding on /xp or generally where there are xp values.
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