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Everything posted by Krungh Crow
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- 19 comments
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- 19 comments
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- 19 comments
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- 19 comments
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- 1
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Changed Status from Pending to Closed
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glad to help
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Version 1.3.2
71 downloads
When killing scarecrows ,scientists ,animals or players they have a set chance to spawn a collectable grave (Halloween event). Features : Supports Scarecrows ,Scientists ,Animals and players (any normal surface npc) Set spawn chance through cfg which spawns a random grave (Halloween event) when the npc is killed. This is a remake of the first ever plugin I made years ago . Random Collectable Graves : stone iron sulfur wood bones (Halloween grave piles). Graves can spawn on any surface location a npc could walk and spawn on. Graves can spawn inside buildings/caves/tunnels/sewers/underwater labs. Set grave pile prefabs from a list. Permissions : graves.canfind : To be able to trigger killing surface npc. graves.canfindanimal : To be able to trigger killing animals. graves.canfindplayer : To be able to trigger player kills or suicides. Configuration : set the chance between 0 and 1. { "Show Chat messages": true, "Grave prefabs": [ "assets/bundled/prefabs/autospawn/collectable/stone/halloween/halloween-stone-collectable.prefab", "assets/bundled/prefabs/autospawn/collectable/stone/halloween/halloween-bone-collectable.prefab", "assets/bundled/prefabs/autospawn/collectable/stone/halloween/halloween-metal-collectable.prefab", "assets/bundled/prefabs/autospawn/collectable/stone/halloween/halloween-wood-collectable.prefab", "assets/bundled/prefabs/autospawn/collectable/stone/halloween/halloween-sulfur-collectible.prefab" ], "Spawn Chance (0 - 1)": { "Scientist": 0.2, "Scarecrow": 0.2, "Player": 0.1, "Bear": 0.2, "Boar": 0.2, "Chicken": 0.2, "Wild Horse": 0.2, "Stag": 0.2, "Wolf": 0.2 } } Localisation : English language file included to use a different language just make a new file in the language folder. { "Graves": "You killed <color=#4A95CC>{0}</color> leaving a unmarked grave!", "GravesAnimal": "You killed a <color=#4A95CC>{0}</color> leaving a unmarked grave!", "AnimalBear": "Bear", "AnimalBoar": "Boar", "AnimalChicken": "Chicken", "AnimalHorse": "Horse", "AnimalStag": "Stag", "AnimalWolf": "Wolf" }$8.50- 19 comments
- 1 review
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noticed you have the easy profile set to be like the vanilla (1000HP). Best for now would be to increase the HP on it (even if 1100 HP it will make a difference). And set "Include Vanilla Bradley": true if you want a 1k HP Bradley. with current checks it would count as a vanilla Bradley and skip the loottable on the easy Bradley. The rest seem fine and should spawn the loot assigned to the profiles. Do you have other plugins using the Bradley in their events ?
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Changed Status from Pending to Closed
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Changed Fixed In to Next Version
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ok got some help with it and made it work - set up as normal (no command needed to add) - BoneMarket will takeover when you interact with the npc. - Added some cfg settings "NPC Vendor settings": { "Use NPC shop": true, "NPC Id's": [ "2745013248" ] }, adding some more checks but its working
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hmm not sure ill ask the crew on help on that and let u know
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hmm not sure but it is written in covalence so the command might work on the npc Pls let me know if that is working otherwise ill ask the codefling cew for some help with that but in theory that should allready work
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GatherManager or zlvls is what i use. Gathercontroll sets multipliers at day/night in eggs if the egg is spawned and amount is higher then set max amount it will remove all with a math calculation (amount items - itemmax) so if 10 is gathered it uses all minus the max set amount and reduces it by 6 and end result will be 4 remaining eggs (for example). i checked the gathering plugins out there they make a list of ores to multiply and trees or pickup. I havent seen a list that is allowed to be multiplied in any of them for corpse harvesting and it multiplies everything. Me ending up making my own gather plugin is a fair chance atm.
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weird its totaly working on my servers
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ok keep me posted i never used nextgen so not sure how to set it up.
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the 0 eggs is because u still have the normal egg short name(for default eggs) and main cfg has max eggs for normal egg at 0 so yes that is correct. set your silver eggs lower it is still too high and will trigger faster
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don't forget your multipliers are also at work this just makes sure it wont be more then set amount. multipliers work with hard numbers so if 1 item has for example multiplier of 1.2 it will allready be 2 items since rust rounds it upwards so incase of zlvls lvl 1 = 1.1 multipleir so its 2 lvl 2 = 1.2 ... lvl 11 = 2.1 multiplier so it is 3 etc etc
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Changed Status from Work in Progress to Closed Changed Fixed In to 1.1.6
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unless i add a command for it. Any luck on the dmg issue ? the npc used is a regular spawnable scientist
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i run some tests in the weekend maybe i can build in some exclusions
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Changed Status from Closed to Work in Progress