Jump to content

marxy

Member
  • Posts

    51
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by marxy

  1. marxy

    Erratic flying

    After the naval update, jetpacks seem to spin out and not fly straight. Also lag you in/out of flying and eventually just drops you.
  2. CanStackItem currently returns true for any upgraded furnace/oven causing them to turn into whatever you drag them ontop of. Changing line 1271 to return false fixes this issue.
  3. marxy

    Missing doors/elevator

    Hello, I'm having troubles getting this prefab to work properly. I have rustedit installed properly on my server as other prefabs work fine, but with this tower the doors, elevators, buttons, and triangle floor grills do not spawn
  4. Hello, noticed a bug if the servers hacked crate timer was below 600, the events would not spawn. Tracked it down to line 1532, just need to change _HackTime to HackableLockedCrate.requiredHackSeconds float remainingTime = HackableLockedCrate.requiredHackSeconds - crate.hackSeconds;
  5. marxy

    Infinite stock

    diff --git a/plugins/CustomItemVending.cs b/plugins/CustomItemVending.cs index 0975882..26df4b7 100644 --- a/plugins/CustomItemVending.cs +++ b/plugins/CustomItemVending.cs @@ -561,6 +561,7 @@ namespace Oxide.Plugins public int ShoppyStockBalance; public int ServerRewardsBalance; public bool Broadcast = true; + public bool infiniteStock; public int GetAvailableAmount(ItemData itemData) { @@ -1819,13 +1820,35 @@ namespace Oxide.Plugins continue; } - player.GiveItem(newItem); + if (vmData.infiniteStock) + { + var itemCopy = ItemManager.Create(item.info, item.amount, item.skin); + itemCopy.name = itemData.displayName; + itemCopy.text = itemData.text; + itemCopy.SetItemOwnership("Market Item", $"Purchased from the outpost by {player.displayName}."); + player.GiveItem(itemCopy); + } + else + { + player.GiveItem(newItem); + } break; } else { paid += item.amount; - player.GiveItem(item); + if (vmData.infiniteStock) + { + var itemCopy = ItemManager.Create(item.info, item.amount, item.skin); + itemCopy.name = itemData.displayName; + itemCopy.text = itemData.text; + itemCopy.SetItemOwnership("Market Item", $"Purchased from the outpost by {player.displayName}."); + player.GiveItem(itemCopy); + } + else + { + player.GiveItem(item); + } } if (paid >= purchaseAmount) break; Here is a patch of my quick and dirty way to do it. Does not currently have UI to toggle it on so the plugin has to be unloaded, config changed, then reopened. Probably better to have an admin command for it. Also wasn't sure how to get the ownership tag from the existing item so just set it to a generic tag for now. Feel free to use this is you would like to. Love all your plugins!
  6. marxy

    Infinite stock

    Thanks for the quick response! Any chance you plan on adding this or not on your roadmap? Thanks again.
  7. marxy

    Infinite stock

    Hello, is there currently a way to do infinite stock in cases of an outpost shop? Use case here is selling legendary weapons, and don't have a good way to keep it stocked. Thanks for all the cool plugins!
  8. marxy

    WTrading

    Should be changed to:
  9. Fixed it by adding the following to line ~1095: Could probably be expanded to a config value for extra things to shoot through. I think another one would be brutalist roofs/window braces unless you want to allow brutalist peaks to be used against the brads

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
2.7m
Total downloads
Customers
11.6k
Customers served
Files Sold
165.2k
Total sales
Payments
3.6m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.