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Everything posted by Stormo
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How can I fix it so that weapons and clothing don't lose durability during Raid Bases? It works correctly in all other events, but for some reason it doesn't work in Raid Bases. Could you help me with this? using System.Collections.Generic; using Oxide.Core; namespace Oxide.Plugins { [Info("NeverWear", "k1lly0u / rostov114", "0.2.0")] class NeverWear : RustPlugin { #region Configuration private Configuration _config; public class Configuration { public bool useWeapons = false; public bool useTools = true; public bool useAttire = false; public bool useWhiteList = false; public List<string> WhitelistedItems = new List<string>(); public bool useBlackList = false; public List<string> BlacklistedItems = new List<string>(); } protected override void LoadConfig() { base.LoadConfig(); try { _config = Config.ReadObject<Configuration>(); SaveConfig(); } catch { PrintError("Error reading config, please check!"); Unsubscribe(nameof(OnLoseCondition)); } } protected override void LoadDefaultConfig() { _config = new Configuration() { useWeapons = false, useTools = true, useAttire = false, useWhiteList = false, WhitelistedItems = new List<string>() { "hatchet", "pickaxe", "rifle.bolt", "rifle.ak" }, useBlackList = false, BlacklistedItems = new List<string>() { "pickaxe", "hatchet#65535", } }; SaveConfig(); } protected override void SaveConfig() { Config.WriteObject(_config); } #endregion #region Oxide Hooks private void Loaded() { permission.RegisterPermission("neverwear.use", this); permission.RegisterPermission("neverwear.attire", this); permission.RegisterPermission("neverwear.weapons", this); permission.RegisterPermission("neverwear.tools", this); } private void OnLoseCondition(Item item, ref float amount) { if (item == null || !item.hasCondition || item.info == null) return; if (_config.useBlackList && (_config.BlacklistedItems.Contains($"{item.info.shortname}#{item.skin}") || _config.BlacklistedItems.Contains(item.info.shortname))) return; BasePlayer player = GetPlayer(item); if (player == null) return; if ((_config.useWhiteList && (_config.WhitelistedItems.Contains($"{item.info.shortname}#{item.skin}") || _config.WhitelistedItems.Contains(item.info.shortname)) && HasPerm(player, "neverwear.use")) || (item.info.category == ItemCategory.Weapon && _config.useWeapons && HasPerm(player, "neverwear.weapons")) || (item.info.category == ItemCategory.Attire && _config.useAttire && HasPerm(player, "neverwear.attire")) || (item.info.category == ItemCategory.Tool && _config.useTools && HasPerm(player, "neverwear.tools"))) { object result = Interface.CallHook("OnNeverWear", item, amount); amount = (result is float) ? (float)result : 0f; } } #endregion #region Helpers public bool HasPerm(BasePlayer player, string perm) { return permission.UserHasPermission(player.UserIDString, perm); } public BasePlayer GetPlayer(Item item) { BasePlayer player = item.GetOwnerPlayer(); if (player == null) { if (!item.info.shortname.Contains("mod")) return null; player = item?.GetRootContainer()?.GetOwnerPlayer(); } return (player == null || string.IsNullOrEmpty(player.UserIDString)) ? null : player; } #endregion } }
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I wanted to ask when the update for the August patch with Heavy Fuse will be released.
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I wanted to ask when the update for the August patch with Heavy Fuse will be released.
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Створення відповіді Copilot said: I'd like to ask if it's possible to create a global cooldown for all players. For example, if one player crafts a specific item, could that item then go on cooldown for everyone on the server for, say, one hour before anyone can craft it again? Is something like this possible to implement?
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Hello, First of all, thank you again for such a great plugin. I have a question regarding custom weapons. When I create a custom weapon and assign a SkinID to it, the skin is displayed correctly in the inventory and on the hotbar. It is also displayed correctly when the item is dropped on the ground. However, when I hold the weapon in my hands, it appears as the default item model without the skin. Do you know if this is a bug, or is there some way to fix it? Thank you!
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Thanks for asking, because I had actually forgotten about it myself. In any case, if you don't replace: if (data.ContainsKey(player.UserIDString) && data[player.UserIDString].favoriteItems.Count != 0) data[player.UserIDString].lastSeenTime = DateTime.Now.ToString("d", CultureInfo.InvariantCulture); else data.Remove(player.UserIDString); with: if (data.ContainsKey(player.UserIDString)) { UserData userData = data[player.UserIDString]; if (userData.favoriteItems.Count != 0 || userData.cooldownItems.Count != 0 || userData.dlcUnlocked) { userData.lastSeenTime = DateTime.Now.ToString("d", CultureInfo.InvariantCulture); } else { data.Remove(player.UserIDString); } } cooldown data won't be saved properly.
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Sorry, I only just realized that you'd already released an update. Everything seems to be working now. Thank you!
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I fixed it using this.
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I had the same issue — there was no loot on the NPCs either. However, if you wait a bit and open the corpse several times, a loot bag eventually appears with the loot inside.
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Players have started reporting that the green bar on items with perks has disappeared, and when they click the item's name, the perks are no longer displayed. As far as I understand, this is related to the latest Rust updates. I'd like to ask if this is something that can be fixed on my end, or if the plugin needs to be updated by you.
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Will there be an update for the plugin that allows players to choose the payment type directly in the item sale window, such as selling for economy currency or a custom item? Something similar to this? Also, I wanted to ask if it would be possible to add chat announcements when a new item is listed for sale or when a new auction is created, displaying the item name in the announcement. I think this could help attract more attention to the marketplace and auctions.
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I asked the players to test it. They tried both in their own base and in raid bases, and the issue still persists. Some items can be repaired while others cannot, even though the MaxRepair skill is fully leveled to the maximum level.
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I'll ask my players.
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Hello. I'm not sure if this has already been reported, but my players are experiencing an issue with the MaxRepair skill. After learning the skill that is supposed to allow repairing items back to 100% durability, it doesn't seem to work. Items are repaired exactly the same way as before learning the skill, and there is no noticeable difference. Is there any way to fix this manually, or is there a known solution for this issue? Thank you.
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I wanted to ask: if you’re planning to make this update, could you also add the ability for players to summon their own boss? I think it would be a really interesting mechanic — for example, each player could summon a unique boss under certain conditions or by using a special item, then fight it for rewards.
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Hello! I have more than 3 years of experience in Rust server administration and plugin configuration, mainly focused on PvE servers. Currently managing 4 Rust servers: • 3 PvE servers • 1 Classic server I can help with: • Configuration of any plugins from codefling.com and umod.org • Oxide installation and configuration • PvE mechanics setup • Configuration of Raidable Bases, Events, Kits, Economics, UI, and other systems • Rust server deployment using LinuxGSM • Assistance with choosing a VPS / Dedicated server for your project • Technical support and консультації You can check my work by visiting our PvE servers through our Discord: I work responsibly, stay in touch, and provide support even after the job is completed.
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.0
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- 28 comments
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- #custom
- #custom map
- (and 4 more)
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- 28 comments
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- #custom
- #custom map
- (and 4 more)