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Everything posted by imthenewguy
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- 1,336 comments
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- 1
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- #leveling
- #progression
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- 1,336 comments
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- #leveling
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- 250 comments
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- #enhanced
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Shouldn't be possible for the current version to do that. void ConfirmSalvage(ConsoleSystem.Arg arg) { var player = arg.Player(); if (player == null) return; var id = Convert.ToUInt32(arg.Args[0]); var item = player.inventory.AllItems()?.FirstOrDefault(x => x.uid == id); if (item != null) { CuiHelper.DestroyUi(player, "EpicSalvager_SalvagerMenu"); var tier = GetBuffTier(item.name); int amount; if (!config.scrapper_settings.scrapper_value.TryGetValue(tier, out amount)) return; item.RemoveFromContainer(); var payment = ItemManager.CreateByName(config.scrapper_settings.currency_shortname, Math.Max(amount, 1), config.scrapper_settings.currency_skin); if (payment == null) return; if (!string.IsNullOrEmpty(config.scrapper_settings.currency_name)) payment.name = config.scrapper_settings.currency_name; player.GiveItem(payment); NextTick(() => { item.Remove(); }); EpicSalvager_SalvagerMenu(player); PrintToChat(player, $"You received {amount} {CurrencyName}."); } else PrintToChat(player, "Invalid item."); } This is the method responsible for it here. Just under where the payment is created with ItemManager, it checks the config settings for the currency name, and as long as the field isn't empty, it will assign the name to it and give it to the player. Does the player get a chat message saying "You received x SV comps" when they salvage them?
- 250 comments
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- 1
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- #enhanced
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(and 7 more)
Tagged with:
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- 1,336 comments
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- #leveling
- #progression
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- 1,336 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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- 1,336 comments
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- #leveling
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The only thing you could do is assign a permission on unlock by adding it to the skill in the config. There are some examples in discussions of how to accomplish this, or you can use the /addtestpermsnode command while in game to have an example perm added to the cooking tree. If the command isnt related to permissions, you will need someone to build you a plugin to achieve this. You can remove perks or simply disable them by setting "enabled" to false, or you can change them to be a different perk all together, OR use permissions.
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Hey have you given yourself permissions to use the give commands? Need to assign permission: gatheringclothes.admin o.grant group admin gatheringclothes.admin In terms of crate spawns, are you using a loot mod plugin such as AlphaLoot or BetterLoot?
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https://discord.gg/jxD7MtaV9g Jump on there and create a ticket when you can. Can sort you out there.
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Changed Status from Pending to No Response
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Changed Status from Pending to No Response
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Changed Status from Pending to Closed
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So if you want the effect to run for everyone (the player that died, the player that killed and anyone around), set "Force all death effects to be clientside?" to false, and make sure no one gets the "deatheffects.select" permission. Would also be worth deleting the player data if you make any changes to the config.
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- 250 comments
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- 1
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- #enhanced
- #custom loot
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(and 7 more)
Tagged with:
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- 1,336 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,336 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,336 comments
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- #leveling
- #progression
- (and 19 more)
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Changed Status from Pending to Closed
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- 1,336 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,336 comments
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- #leveling
- #progression
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Failed to call hook 'OnEntityTakeDamage'
imthenewguy replied to ChristopherS's Support Request in Support
Is this appearing often? -
Not sure if any of that is possible with the current build. Didn't have preventing admin powers in mind when I built any of the plugins. It could be worked around, but it wouldn't be something that would suit the plugin or its dependencies, so it would be a custom job.
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This should explain how the logic works. Although I realize a mistake I made is that the modifier is set to 1.0 by default, so I need to adjust it so it takes into consideration lower modifiers than 1. So your 0.001 modifier won't work at the moment. Will patch this next release. double GetXPModifier(string id, PlayerInfo pi, out bool modified) { modified = false; double result = 1; // Checks each permission that you have created in the config for xp override. foreach (var perm in config.xp_settings.xp_perm_modifier) { // If the permissions value is greater than the value stored in result, result is set to the new value. if (permission.UserHasPermission(id, "skilltree." + perm.Key) && perm.Value > result) result = perm.Value; } if (config.rested_xp_settings.rested_xp_enabled && pi.xp_bonus_pool > 0) { // If rested XP is enabled, then we add the rested xp value on top of our result. result += config.rested_xp_settings.rested_xp_rate; modified = true; } if (TOD_Sky.Instance.IsNight && config.xp_settings.night_settings.night_xp_gain_modifier != 1) { // If night time xp gains are enabled, we add (or remove) that value onto our result as well. result += config.xp_settings.night_settings.night_xp_gain_modifier - 1; modified = true; } return result; }
- 1,336 comments
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- #leveling
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