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Everything posted by imthenewguy
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I can probably handle the poison damage, but it means that players will never receive poison damage because it will always be false. Same with Radiation. Your best bet would be to remove those weapon effects as they are only useful against players. I can try to make it so the explosive weapon doesn't damage entities with an owner ID, or players (ever)?
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Version 1.0.15
484 downloads
Professions is a plugin designed for role play and PVE servers. Players can choose from any 7 professions, including: Miner - Has a chance to find gold nuggets while mining, which can be sold to the market for scrap/economy. Miners also gather more resources from nodes. Logger - Has a chance to find Pinecones while chopping trees, which can be sold to the market for scrap/economy. Loggers also gather more resources from trees. Skinner - Has a chance to obtain prime meat while butchering animals, which can be sold to the market for scrap/economy. Skinners can also use a command to locate the nearest animal from their position. Skinners also gather more resources from animals. Weaponsmith - Specializes in crafting weapons from melee swords to guns. Tailor - Specializes in crafting clothing and armour. Electrician - Specializes in electrical components and power sources/storage. Mechanic - Specializes in engine parts and vehicle modules. Also gets access to a quest to unlock car parts by destroying cars at the junkyard (using the magnetic crane & shredder). The coolest thing about this plugin is that it uses a group system in oxide. This means you can assign permissions from other plugins to a specifc group as part of the professions perks. Example, on my server we use the Vehicle Tow plugin, and have assigned the "vehicletow.user" permission to the mechanic group. This means that if a player is employed as a mechanic, they can use the tow hammer and tow vehicles around! We also use the Tree Planter plugin on umod as a perk for loggers, so they can decorate areas with trees. When a player chooses a profession, their xp/level will be set to 0. Both gathering and crafting skills have a level/xp. Gathering: Increasing the gathering level will increase the chance of obtaining the professions unique item (prime meat, gold nugget or pinecone). It will also increase the amount of extra resources you obtain while doing your profession. Crafting: Crafting levels cap at level 3, and are required in order to craft items of equal workbench tier to the players level. For example, a player who is a level 1 weaponsmith cannot craft a semi-automatic rifle, as it requires a tier 2 workbench. This feature can be disabled entirely in the config, if you do not want level requirements for items. To gain xp as a crafter, players will need to craft items specific to their profession from level 1 onwards. IE weaponsmiths will need to craft items unique to their class in order to get xp. XP is calculated based on the components required to make the item. You can adjust the xp rates for each component (such as laptops, metal pipes etc) via the config. Items can also have a multiplier attached to them, offering further xp. Another way to obtain xp is to research items specific to your profession. Researching offers 3x the xp you would have received for crafting the item (by default), but allows you to research items that you do not have the level for (IE researching AK at level 1 will still provide you with xp). Mechanics in particular have an additional method of levelling. See the Mechanics Quest section below. Crafting professions can be setup in a number of ways. By default, only professions that specialize in set items will be able to craft them. For example, a weaponsmith is the only profession that can craft a pistol or rifle. This can be adjusted in the config to instead use a tax system, charging players who are not part of that profession a scrap or economics tax for crafting it, where as players that are specialized would not be charged this fee. The exception to this is when an item is a "free_craft" item. All players can craft "free_craft" items without issue. Example: Joe is a weaponsmith who is in need of a roadsign chest piece. He has the blueprint researched, so he decides to craft it himself. Joe is charged 125 scrap (default) to do so, in addition to the material costs. The idea behind this system is to stimulate an economy, forcing players of differeing professions to trade between each other. This has worked with much success on my RP server. All players have the chance to receive gold nuggets, prime meat and pinecones while gathering (although gathering professions are significantly more likely to find these items). These items can be sold at the resource market for scrap or economy dollars (configurable). The market can be access via a chat command (requires permission), or via an NPC (requires HumanNPC). The mechanics quest is a plugin that is included with this package. If you do not wish to run it, simply remove it from your server (MechanicQuest.cs). This plugin will assign mechanics a quest upon employment. The quest involves destroying modular cars at the junkyard using the magnet crane. Doing so will provide them with xp per car crushed, as well as medium & High quality parts blueprint unlocks unpon completion of each quest. This quest works extremely well with the towing plugin, as players can tow cars to the junkyard for destruction. Command: rbag Action: Opens the resource bag to store prime meat, pinecones and gold nuggets. Permission: professions.chat.bag Command: pmarket Action: Opens the resource market to sell prime meat, pinecones and gold nuggets. Permission: professions.chat.market Command: jobmenu Action: Opens the job menu to choose employment/quit your job. Permission: professions.chat.jobmenu Command: clearjobs Action: Clears all job data from all players. Permission: professions.admin Command: updateitems Action: Searches for any new craftable items added to Rust, and adds them to the data file. Permission: professions.admin Command: updatexp Action: Recalculates the xp using the component xp values in the configuration file. Permission: professions.admin Command: setjob Parameters: <player name> <job> Action: Sets to the players job, removing their accumulated xp and levels. Permission: professions.admin Command: class Action: Shows the players class, level and xp until next level. Permission: none Command: printlevels Action: Prints the xp requirement for each level into console. Permission: none Command: updatemultiplier Parameters: <item shortname> <value> Action: Sets the xp multiplier for the desired item when crafting. Permission: professions.admin Command: showitems Action: Prints the item list and xp values for each item in the players profession into the console. Permission: none Command: clearstoragebags Action: Clears all storage bags for every player. This is done automatically on wipe. Permission: professions.admin Command: clearprofessions Action: Clears all professions data. Permission: professions.admin Command: resettax Action: Resets the tax rate for all items back to default. Permission: professions.admin Command: giverbag Action: Gives the user a resource bag item, used to open the resource bag storage without a chat command/permissions. Permission: professions.admin Command: track Action: Finds the closest animal and prints the direction of it from the players location. Permission: skinner Command: prof.addnpc Action: Adds a job npc at the players location. Permission: admin Command: prof.removenpc Action: Removes the target job npc. Permission: admin professions.admin professions.chat.bag professions.chat.market professions.chat.jobmenu void OnPlayerEmployed(BasePlayer player, string job) void OnPlayerUnemployed(BasePlayer player, string job)$19.99 -
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- 41 comments
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Version 1.0.10
531 downloads
Enchanting adds the ability for different types of weapons to be enchanted with over 29 specialized, unique abilities from freezing your target in place, to increasing the speed of your horse. Each enchantment is configurable and can be added to any weapon type, or even multiple times under the same weapon type with different durations/effect modifiers. Enchanting an item requires a cost of runes, which are found from different sources. See the "Runes" section below for more information on how players obtain runes. The plugin comes with a number of pre-made enchanted weapons, but you can add, remove or edit your own via the config file, allowing you to tailor this plugin for your on worlds. Runes are required to enchant a weapon. The enchantment costs can be seen under each weapon, and must be in the players inventory when they attempt to enchant their weapon. Runes drop from multiple sources, but each rune type has a uniquely flavoured drop source by default: Ice Runes: Obtained while mining, woodcutting or picking floora (hemp, mushrooms, pumpkins etc) in the acrtic biome. Life Runes: Obtained from collecting floora in any biome. Death Runes: Obtained while harvesting the flesh of NPCs and animals. Fire Runes: Obtained while mining, woodcutting or picking floora in the arid biome (desert). Dark Runes: Obtained while mining, woodcutting or picking plants during the night (after 6pm, before 6am). Light Runes: Obtained while mining, woodcutting or picking plants during the day (between 6am and 6pm). Water Runes: Obtained while gutting fish or harvesting flesh from sharks. Runes can be adjusted, renamed and changed in the config file, and additional rune types can also be added, all of which can be assigned to any of the 15 drop sources. There are 29 enchantments available as of version 1.0.0. These enchantements can be placed onto most held items, and can be activated as long as the player is not on cooldown. The cooldown works as a global cooldown, meaning that if a player uses any enchantment, they cannot use another enchantment until their cooldown finishes. Each weapon can have a unique cooldown period, allowing for more powerful enchantments to cause a longer cooldown, while having a shorter cooldown for less powerful ones. To enchant an item, simply place it into a repairbench, which will trigger the "Enchanting" button to appear. Clicking this button will display all available enchantments for that particular item. Click the desired enchantment, click enchant and you are done! All abilities require activation by pressing MOUSE3 (default) while the weapoin is active. Stowing or swapping the weapon so something else cancels the ability. Command: inspect Action: Shows the enchantment info for the active weapon. Permission: none Command: giverunes Parameters: <Optional: quantity> Action: Gives the user x amount of each rune. Permission: enchanting.admin Command: giverandomweapon Action: Gives the user a random enchanted weapon. Permission: enchanting.admin Command (CONSOLE): generaterandomweapon Parameters: <target name/ID> Action: Gives the user a random enchanted weapon. Permission: enchanting.admin enchanting.admin - required for admin commands. enchanting.free - enchanting requires no runes. enchanting.create - required to see the enchanting menu appear in the repairbench menu. enchanting.nocooldown - no cooldown is applicable after activating an ability. [1] Freeze: Freezes the target in place when hit for x seconds. [2] Slow: Prevents the target from running when hit for x seconds. [3] Inferno: Sets the target on fire when hit for x seconds. [4] Bleeding: Applies x bleeding stacks when hit for the duration. [5] Radiation: Applies x radiation stacks when hit for the duration. [6] Poison: Poisons the target, dealing x damage every y seconds for z cycles. They also vomit. [7] Indestructable: Prevents condition loss on the weapon for the duration. [8] Lifesteal: Returns x% of the damage dealt to a target, back to the attacker. [9] PVPDamage: Increases the damage versus players by x% for the duration. [10] PVEDamage: Increases the damage versus animals and scientists by x% for the duration. [11] Blind: Blinds the player for x seconds when hit. [12] Splinter: Damages all players within x meters of the target for y% of the damage dealt to the target. [13] Explosive: Spawns and detinates an explosive at the landing point of a projectile weapon for the duration. [14] Healing: Prevents the damage that would be done to the target by the attacker, instead healing them for x% of the damage that would have been done. [15] Sleep: Forces the target into the sleep state for x seconds when hit. [16] Fumble: The target's active item is moved into their inventory when hit. It is dropped to the ground instead of there is no room in the inventory. [17] Curse: When the target is hit, their screen quickly flashes purple and black and they take 0.6 damage every 0.2 seconds for the duration. [18] GatherYield: Gather yield is increased by x% for the duration when using this enchanted tool to harvest. [19] AnimalSpawn: Spawns an animal at the hit market (default wolf) for the duration. [20] ReduceDamage: While active, this ability will reduce incoming damage by x% for the duration. [21] HealSelf: Instantly heals the player for x health. [22] HealOthers: Instantly heals other players for x health that are within y meters. [23] BradleyCloak: Makes the player invisible to bradley tank for the duration. [24] FeatherFall: Prevents fall damage while active. [25] RadiationResist: Removes all radiation stacks once per second for the duration. [26] Spectre: Makes the player invisible to turrets and base defences for the duration. [27] HorseCrop: Increases the horses stats by x for the duration. Will affect any horse that the player climbs onto while active. Horses the player dismounts from will no longer be affected. [28] ScientistCloak: Makes the player invisible to scientists for the duration. [29] ElementalDamageResist: Makes the player immune to fire and cold damage for the duration. [30] DamageIncrease: Increases the damage of the weapon to everything by x% for the duration. void GenerateRandomWeapon(BasePlayer player) //gives the player a random weapon.$25.00- 41 comments
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Version 2.0.30
5,884 downloads
This plugin extends the vanilla cooking system in rust by adding a number of ingredients and advanced recipes to the game. The ingredients are obtained from any of the 45+ different sources, from ore nodes, to trees, to collectibles such as hemp and pumpkins. These ingredients are used to create delicious meals that will provide the player with 1 of the 55 different buffs the plugin has to offer, or your own custom buffs should you wish to create your own using permissions from other plugins. The plugin comes standard with 47 custom recipes and 11 custom ingredients included. It also utilizes a number of rusts existing items, such as pumpkins, corn, wheat and potatoes. There are over 47 recipes that come with the default configuration. Each recipe allows for any number of ingredients to be added (default is up to 4), and any number of the 46 buffs to be added to each meal. Recipes can be easily added via the config. This allows server owners to get creative by creating their own custom meals and buffs. The above video showcases how new recipes and ingredients can be easily added to your configuration. The plugin comes with 11 unique custom ingredients, and also utilizes 16 of the default items in rust. Ingredients can be easily added to the configuration (see the above video). All non-default ingredients can be found from 49 different sources including cutting trees, mining nodes, collecting hemp etc. Each sources drop rate can be customized to suit your server, and the sources for ingredients can be changed incredible easily by simply adjusting a number in the config file. There are 49 unique sources that ingredients can be obtained from from cutting trees to collecting pumpkins. The chances for each ingredient drop are based on the interaction with that source. For example, picking a pumpkin offers 1 chance, as it is 1 interaction to pick a pumpking, while cutting a tree may be 10-20 chances (depending on the tool), as it takes a number of hits to fall a tree (this can be adjusted to be based on 1 chance per tree/node etc via the config). When a roll is successful, it then rolls through each item type and selects the item based on that items "dropWeight", allowing you to make ingredients more or less common than others on the same drop table. The Farmers Market is an in-built market that allows players to buy and sell ingredients for scrap, server rewards or economics. By default, the markets stocks will start at 0, and will only increase as players sell their unwanted ingredients to it. It can be configured to allow all items, or only custom items to be bought and sold through it, and also allows for a maximum stock to be set (default 100), meaing that it cannot have more than 100 of an item type. The buy/sell values for each ingredient can be adjusted in the config file (default $10 buy, $5 sell). Starting quantities can also be set if you do not want the market to start at 0. The market can be accessed by typing in /market (if config is enabled) or by speaking to an NPC that can be spawned with the plugin (addmarketnpc). Ingredient: A useful ingredient used to make more complex meals. Woodcutting_Yield: Increases the amount of wood received by a percentage when cutting trees and logs. Mining_Yield: Increases the amount of ore received by a percentage when mining any ore type. Skinning_Yield: Increases the amount of animal products received by a percentage when skinning animals. Heal_Share: Heals those around you for a percentage of the healing you receive. Heal: Instantly heals you for a percentage of your maximum health. Food_Share: Shares your food with nearby players, providing them with a percentage of the calories that you consume. Metabolism_Overload: Increases your maximum calories and hydration capacity by a percentage. Comfort: Provides an aura of comfort around you. Each nearby player will receive a percentage comfort. Water_Breathing: Will allow you to breath underwater for the duration. Fire_Resist: Reduces the damage taken from all sources of fire/heat by a percentage. Cold_Resist: Reduces the damage taken from the cold by a percentage. Explosion_Resist: Reduces the damage taken from explosives by a percentage. Animal_Resist: Reduces the damage taken from animals by a percentage. Melee_Resist: Reduces the damage taken from attacks made with a melee weapon by a percentage. Wounded_Resist: If you would enter the wounded state while this buff is active, you will instead be brought to your feet. Any negative modifiers will be removed. Spectre: You will become invisible to auto-turrets, flame turrets and shotgun traps for the duration. Madness: This food will make you sound strange to others. Wealth: Provides you with a percentage find scrap/economics/points when breaking barrels. Barrel_Smasher: Provides you with a percentage chance to instantly break a barrel with any amount of damage. Crafting_Refund: Provides you with a percentage chance to refund components when crafting an item. Passive_Regen: Will passively regenerate a percentage health each second. Horse_Stats: Will increase the speed any horse you ride by a percentage. Fall_Damage_resist: Reduces damage taken from falling by a percentage. Condition_Loss_Reduction: Reduces the condition loss of all worn and held items by a percentage. Ingredient_Chance: Increases the chance to obtain cooking ingredients by a percentage. Upgrade_Refund: Provides you with a percentage chance to receive a free upgrade when upgrading your building blocks. Research_Refund: Provides you with a percentage chance to receive a scrap refund when using a research bench. Role_Play: This item provides no buffs as it a Roleplay item. Anti_Bradley_Radar: Makes you invisible to the Bradley APC. Fishing_Luck: Provides you with a percentage chance to obtain a random item while fishing. Farming_Yield: Increases the amount of resources collected by a percentage when harvesting player-grown plants. Component_Luck: Provides a percentage chance to receive a random component when breaking barrels. Electronics_Luck: Provides a percentage chance to receive a random electrical item when breaking barrels. Permission: Used for firing off custom commands such as assigning and removing permissions. Bleed_Resist: Reduces the damage taken from bleeding by a percentage. Radiation_Resist: Reduces the damage taken from radiation by a percentage. Max_Repair: Any item that is repaired while this buff is active, will have its maximum condition reset. Smelt_On_Mine: Provides you with a percentage chance to receive refined resources instead of ores, when mining sulfur and metal nodes. Loot_Pickup: Provides you with a percentage chance for all items to be moved directly into your inventory when breaking barrels. Reviver: Sets a players health to a percentage when bringing them up from the wounded state. Duplicator: Provides you with a percentage chance to duplicate an item when crafting. Harvest: Increases the amount of resources collected by a percentage> when harvesting wild entities. Ingredient_Storage: Stores ingredients. Extra_Calories: Instantly provides you with a percentage of your maximum calories when consumed. Extra_Hydration: Instantly provides you with a percentage of your maximum hydration when consumed. Max_Health: Increases your maximum health by a percentage. Fishing_Yield: Increases the amount of fish received by a percentage. Damage_Over_Time: This perk will damage the consumer every second for the set value. Mining_Hotspot: The player will always hit the hot spot while mining. Woodcutting_Hotspot: The player will always hit the marker while chopping wood. Dehydration: Removes hydration when applied. Damage: Damages the consumer by the value. Radiation: Gives the consumer radiation equal to the value. Hunger: Removes calories when applied. Lifelink: Heals the user for a percentage of damage done. SkillTreeXp: Increases the amount of Skill Tree xp received from all sources.. Default: Default Rust item AnyTree: Chopping any tree ArcticTree: Chopping arctic trees DesertTree: Chopping palm trees TemperateTree: Chopping temperate trees TundraTree: Chopping tundra trees Cactus: Chopping cacti AnyNode: Mining any node AnyArcticNode: Mining any arctic nodes AnyDesertNode: Mining any desert nodes AnyTemperateNode: Mining any temperate nodes AnyTundraNode: Mining any tundra nodes StoneNode: Mining stone nodes MetalNode: Mining metal nodes SulfurNode: Mining sulfur nodes AnyAnimal: Skinning any animal Deer: Skinning deer Bear: Skinning bears Wolf: Skinning wolves Chicken: Skinning chickens PolarBear: Skinning polar bears Shark: Skinning sharks Boar: Skinning boar horse: Skinning horses Fishing: Catching fish Gut: Gutting fish Pumpkin: Harvesting pumpkins Potato: Harvesting potatos Corn: Harvesting corn Mushroom: Picking mushrooms BerryBush: Picking berries BerryBushBlack: Picking black berries BerryBushBlue: Picking blue berries BerryBushGreen: Picking green berries BerryBushRed: Picking red berries BerryBushWhite: Picking white berries BerryBushYellow: Picking yellow berries Hemp: Harvesting hemp CollectableSulfur: Collectable sulfur nodes CollectableStone: Collectable stone nodes CollectableMetal: Collectable metal nodes Crafted: Crafted Foodbox: Food boxes Excavated: Digging up metal detector sites Wheat: Picking up wheat JungleTree: Picking up wheat Tiger: Picking up wheat Panther: Picking up wheat Crocodile: Picking up wheat Snake: Picking up wheat AnyJungleNode: Picking up wheat Command: cook or recipemenu Action: Opens the recipe menu from anywhere. Permission: cooking.recipemenu.chat Command: market Action: Opens the farmers market from anywhere. Permission: cooking.market.cmd Command: ibag Action: Opens the ingredient bag from anywhere. Permission: cooking.bag.cmd Command: addmarketnpc Action: Creates a farmers market NPC Permission: cooking.admin Command: removemarketnpc Action: Removes the targeted farmers market NPC Permission: cooking.admin Command: clearingredientbags Action: Clears the contents of ingredient bags for all players Permission: cooking.admin Command: giverecipe <recipe> Action: Gives the command user the specified recipe card Permission: cooking.admin Command: givemeal <target> <meal> <amount> Action: Gives the specified meal to the target player. Permission: cooking.admin Command: giveingredient <target> <ingredient> <amount> Action: Gives the specified ingredient to the target player. Permission: cooking.admin Command: setmarketquantity <ingredient> <amount> Action: Sets the available market quantity of the specified item. Permission: cooking.admin // Recipe menu chat command cooking.recipemenu.chat // Using the cooking menu cooking.use // Admin related cooking comands cooking.admin // Bypass cooking time cooking.instant // Bypass ingredient requirements cooking.free // Removes ability to gather ingredients cooking.nogather // Allows the ingredient bag to be opened via CMD cooking.bag.cmd // Disables drop notifications cooking.disable.notify.drop // Disables Notify notifications cooking.disable.notify.proc // Disables menu sounds cooking.disable.sound // Allows access to the farmers market via CMD cooking.market.cmd // Allows the user to speak to the market NPC cooking.market.npc // Allows the user to gather ingredients cooking.gather // Required to find recipe cards cooking.recipecards Economics - Used for the farmers market and the Wealth buff type. ServerRewards - Used for the market and the Wealth buff type. SkillTree - Will provide xp when creating meals with the Cooking plugin. bool CanGatherIngredient(BasePlayer player, uint source) Returning a non-null value will prevent players from receiving ingredients from certain drop sources. the source is the networked ID of the entity. void OnMealCrafted(BasePlayer player, string meal, Dictionary<string, int> ingredients, bool isIngredient) Called after a meal has been created and given to the player. bool IsCookingMeal(Item item) Useful if you want to see if an item is from the recipe menu. bool IsHorseBuffed(RidableHorse horse) Used to prevent stacking modifiers if a horse is buffed by the Cooking plugin. object OnAddRecipeCardToLootContainer(BasePlayer player, LootContainer container) Returning a non-null value will prevent recipe cards from being added to the container. object OnIngredientBagDrop(BasePlayer player) Returning a non-null value will prevent the bag from dropping. void OnMealConsumed(BasePlayer player, Item item, int duration) Triggered when a player successfully consumes a meal. No return types.$24.99 -
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- 87 comments
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Version 1.0.6
81 downloads
Scuba arena is a free for all underwater slaughter-fest. It allows up to 14 players to participate in underwater combat, adding a multi-directional element to your players strategy, while providing endless fun. The plugin handles the running of the game, and allows players to join from anywhere, stripping their equipment while the game is played and giving it back to them when they are finished. Setup is a breeze; simply drop the prefab in your map (underground, submerged in water), load the plugin and it will do the rest. Games are configured to start every hour by default. You can follow the installation guide here if you want more of an indepth look at it. Admin commands: - /startsa <optional: seconds> - manually starts the game. Will default the start delay to the configured time if no seconds parameter is provided. - /endsa - ends the current game, returning players to their original locations. - /addreward <shortname> <quantity> <skin> - adds the specified item to the rewards list. You can find item shortnames here: https://www.corrosionhour.com/rust-item-list/ This can also be done via the config file. User commands: - /sa - joins an active game (if it hasn't started yet). - /leavesa - leaves the current game and returns the player to their original location. - /claimreward - claims a reward for winning ScrubaArena. Will not provide a reward if they have not won any games. Permissions scubaarena.admin$15.00- 11 comments
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