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Everything posted by imthenewguy
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My plugin should be having not be affecting velocity for any rockets fired, excluding ones fired by players with the Rocket_Velocity buff. void OnRocketLaunched(BasePlayer player, TimedExplosive entity) => HandleRocket(player, entity); void HandleRocket(BasePlayer player, TimedExplosive timedExplosive) { if (!GetBuffDetails(player.userID, out var bd)) return; if (bd.GetBuff(Buff.Rocket_Velocity, out var value)) { if (!timedExplosive.TryGetComponent<ServerProjectile>(out var projectile)) return; projectile.CurrentVelocity += (projectile.CurrentVelocity * value); } if (bd.GetBuff(Buff.Explosion_Radius, out value) && !config.buff_settings.raid_perk_settings.Explosion_Radius_settings.blacklist.Contains(timedExplosive.ShortPrefabName) && PassRaidableBasesCheck(timedExplosive, Buff.Explosion_Radius)) { timedExplosive.explosionRadius += timedExplosive.explosionRadius * value; if (config.buff_settings.raid_perk_settings.Explosion_Radius_settings.add_to_minimum) timedExplosive.minExplosionRadius += timedExplosive.minExplosionRadius * value; } }
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- #leveling
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No plans to do that myself but there is a HookMethod that someone can use to get the player info. [HookMethod("GetSkillTreeData")] public object GetSkillTreeData() { var sTStats = new Dictionary<ulong, (string Name, double XP, int PrestigeLevel, int CurrentLevel, double XPDebt)>(); var dataFiles = Directory.GetFiles(NewDirectory, "*.json", SearchOption.TopDirectoryOnly); foreach (var file in dataFiles) { try { var playerId = Path.GetFileNameWithoutExtension(file); if (!ulong.TryParse(playerId, out ulong playerID)) { continue; } var playerInfo = LoadPlayerData(playerId); if (playerInfo != null) { sTStats[playerID] = ( playerInfo.name, playerInfo.xp, playerInfo.prestige_level, playerInfo.current_level, playerInfo.xp_debt ); } } catch (Exception ex) { PrintWarning($"Exception while processing file {file}: {ex.Message}"); } } return sTStats; }
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- 1,542 comments
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- 43 comments
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- #skilltree
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Hey mate, there are a few things. It's a ground up rebuild (entirely different code), so it's a lot more optimized and has less impact on your server. It also has admin tools to view users containers, allows for easy repositioning of containers at monuments and supports setting up containers for custom monuments (based on the monument marker location). It also supports armor slots and ownership tags when handling items and a more comprehensive whitelist/blacklist options. The old version is no longer being maintained either. The code is too old and bad to work with.