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Everything posted by imthenewguy
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- 223 comments
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The issue is there are too many skin plugins to take into consideration, along with the fact that most of them don't have any API calls that can be returned on to prevent it. I have this feature implemented for skinbox in some of my other plugins because it has hooks that I can listen for. A quick look at XSkinMenu shows no API in the plugin description.
- 91 comments
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- #recycler
- #monetization
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- 1,520 comments
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- #leveling
- #progression
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- #christmas sale
- #coding
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Definitely the first person I have heard who has said that. The arena builds are restricted by the cliff types that are used. This plugin uses the admin cliffs to built the arena. Unfortunately the cliffs aren't perfectly flat. You can build your own arena to work with the plugin though; the video link for that is at the bottom of the page.
- 223 comments
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- 223 comments
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- 223 comments
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- 1,520 comments
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- #leveling
- #progression
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- 1,520 comments
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- #leveling
- #progression
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- 1,520 comments
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- 1
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- #leveling
- #progression
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- 91 comments
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- #recycler
- #monetization
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- 1,520 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,520 comments
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- #leveling
- #progression
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- 1,520 comments
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- #leveling
- #progression
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out of date? It's brand new xD The principal is the same. You simply don't adjust anything above "permissions": { You can have a standard buff, and still include custom permissions to run when that buff level is achieved. The only entry under perms would be "5" then all of the info relevant to the InstantCraft plugin.
- 1,520 comments
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- #leveling
- #progression
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It will only base the yield increase off of the vanilla value. You can use SkillTree to modify the base yield on your server, and the skills will work from those base values rather than vanilla. "Base yield settings": { "Allow Skill Tree to adjust the base amount of resource received? Buffs will base their modifiers off of the amended base amount.": true, "Yield types multipliers [1.0 = vanilla]": { "Wood": 1.0, "Stone": 1.0, "Metal": 1.0, "Sulfur": 1.0, "Corn": 1.0, "Potato": 1.0, "Pumpkin": 1.0, "Cloth": 1.0, "Diesel": 1.0, "AnimalFat": 1.0, "Bones": 1.0, "Leather": 1.0, "Fish": 1.0, "Seed": 1.0, "Mushroom": 1.0, "Berry": 1.0 } },
- 1,520 comments
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- #leveling
- #progression
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- 223 comments
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Assuming the plugin being used calls the CanBuild hook, this should already be taken care of. object CanBuild(Planner planner, Construction prefab, Construction.Target target) { var player = planner?.GetOwnerPlayer(); if (player != null && Participants.Contains(player) || (player.transform.position.y > CurrentCentrePoint.y - 50 && Vector3.Distance(player.transform.position, CurrentCentrePoint) < FurthestEntity)) return false; return null; }
- 223 comments
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- 1,520 comments
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- #leveling
- #progression
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