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imthenewguy

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Everything posted by imthenewguy

  1. Should work out of the box with TruePve
  2. Nah it doesn't do stack limitations based on items.
  3. Shouldn't be losing it's name. Is another plugin removing it?
  4. Ok sweet. I'll pick it up once I make a few more sales
  5. Hey mate, got any videos of this in action? I use the unity editor for my UI at the moment. Would be interested to see how this compares.
  6. Make sure you have version 1.0.13. It fixed the issue.
  7. Yeah just dont give the professions.chat.jobmenu permission.
  8. Same issue you, the Stack plugin needs to differentiate based on name, text, skin data etc and prevent the stack if they are different. If you stack an EpicLoot item onto a non-EpicLoot item, that is a problem.
  9. Fly to wherever you want the arena to be (be at a decent height) and use the command koth.setcentrepoint <arena name>. It will change the spawn position to your current location.
  10. How are your epic items stacking? They shouldn't be able to stack unless the names and values are exactly the same. If the buff values are different and they are allowed to stack, 1 will absorb the other from my understanding. IE if you put a Prospector hoodie [c 0.14] and stack it with a Attractive hoodie [s 0.35], when split, it is going to apply 1 of the buffs to both items. Your stack plugin should be preventing them from stacking if they don't match exactly. Tyty. Will add to next release.
  11. Good catch. Will patch all of my plugins to consider ScientistNpc2 enemies.
  12. Yeah just remove them from the loot list. "Items that can drop from this source [profile name: drop weight]"
  13. They are named items. Multiple of the same item can exist, but the stats, skin etc will be the same (as opposed to randomized like ItemPerks items).
  14. Ill add a null check to the entity. Might be another plugin deleting the container before my plugin handles the hook.
  15. I've not made any changes to the gathering section of the plugin. Not sure what would be happening there.
  16. The code hasn't changed for that if (bd.ContainsBuff(Buff.No_Cold_Damage)) { player.metabolism.temperature.SetValue(20f); info.damageTypes.ScaleAll(0f); return null; } I might look into harmony patching to handle it though, since they added the modifiers.

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