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imthenewguy

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Everything posted by imthenewguy

  1. It tells you in the chat box when you unlock it, or toggle it off/on via the Ultimate Settings in your Skill Tree menu. You use the chat command.
  2. Not really. The only adjustment is for scavenger drops, where you can set the min and max values.
  3. 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; }
  4. Unfortunately not as the plugin stands. I may look at an option for it down the line, but in the mean time you could easily replace the buffs with PVE related ones. "Thick Skin": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.10, "buff_info": { "Key": 25, "Value": 1 }, "icon_url": "https://imgur.com/wG7cG8X.png", "permissions": null }, "Assassin": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.05, "buff_info": { "Key": 59, "Value": 1 }, "icon_url": "https://imgur.com/xMp1fhd.png", "permissions": null }, "Guarded": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.05, "buff_info": { "Key": 61, "Value": 1 }, "icon_url": "https://imgur.com/cVhnv41.png", "permissions": null },
  5. Here is an example of how it works: "permissions": { "description": "Cooking food with the Cooking plugin will be instant and you may get admin.", "perms": { "1": { "perms_list": { "cooking.instant": "Instant Cook", "cooking.use": "Cooking access" } }, "2": { "perms_list": { "cooking.instant": "Instant Cook", "cooking.use": "Cooking access", "cooking.admin": "Cooking admin" } } } } You can add permissions to node unlocks, so that when the player unlocks the node, they will get access to a permission. If you have multiple levels that you would like to grant perms, make sure you add the perms to both levels that you would like the player to keep, as it unassigns perms from previous levels.
  6. imthenewguy

    Admin Toggle

    Hey mate a customer of mine mentioned a conflict between your plugin and EpicLoot. Apparently when switching inventories, the items from EpicLoot are being returned as vanilla items, and they lose their name. If you are destroying the items and serializing them, it should be a simple matter of storing the item.name, and then restoring it when creating the items again. If you need any help feel free to download EventHelper for some inspiration or send me a pm
  7. I added permission requirements for it. Forgot to update the main page but they were in the patch notes. Have updated the permission section with the relevant perm
  8. imthenewguy

    Cooking

    I have a feeling youn are updating from a version older than 1.4.0. 1.4.0 required a config deletion. Delete your config, reload the plugin and it should work fine.
  9. If I made it, it would use items with interactive buttons such as presents. Ill have a tinker and let you know though.
  10. imthenewguy

    Admin Toggle

    If you were wanting to fulfill Zeds request, you can use the existing API from SkillTree to prevent xp gain. object STCanGainXP(BasePlayer player, BaseEntity source) Return a non-null value to prevent xp gain.
  11. The latest version no longer uses the loot table that you add via RustEdit. The crates etc are all spawned/populated by the plugin now and include 2 loot profiles in the config.
  12. That is a bug from my end. I forgot to add the part where it registers the permission :x Will be in the next update.
  13. Yeah he did. I have added a few things for the next release.
  14. You mean like this? "Test_tree": { "nodes": { "Test node": { "enabled": true, "max_level": 5, "tier": 1, "value_per_buff": 0.05, "buff_info": { "Key": 69, "Value": 1 }, "icon_url": "https://imgur.com/O0ls6gI.png", "permissions": { "description": "This is a test node. You can add your description here. Level 1 gives instant cooking. Level 2 gives free cooking.", "perms": { "1": { "perms_list": { "cooking.instant": "Instant Cooking" } } } } } } }
  15. If it is showing an error in console for 1.2.0, you have 1.2.0 cached and running in memory. Delete SkillTree.cs from your server then upload 1.2.1 and that issue should be resolved.
  16. What loot system do you use? BetterLoot?
  17. If the weapon skin is one from enchanting, and the item name is from EpicLoot then it should work.
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