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Everything posted by imthenewguy
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- 1,524 comments
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- #leveling
- #progression
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- 1,524 comments
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- #leveling
- #progression
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- 1,524 comments
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- 1
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- #leveling
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- 279 comments
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- #enhanced
- #custom loot
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(and 7 more)
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- 1,524 comments
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- 1
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- #leveling
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- 1,524 comments
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That is really weird. Do you have a test server in addition to your main server that you could test on? If so, delete all other plugins besides ImageLibrary and a fresh copy of 1.2.0 SKillTree and see if the issue persists there. Also what item are you gathering? A video may assist as well, showing your invested skill points, then gathering a hemp plant etc, just so I can see what is going on.
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Not sure if I would add a perk for that into the EpicLoot, but I may API it so it could add a SkillTree node that increases the chances. Based on the structure of the plugin, your suggestion for random sets etc wouldn't be possible. Can't create your own buffs unfortunately, although I may add this in a future update. It is hard coded with an enum as the key (Buff.Miners, Buff.Transporters etc). You can adjust the set bonuses and modifiers etc within each buff type though. I do plan to change it so you could create your own set types, but it would involve a complete structural change to do so.
- 279 comments
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- 41 comments
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- #enchanting
- #epic
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They are inbuilt loot tables. Dictionary<string, List<LootItems>> GetUnderwaterLoot() { Dictionary<string, List<LootItems>> result = new Dictionary<string, List<LootItems>>(); List<LootItems> items = new List<LootItems>(); foreach (var item in ItemManager.GetItemDefinitions().Where(x => x.category == ItemCategory.Component)) items.Add(new LootItems(item.shortname, 1, 3)); result.Add("assets/bundled/prefabs/radtown/crate_underwater_basic.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_normal_2.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_normal.prefab", items); foreach (var item in ItemManager.GetItemDefinitions().Where(x => x.category == ItemCategory.Electrical || x.category == ItemCategory.Weapon || x.category == ItemCategory.Attire)) { if (item.category == ItemCategory.Attire || item.category == ItemCategory.Weapon) items.Add(new LootItems(item.shortname, 1, 1)); else items.Add(new LootItems(item.shortname, 1, 3)); } result.Add("assets/bundled/prefabs/radtown/crate_underwater_advanced.prefab", items); result.Add("assets/bundled/prefabs/radtown/underwater_labs/crate_elite.prefab", items); return result; } crate_underwater_basic, underwater crate_normal_2 and underwater crate_normal all have the chance of giving players with the perk who open them (assuming they are the first to open the crate), any component. crate_underwater_advanced and crate_elite have the same components as the above, in addition to any electrical item, weapon item or attire item. The reason there is no config for this is due to the sheer size that it would add to the config, including all of these items. Shark loot simply includes all items in the game List<LootItems> GetSharkLoot() { List<LootItems> loot = new List<LootItems>(); foreach (var item in ItemManager.GetItemDefinitions()) loot.Add(new LootItems(item.shortname, 1, item.isWearable ? 1 : item.isHoldable ? 1 : UnityEngine.Random.Range(2, 5))); return loot; }
- 1,524 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,524 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,524 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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- 1,524 comments
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- #leveling
- #progression
- (and 19 more)
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- 279 comments
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- 1
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- #enhanced
- #custom loot
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(and 7 more)
Tagged with:
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Have patched it for next release. Just waiting a short while before I upload to catch any other bugs that reveal themselves. I just tested using your config and I am getting the proper amount (see pic here). It could be another plugin that is using the OnCollectiblePickup hook and is returning a non-null value, or is modifying the item amount. My suggestion to test this would be to unload all plugins, reload ImageLibrary, then reload SkillTree and test. Crack horses, as I like to call them! Vehicle speed or turbos is something I definitely something I want to add. Nothing exists for it at the moment, only for horses and boats.
- 1,524 comments
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- #leveling
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- 91 comments
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- #recycler
- #monetization
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- 1,524 comments
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- #leveling
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- 91 comments
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- #recycler
- #monetization
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- 1,524 comments
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- #leveling
- #progression
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- 1,524 comments
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- #leveling
- #progression
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- 1,524 comments
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- 1
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- #leveling
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- 1,524 comments
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- #leveling
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Use the following chat command while in game: /addtestpermsnode This will add and save a test perms node to your config called "Test Perms node" under the "Cooking" tree. This will give you an example of how you can create your own permission based nodes. It is set to be disabled by default, so you won't see it in the tree unless you edit the config.
- 1,524 comments
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- #leveling
- #progression
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- 1,524 comments
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- #leveling
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