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Everything posted by imthenewguy
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- 1,565 comments
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- #leveling
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Yeah I hate when you get flagged for too many requests to imgur. Just tested on my server and it appears to be working fine. I imagine you have a number of plugins that request images from Imgur? I am contemplating removing ImageLibrary as a requirement, as Facepunch allow us to cache images natively now, but it will involve creating a workshop item for each icon, which means adding custom ingredients/recipes etc becomes a step harder.
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Hey mate, would it be possible to add a hook when the missile is being added to a crate? I became aware of an issue with this plugin and my event plugins when my friend purchased it for our server, since this uses the OnLootEntity hook to add the predator to my containers after spawn, which messes up the game. Something like this would be cheap and awesome if (UnityEngine.Random.Range(0f, 100f) <= _pluginConfig.LootContainers[lootContainer.ShortPrefabName] && Interface.CallHook("OnPredatorLootAdd", player, lootContainer) == null) This would allow me to return a non-null value and prevent it being added to any event containers
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- 1,565 comments
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- 1
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- #leveling
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- 1,565 comments
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- #leveling
- #progression
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- 1,565 comments
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- #leveling
- #progression
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- 1,565 comments
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- #leveling
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- 1,565 comments
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- #leveling
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- 279 comments
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- #enhanced
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Shouldn't be possible for the current version to do that. void ConfirmSalvage(ConsoleSystem.Arg arg) { var player = arg.Player(); if (player == null) return; var id = Convert.ToUInt32(arg.Args[0]); var item = player.inventory.AllItems()?.FirstOrDefault(x => x.uid == id); if (item != null) { CuiHelper.DestroyUi(player, "EpicSalvager_SalvagerMenu"); var tier = GetBuffTier(item.name); int amount; if (!config.scrapper_settings.scrapper_value.TryGetValue(tier, out amount)) return; item.RemoveFromContainer(); var payment = ItemManager.CreateByName(config.scrapper_settings.currency_shortname, Math.Max(amount, 1), config.scrapper_settings.currency_skin); if (payment == null) return; if (!string.IsNullOrEmpty(config.scrapper_settings.currency_name)) payment.name = config.scrapper_settings.currency_name; player.GiveItem(payment); NextTick(() => { item.Remove(); }); EpicSalvager_SalvagerMenu(player); PrintToChat(player, $"You received {amount} {CurrencyName}."); } else PrintToChat(player, "Invalid item."); } This is the method responsible for it here. Just under where the payment is created with ItemManager, it checks the config settings for the currency name, and as long as the field isn't empty, it will assign the name to it and give it to the player. Does the player get a chat message saying "You received x SV comps" when they salvage them?
- 279 comments
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- 1,565 comments
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- #leveling
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- 1,565 comments
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- 1,565 comments
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The only thing you could do is assign a permission on unlock by adding it to the skill in the config. There are some examples in discussions of how to accomplish this, or you can use the /addtestpermsnode command while in game to have an example perm added to the cooking tree. If the command isnt related to permissions, you will need someone to build you a plugin to achieve this. You can remove perks or simply disable them by setting "enabled" to false, or you can change them to be a different perk all together, OR use permissions.
- 1,565 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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- 1,565 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,565 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,565 comments
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- #leveling
- #progression
- (and 19 more)
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- 1,565 comments
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- #leveling
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- 1,565 comments
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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; }
- 1,565 comments
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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 },
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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.
- 1,565 comments
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- #leveling
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