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imthenewguy

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Everything posted by imthenewguy

  1. Have added a new set for melee damage, a new set for melee defense, and a new set bonus for bullet damage reduction. Will be in next patch.
  2. imthenewguy

    Cooking

    1. Yes, you can set the source that items are dropped from from the list on the main sales page (under "Gathering Sources"). The number represents the drop source. Here is an example of the config for an Avocado: "avocado": { "enabled": true, "base_shortname": "apple", "skin": 2783687116, "gathered_from": [ 2 ], "dropWeight": 100, "max_count": 2, "imageURL": "https://i.imgur.com/OKmLpNk.png", "market_enable": true, "market_buy_price": 10.0, "market_sell_price": 5.0, "market_quantity": 0, "loot_container_drop_weight": 100.0 }, Under the option "gathered_from", you can see there is currently a number 2 inside of the array. This represents Arid trees (trees found in the desert). If you wanted to change its drop source by removing it from arid trees, or adding additional drop sources, you could adjust it like so: "gathered_from": [ 2, 6, 7 ], This would make it so avocados could drop from pumpkin and potato patches. 2. If you do not plan on adding NPCs that will be used to access the market, then yes you can prevent certain players from accessing it by only assigning the cooking.market.command permission to certain users/groups. If you have the market accessible via NPCs then any player can speak to the NPC and access it.
  3. They won't conflict, but you may want to lower the buff modifiers in EpicLoot for Builders, Assemblers and Fabricators buffs due to the nature of the buffs. I had players able to make a profile by crafting/recycling items because the combined values from SkillTree and EpicLoot made them proc way too often.
  4. At this point the only thing you can do is set the benefits for wearing x amount of a certain item, and add whatever set bonuses you want to those benefits. May be something I could look at in the future though.
  5. Version 1.0.15

    525 downloads

    Random Trader is a plugin that spawns a random shop along the side of the road, and is loaded with a randomly chosen shop profile. When a player interacts with the vending machine they are presented with randomly selected items from the shop profile, which are given random stock amounts and a random scrap/econ/SRP price. The plugin allows for the minimum and maximum stock and price values to be set in the config, and allows for the number of items displayed to be adjusted. The plugin comes with 4 loot tables by default: Clothing Weapons Tools Random items The following shops are automatically added if you own the relevant plugins Cooking EpicLoot Installing the plugin is as simple as dropping some files inside of your oxide folders. Ensure CopyPaste and ImageLibrary are loaded on your server. The plugin will acquire the files from my dropbox and stores them in the appropriate folder. If you own Cooking and/or EpicLoot, both plugins will automatically create profiles for RandomTrader in your config. Command: spawntrader Usage: /spawntrader <profile name> Example: /spawntrader weapons - will spawn a random shop with the weapons profile loaded. Command: despawntrader Usage: /despawntrader <profile name> Example: /despawntrader weapons - will despawn the weapons shop if it is spawned. Command: rtremovestoredata Usage: /rtremovestoredata <profile name> Example: /rtremovestoredata cooking - deletes the data for cooking from your config. Command: rtfindnewshops Usage: /rtfindnewshops Example: /rtfindnewshops - Finds new shops that are not in the config and saves them to the config. Useful for forcing external plugins to load their shop profiles in (Cooking/EpicLoot). Command: rtcheckpoints Usage: /rtcheckpoints Example: /rtcheckpoints - shows you the potential spawn locations for the shops. randomtrader.use - required to access the shop. randomtrader.admin - required to manually spawn/despawn vending machines. Config example: https://pastebin.com/MvcdBtTb
    $14.99
  6. The token is simply programmed to add the player to a group. The group that the token can provide them with can be any group you like, such as VIP, Admin, VIPExtended etc. The player then inherits any permissions that you have assigned to that group, such as nightvision, weapon damage etc. An example would be: You create a new oxide group called "Battle" You configure the token to add the player to the group "Battle" once consumed. You assign the permission nightvision.allowed to the group (o.grant group Battle nightvision.allowed). Whenever a player consumes the token, they will be added to the "Battle" group, and will have access to the nightvision command.
  7. Your best bet is to create an oxide group and have the plugin assign the player to that oxide group.
  8. The error may be caused by trying to access an invalid container type. These are the valid crates that are included by default: ["crate_normal_2"] = 1f, ["crate_normal"] = 3f, ["crate_elite"] = 15f, ["crate_underwater_basic"] = 6f, ["crate_underwater_advanced"] = 12f, ["heli_crate"] = 10f, ["bradley_crate"] = 10f, ["codelockedhackablecrate"] = 10f, ["codelockedhackablecrate_oilrig"] = 10f, ["crate_tools"] = 1.5f Other devs can use the HookMethod: public void GenerateItem(BasePlayer player, string type = null, List<string> item_shortname = null, string tier = null, bool msg = false) Type = the buff type. List<string> item_shortname is a list of shortnames that we randomly pick from. Only add 1 shortname if you want a guarantee for that item to be picked. Tier is the letter of the tier (s/a/b/c). Msg is the message a player will receive. Msg returns a message in the following format "You received: {0}. \n- Tier: {1}. \n- Value: {2}" Alternatively they can call it via a console command: "genitem <target ID/name> <optional: item shortname> <optional: enhancement type> <optional: tier>"
  9. DOes not support defenses, only perks. Will add a config option allowing you to specify skins for specific items. The useless combos were intentional (a lot of games do this). You will need to use the whitelist of the blacklist if you don't want that to be the case. The explanation for Should we use the default item loot table for the below containers? is correct. The artisan idea is interesting. I am looking at potentially integrating it with a revamped professions plugin I am planning though, so we will see what becomes of it.
  10. You could have someone code it I imagine, as there is API for when a player increases in level etc. Wouldn't something I would introduce into the core system though. Appreciate the support
  11. The UI is still in the same spot, as it requires an item to be placed into a container to trigger the menu to appear.
  12. Get the dev to add some hooks I can use to identify the NPC when they die and I will
  13. Have never tested or used Absolut sorter so I am not sure.
  14. Great to hear. What was the issue if you don't mind me asking?
  15. It should be ok. A lot of the entities are designed to de-render after some distance such as trees/plants etc. If it does cause problems, u can set the spawn limits per player for each type though.
  16. upload a screenshot of before/after for me
  17. The config doesn't handle permissions. It is handled directly via oxide, by assigning permissions to the groups that the plugin creates "miner", "logger", "skinner", "electrician", "weaponsmith", "tailor", "mechanic"
  18. Hmm they shouldn't. They are based on the name of the items. Is the name still showing as <item type> <item name> [<tier> <value>]? Ie Miners rock [s 0.03]
  19. Do you mean in the descriptions?
  20. Sorry just saw this. The plan is to remake the plugin so adding more roles is easier. Was very hard coded and difficult to change, being my earlier work
  21. You add the perms via your server console to the group type. Ie if you wanted to give perms to the miners you would allocate permissions to the miner oxide group etc. o.grant group miner permission.name
  22. Sure. Feel free to add me on discord:im the new guy#0001
  23. It should work, it's a proper recycler.
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