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Everything posted by imthenewguy
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Version 1.0.7
187 downloads
Collection Log is a plugin that will track items collected from multiple sources against multiple collection logs. When a player discovers a new item that is contained in one of the logs, it is marked as found. Once a log has been entirely collected, the player is rewarded with that logs prizes. The sources that players can obtain items from are completely customizable, allowing for some unique logs to be created. Fully customizable logs that also support custom items. 11 different sources that can be collected from (Crates, barrels, Farming, Fishing, Woodcutting etc). Support for item rewards and command rewards included. Supports UINotify for communicating newly collected items. Here is an example of 2 collection logs with different sources: The "Farming" collection log contains growable items such as cloth, corn and pumpkins, but the only valid source to obtain these items from is the Farming source. The "Resources" collection log contains many types of items, but has some overlap with the "Farming" log, which includes cloth, corn and pumpkins. The key difference is that this log supports multiple sources (Collecting, Crates, Barrels, and Woodcutting), but it does not contain the Farming source. In this situation: When a player collects a map generated hemp plant (hemp-collectible), it would register cloth under the "Resources" log as collected, but it will not do the same for the "Farming" log. The "Farming" log would only register if the cloth was obtained from a grown hemp plant (hemp.entity). This is an example of how you can differentiate the same items using different sources. The plugin allows for multiple sources per collection log. Barrel - Triggered when the player destroys a barrel or road sign Collecting - Triggered when the player picks up an entity (hemp-collectible, diesel_collectible etc). Crates - Triggered when the player opens a create (only the first player to open the crate will trigger it). Farming - Triggered when the player collects grown entities. Fishing, - Triggered when the player catches a fish. Mining - Triggered when the player mines ore. Woodcutting - Triggered when the player chops a tree. Skinning - Triggered when a player skins an animal/person. Crafting - Triggered when a craft completes. Unwrap - Triggered when a player uses the unwrap button on an item. Consume - Triggered when a player uses the eat/drink button on an item. Corpse - Triggered when a player loots the corpse of an NPC. Plugin - Triggered by a Third-party plugin. The only permission in the plugin currently is collectionlog.use. This is required to use any feature of the plugin. Menu command (customizable via config): cl or collectionlog API // Triggers collection of an item. sourceType should be a CollectionSource enum. void CollectFromPlugin(BasePlayer player, Item item, string sourceType);$14.99- 8 comments
- 3 reviews
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- #collecting
- #item
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(and 7 more)
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You may have another plugin on your server preventing it. Is it happening in a particular location like Raidable Bases?
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- 250 comments
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- #enhanced
- #custom loot
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(and 7 more)
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Ill add it to the next update.
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Yeah I see the issue. I will have it included in the next patch.
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- 210 comments
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- 1
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The plugin is a battle royal style plugin where players need to find weapons and armor to eliminate each other. Kits make that redundant. It does support commands on start, which is a list of commands that will fire off for for each player in the arena, so this could technically be used to give the players items when the game begins. "Commands to run for each player when the game starts and the gates open. Use {id} in replacement of the players steam id": [ "inventory.giveto {id} nightvisiongoggles" ], It supports economics, server rewards, skill tree and item prizes for winning, and item prizes for participation prizes (if enabled).
- 210 comments
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Not any of mine, so I am not sure.
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- 151 comments
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- #items
- #enhancement
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(and 6 more)
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Looks like someone has created an item skin using an image that is only 256x256. They need to be a minimum of 512x512.
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Changed Status from Pending to Closed
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Jumped on my test server and was able to use the skill without issue. Is this in a raidable base or or a normal base?
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You cant at the moment. The issue is that the admin rocks are BaseEntities. In order to change how damage works with the entity, it would need to be a BaseCombatEntity, which isn't possible.
- 1 reply
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Changed Status from Pending to Closed
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Changed Status from Pending to Closed
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Don't need to do anything for Harmony as its the native modding architecture for Rust. So weird that it worked after reloading EpicLoot. I actually loaded StackSizeController last before my test and had no issues.
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Booted my server up with Stack Size Controller and I can't replicate the error.
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I can add pvp as a source to the next release. Default will be 0 though so you will need to change it. The xp steal is a cool idea, but I don't think it's something I'll be implementing at this point in time.
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Can you talk me through step by step on how i can replicate the problem? I tested StackModifier on my server over the weekend and wasn't able to stack and clothing with Epic Loot items at all except when using the industrial conveyor.
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What version of EpicLoot are you using?
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If it was possible I would have done it when the plugin was built. The item icons are based on their skins. You would need to create multiple skins for each item in order to achieve this, and even then the player can simply reskin the item.
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- 1,333 comments
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- #leveling
- #progression
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I can do it easily enough for BotRespawn. I have reached out for BossMonster to see if there is a quick way to identify it.