-
Posts
4,668 -
Joined
-
Last visited
-
Days Won
58
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by imthenewguy
-
I will change the config to allow for the owner to set the container prefab in the config, instead of "small" or "large". So long as it uses the StorageContainer class it should work. Regarding API, would only need a call before the sort happens asking if it can happen. IE: CanQuickSort(uint id) or CanQuickSort(StorageContainer), where if we return false (or a non-null value of it's written that way), it cancels the request.
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
"Format for BetterChat title showing the playeres level. Set to null to disable.": "<color=#{0}>[Lv.{1}]</color>", "Default colour for BetterChat xp titles": "6D3D23", Those are the default values from memory. <color=# is what is used to colour the text. {0} is the argument used to colour the text, taken from the default colour. {1} is the level itself. Colour uses a hash color. You can pick a colour from here: https://htmlcolorcodes.com/
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
I found the issue. It is the way that the data is handled when the player disconnects. Effectively the player is doubling their stats each time they disconnect and reconnect, since I didn't clear the instanced buff data, and added the saved data to the existing instance on connect. The restart or unload/reload of the plugin wipes the instanced data, hence why it was correcting the problem. It was written in a way to remove unnecessary data from memory, but I forgot to clear it when the user disconnected. Will add to todays patch. Edit: Update pushed (1.0.6)
- 1,532 comments
-
- 2
-
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 1
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 1
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 1
-
-
- #leveling
- #progression
- (and 19 more)
-
I recommend confirming it for yourself. I have checked on my main server and my test server and I receive xp drops from looting crates and destroying bradley. One thing to remember is that the killer is the player who lands the last hit on bradley, and the player who gains xp when looting a crate is the first one to do so. Any subsequent looting after the first player loots a crate does not reward xp. I will add an API call for getting the player xp and level, and I will look at raidable bases. Can't see any api info on the sales page for XDQuest.
- 1,532 comments
-
- 2
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 2
-
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 2
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 2
-
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 1
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 1
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 2
-
-
- #leveling
- #progression
- (and 19 more)
-
- 1,532 comments
-
- 6
-
-
-
- #leveling
- #progression
- (and 19 more)