Jump to content

imthenewguy

Curator
  • Posts

    4,698
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by imthenewguy

  1. Unfortunately not. You can disable them and replace them with something else though Example of Lucky Shot being changed to something else Before "Lucky Shot": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.01, "buff_info": { "Key": 50, "Value": 1 }, "icon_url": "https://imgur.com/wG7cG8X.png" }, After "Advanced Tamer": { "enabled": true, "max_level": 5, "tier": 3, "value_per_buff": 0.1, "buff_info": { "Key": 25, "Value": 1 }, "icon_url": "https://imgur.com/wG7cG8X.png" }, Line 1: Change this to what you want it to be called in game. Make it unique to any other buff. Line 2: enabled/disabled. Will not show if set to false. Line 3: Max level that the node can be levelled to. If it is an I/O node, make sure its max level is only 1. Line 4: the line that it appears on. Tier 1 is the first line, 2 the second and 3 the last. Make sure there is no more than 3 of each per line per tree or they wont display. Line 5: This value is relevant to the buff_info value. For example if it is a simple on/off type buff like the "Rugged up" buff, it requires 1 to be put to it. If it is a Percentage like most of the other buffs, then you can put whatever value you want. 0.1 = 10%. 1.0 = 100%. You can see in my examplke that I used 0.01, which means I want the buff to increase by 10% per skill point. Line 7: The Key is the buff type being assigned to this. The main page has a list of buffs with the corresponding number associated to it. Line 8: The value is the type of progression the buff has. 0 = On/off (see Rugged up for an example). 1 = Percentage (see any yield buffs for an example). 2 = Seconds (See Optimised Recycler for an example). Hope this helps.
  2. You might be able to adjust the lang file text so something like "" for any particular message that you don't want displayed.
  3. imthenewguy

    Skirmish

    Version 1.0.6

    190 downloads

    Skirmish is a plugin and prefab combo that generates paintball games on your server. The plugin automatically runs the event at a set interval (or consecutively with other games if using EventHelper to manage it), and allows for players to join from anywhere using the /skjoin chat command. The game randomly chooses between free-for-all and deathmatch game modes. Players are eliminated when they take enough hits and the last person/team standing is declared the winner(s). The package comes standard with 2 default arenas: Sewers and Warehouse. These can be placed anywhere under your map and do not require any manipulation other than drag and drop in RustEdit (just make sure they are under the terrain). Automatic running of games. No chat commands or setup is required as the plugin finds the arena's automatically when a server wipes. 2 Game mode types included: Free-For-All & Team Deathmatch. Configurable magazine capacity, team clothing and rewards. Supports setup for your own arenas with ease. 2 arenas included: Warehouse and Sewers. Uses EventHelper to manage players entering and exiting the arena. Strips their items and saves their stats on entry, then restores their items and stats when they leave. There are a number of chat commands that can be used to initiate, end, join, leave and setup a game. Command: skstart <optional: time override> <optional: arena name> Description: Manually starts the game. The time override parameter states how long the lobby will run for before the game begins. The arena name parameter allows you to select a specific arena to play in. Example: skstart 120 "Warehouse Arena" - would start a game in 120 seconds at the warehouse arena. Command: skend Description: Ends the current game of Skirmish and teleports players back to their start location. Example: skend - ends the game. No parameters required. Command: skcleardata Description: Clears all player reward data. Example: skcleardata - clears the data. No parameters required. Command: sksetlobby Description: Sets the lobby destination (where the players wait for the game to begin). This is only required if you AREN'T using the warehouse arena, as the warehouse arena automatically sets the lobby destination for you. Example: sksetlobby - Sets the lobby at your current position. No parameters required. Command: skprize Description: Used to redeem outstanding prizes for winning a game. Prizes accumulate for each win. Example: skprize - redeems the prize to the players inventory. No parameters required. Command: skjoin Description: Joins any active skirmish games that are running. Example: skjoin - performs a number of checks on the player then joins the lobby. No parameters required. Command: skleave Description: Leaves the current event and puts the player back where they were with all of their items/stats. Example: skleave - leaves the event. No parameters required. Command: sk Description: Displays a UI to start the game with. Allows for arena, mode and lobby delay to be selected. Example: sk- opens the ui This plugin allows for map developers to create arenas and ship them with support. Server owners can also create arenas out of existing structures using the same logic (although a fenced off area is recommended so players don't run off). You can follow this video tutorial for more information on adding support for your arenas. Rust prefabs list: https://www.corrosionhour.com/rust-prefab-list/ Template to ship with your map: https://pastebin.com/XGbwhHuC Example config: https://pastebin.com/1yiDjveu SkirmishSpawns plugin: https://drive.google.com/file/d/1e0kAA86AzKLTymF4-HUVHkojVKQBZe1x/view?usp=sharing skirmish.admin - required to start/stop a game and clear data. Required: EventHelper ImageLibrary Works with: NightVision A list of supported arenas will be listed here. If you would like to add support to your arenas, please pm me the link to the submission and I will add it to the list. Street Arena [Pookie/Telephone.deployed]
    $14.99
  4. You can't lose levels with it.. May or may not change that down the track. There is a few things. That need to be taken into account.
  5. That is what inspired it haha. You can change the icons and names. Added the example config to the bottom of the description.
  6. Version 1.0.6

    196 downloads

    Skill Extractors is a plugin that allows players to extract some of their excess xp and store it into an item. This item can be traded or given to another player, who can inject the xp into themselves. Check out the video for more information about it. Chat/Console commands /giveextractor <name/ID> <skin/size/element> /giveinjector <name/ID> <skin/size/element> Example config: https://pastebin.com/Zkk7QFLT
    $2.95
  7. Yeah I think I will have to make one up.
  8. Version 1.0.3

    68 downloads

    This plugin and prefab combo adds a functional fishing competition event into your server. Players can type the chat command in to join the event when it starts, teleporting them to the platform to compete in the competition. Setup is very easy and requires little to no RustEdit experience, as the tutorial video covers the placement and setup on your server. This submission features a prefab and plugin combination. The download includes everything required to add this to your map and run the game on your server. Some of the highlights include: Completely automated event handling - the plugin handles the joining and running of the game. Join from anywhere - players can join the minigame from anywhere on the map by typing the join command. This will strip the players items from them and place them in the lobby for when the game begins. Items are returned to the player and they are redeployed where they joined from after the game ends. Includes a custom "professional" rod item that the players fish with. This allows you to set the tensile strength of the rod so it won't snap as often. Customizable prizes - can also include custom items from other plugins. The option for players to keep the fish that they catch during the event. Support for FishingTreasure - can add a temporary hotspot to the event, increasing the chances of obtaining a casket while participating. There is also an option to let players keep the caskets that they fish. Fish specific competition options - the competition can allow any fish to give the player a point, or require the player to try and catch a specific fish type. Chat command: startfc <optional: time override> Description: Forces the game to start. Time override will dictate how long until the game begins. Chat command: endfc Description: Ends the current competition and returns players to their start locations. Chat command: gofish Description: Joins any active events that haven't started yet. Chat command: leavefc Description: Leaves the current event. Chat command: fcprize Description: Rolls and gives the player a prize if they have outstanding prizes from winning. fishingcompetition.admin - Allows you to use the startfc and endfc commands.
    $15.00
  9. Version 1.0.4

    149 downloads

    Gathering clothes adds 6x default gathering sets to your server, which increase the yield/luck when harvesting resources. The plugin also allows for you o add additional pieces to the set, or create your own sets entirely with different bonus values. The one thing that set's this plugin apart from others is that each set can qualify for a "Set Bonus" if the target amount of items worn is met. For example the Mining set will give you: Hat: +10% yield Hoodie: +25% yield Pants: +15% yield Normally this would give the wearer a yield of 50% extra resources if all 3 pieces are worn, but since there is a set bonus for wearing all 3 pieces, the wearer receives an additional +50% yield on top, bringing their total yield to +100%. Sets and set bonuses are fully customizable in the config. Default sets: Miner's set (3 pieces) Farmer's set (3 pieces) Angler's set (3 pieces) Hunter's set (3 pieces) Lumberjack's set (3 pieces) Scavenger's set (3 pieces) All sets (except for the scavengers set) increase the yield received when harvesting resources. This value is rounded up where applicable. The Scavenger's set is a luck based modifier, giving the wearer a chance to receive additional scrap when destroying barrels or looting crates. These clothing items can be found inside of normal, military and elite crates by default (with varying chances depending on the crate), and are added as additional loot to the container, rather than replacing an existing loot item. Additional crate types can easily be added using the same formula. The plugin is also optimized to unsubscribe from hooks when no players are wearing the clothes. Chat Commands Command: giveitem <skin ID> - Gives you an individual piece of gathering attire. Command: giveset <set name> - Gives you the entire set of the desired gathering attire (you can type /giveset without parameters into chat to see the set names) Command: bonus or bonuses - Prints out the players current gather bonus based on what they are wearing. Click here to see an example of the config Always looking for feedback on this so feel free to suggest away. Showcase by SHADOWFRAX
    $9.99
  10. Version 1.0.17

    3,141 downloads

    This plugin can be used by developers to manage their arena games etc. Developers can use this to handle the entry/exit of players into their games. The plugin will be primarily used by my HungerGames, ScubaArena and Skirmish game (soon to be released). It features: Registration calls to create and register the event with the plugin. Automatic running of the events in order, so you can have multiple event plugins running 1 after the other (configurable). Strip and save the players current inventory, and restore it after they leave the game. Store and restore the players metabolism stats when they join/leave the game. Register a destination for players to teleport to when joining the game. Command black listing. Build in hook management for popular plugins such as Backpacks and kits. API void EMCreateEvent(string eventName, bool automatic_start, bool stripItems, bool leaves_event_on_death, bool full_health_on_join, bool give_items_back_on_respawn, bool full_metabolism_on_join, Vector3 teleport_destination) Creates the event and allows the developer to specify the settings: eventName: the name of the event. this.Name is recommended. automatic_start: enrolls the event to be scheduled and ran by EventHelper. stripItems: strips the players items and stores them in the data file. Items will be returned upon leaving the event, or when they respawn after they have left the event unless give_items_back_on_respawn is set to false. leaves_event_on_death: Kicks the player from the event when they die. full_health_on_join: Stores the players health into the data file and sets their health to max. give_items_back_on_join: Gives the players items back when they leave the event, or when they respawn after leaving the event. If set to false, they will need to use the /recoveritems command to get their items back.This is useful if a server is running plugins such as kits, which wipes the players inventory to give the player a kit. full_metabolism_on_join: Saves and restores the players metabolism before and after a game. teleport_destination: The location that a player will teleport to when joining the game. Set to Vector3.new if you do not want them to teleport. void EMExternalPluginSettings(string eventName, bool canDropBackpack = false, bool canEraseBackpack = false, bool canOpenBackpack = false, bool canBackpackAcceptItem = false, bool canRedeemKit = false, bool CanLoseXP= false) Sets up the external plugin settings for the event. eventName: The registered name of the event. canDropBackpack: Backpack plugin. canEraseBackpack: Backpack plugin. canOpenBackpack: Backpack plugin. canBackpackAcceptItem: Backpack plugin. canRedeemKit: Can the player redeem kits. CanLoseXP: Can the player lose xp when dying in the game. void EMBlackListCommands(string eventName, string[] commands) Use to submit a list of commands that cannot be run while at the event. void EMRemoveEvent(string eventName) Removes the event from EventHelper. This will automatically trigger the EMPlayerLeaveEvent hook for each player if the event is active. void EMManuallyStarted(string eventName) Flags the event as manually started, preventing it from being run automatically if opting in for automatic_start. void EMUpdateLobby(string eventName, Vector3 pos) Allows you to update the lobby destination after an event has been created. void EMStartEvent(string eventName) Triggers an event to start. Marks the event as running so it can be used with the EMEndEvent hook. Call this when you want the game to start. void EMEndEvent(string eventName) Triggers the event to end. Goes through each participant and calls EMPlayerLeaveEvent on them before clearing the participants. Also resets manually_started to false and triggers the EMEndGame hook. bool EMEnrollPlayer(BasePlayer player, string eventName) Enrolls a player into the event. Follows the instructions of the EMCreateEvent settings by stripping items, setting health and metabolisms, as well as teleporting the player to the arena. Also checks for crafting queues, black listed items and escape blocks. Returns true if the player was enrolled successfully. void EMPlayerLeaveEvent(BasePlayer player, string eventName = null) Removes the player from the event. Strips the items that they have received from the event, then optionally restores their previous items, teleports them to the location that they were at prior to joining, sets their health and their metabolism etc, or will tell them that they need to use the command in order to get their inventory back. bool EMIsParticipating(BasePlayer player, string eventName) Returns true if a player is participating in an event (using the participants list associated with the event itself). bool EMAtEvent(ulong id) Returns true if a player is at an event (using the playerdata records). bool AddBan(BasePlayer player, string event_name) Bans the player from the specified event. bool RemoveBan(BasePlayer player, string event_name) Unbans the player from the specified event. Hooks void EMEndGame(string eventName) Is called when the game ends. Chat commands ehban <target name/id> - bans the player from all events globally. ehunban <target name/id> - unbans the player from all events globally.
    Free
  11. You should be able to create a new lang file for the desired language. Open the Professions.json file in oxide\lang\en\ and save a new copy of it under a different language folder (instead of en, save it under ru etc). Translate the messages for each depending on the language.
  12. I believe i fixed this in 1.1.0. Can you please confirm? Also I added the black list in. Good idea!
  13. Big update has been pushed out. If you haven't left a review of the plugin yet, I would really appreciate some feedback
  14. When the plugin unloads, the horse stats are adjusted to their original values. The horse won't have its speed adjusted unless a player with the perks mounts it, in which case it will increase its speed. I have added a config option in the next update to allow for the attributes to be selected, so you can only increase the horses run speed and not its turn and trot speeds when mounted.
  15. Had a quick look at gather manager and it seems to manipulate the yields the same way that my plugin does as well (cumulatively). The way the the 2 would work would be that both base their modifiers on the default value, and add their additions over the top of it. For example, you have a 2x modifier for gather manager, and a 100% yield increase from Skill tree, and would normally only receive 1000 wood (vanilla rates), you would receive 3000 wood with both modifiers applied. Alpha loot I am not sure of. We stopped running it as we did not require it anymore. The way my plugin applies the loot is to add an additional loot slot to the container once spawned. So long as Alpha loot doesn't clear the contents of the container, it SHOULD work, but I'm not too sure. Worst case you can disable those buffs and replace them with more gather yield buffs etc.
  16. Will add hemp to the next release. Regarding damage with ranged weapons, it would be quite resource intensive checking each item whenever a bullet/explosion etc hits it, since these items aren't a part of the BaseCombatEntity class (meaning they can't actually take damage). The only work around would be to monitor each time a bullet lands somewhere and scan the list of deployed objects to see what entity was hit. This can be quite cumbersome when you are working with multiple players spraying automatic weapons at entities (bases, deployables etc). A work around to prevent OP base designs using rocks/trees etc would be to add a console command to kill all entities of a particular type (trees, rocks and bushes).
  17. imthenewguy

    Cooking

    When I have enough content to warrant a release or a major bug rears its head.
  18. Mind pasting the whole error?
  19. Have implemented a fix for the refund issue doing it based on craft task, not per crafted item.

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
2.4m
Total downloads
Customers
10.8k
Customers served
Files Sold
155.4k
Marketplace sales
Payments
3.3m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.