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Everything posted by imthenewguy
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Unfortunately I have seen that issue before and the auto sorter plugin I looked at didn't have any APIs to prevent the button from being used/displayed, so I can't prevent them from using the button while the bag is open. What do you mean by hide articles in the farmers market? Not sure what you are referring to.
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That was an oversight. It defaults the img to the Rustlab URL using the item shortname. I have added a field to check for the item skin, and if the skin is greater than 0, it will see if there is a custom img URL. If so, it will display the item linked in the URL, instead of the Rustlab item. Example snippet: "Sausage roll": { "shortname": "blood", "rarity": 0, "skin": 2657034158, "enabled": true, "maxQuantity": 1, "img_url": "https://i.imgur.com/F90xeFT.png" } Make sure you are running 1.0.3 (will be up soon).
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1.2.0 has luck buffs for fishing treasure, electrical items and components. Also adjusted the way it has been designed so you can add tiers of items. This can be achieved by setting the value of the BuffModifier field for certain buffs. For example, you can create 3 different tiers of food in the config, and set the value of the BuffModifier for each meal to a different amount.
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I'll take the suggestions under advisement. The tiers could be done via custom recipes as is, ie you could make 3 different tiers of food via the config, each with different quantities of food. The translate can again be done via the config and the lang file. I will look into the no recoil suggestion - not sure how to do this tbh. The luck for fishing should be easy to do. The luck for looting will be dependent on the loot plugin that a server uses. The only thing I could do with this would be to add a new slot when looted (once) and then roll an item depending on the food buff.
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The plugin is skin specific - it's how it identifies the weapon when the buttons activated. You can add the skins to weapons though, so if I wanted the no mercy skin you give a buff, then create an enchant profile and add the skin Id to the profile. Tldr - if a skin is listed in the enchanting config against a profile, it will be enchanted, even if the name doesn't match.
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Yeah you can add more default ingredients to the list like so: "mushroom": { "base_shortname": "mushroom", "skin": 0, "gathered_from": 18, "dropWeight": 0, "max_count": 0, "imageURL": "https://rustlabs.com/img/items180/mushroom.png", "market_buy_price": 10.0, "market_sell_price": 5.0, "market_quantity": 0 }, The thing to remember is making sure the Key is uniquely named (in this case "mushroom"), the base_shortname is set to the shortname of the item (can see a list of names here), and the gathered from value is set to 18 (this represents default items). You can effectively use any default item this way, just add them to the config. The video tutorial on the page shows you how to add a new recipe using these ingredients
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You set the value for "amount" to the percentage that you want added to it. "amount": 100 This would increase the damage by 100%. Full snippet example from the default config: "928599469": { "duration": 20, "effect": 10, "displayName": "semi-auto pistol of the pker", "shortname": "pistol.semiauto", "cooldown": 10.0, "amount": 100, "description": "", "runes": [ { "displayName": "life rune", "amount": 150 }, { "displayName": "death rune", "amount": 75 }, { "displayName": "dark rune", "amount": 170 }, { "displayName": "fire rune", "amount": 55 } ] },
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I can probably handle the poison damage, but it means that players will never receive poison damage because it will always be false. Same with Radiation. Your best bet would be to remove those weapon effects as they are only useful against players. I can try to make it so the explosive weapon doesn't damage entities with an owner ID, or players (ever)?
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