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imthenewguy

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Everything posted by imthenewguy

  1. imthenewguy

    Cooking

    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.
  2. 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.
  3. 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
  4. imthenewguy

    Cooking

    Will be adding it to the next release.
  5. 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 } ] },
  6. If the backpack plugin doesn't assign the skin/item name back then yes. Otherwise it should still persist.
  7. Absolutely beautiful! Amazing job.
  8. imthenewguy

    Cooking

    It's intentional, as eating them can cause other issues. Also if a player eats a food, which would add a 4th buff, it refunds the food (effectively giving them infinite food).
  9. I shall update that. Patched the NewSave method in a while back
  10. You don't need to delete anything. The plugin handles it automatically on map wipe.
  11. I'm not sure what gui announcements is.
  12. imthenewguy

    Cooking

    I have an idea what's causing the problem. I will add the fix to the next release.
  13. imthenewguy

    Cooking

    What fish were causing this? DO you also use FishingTreasure?
  14. Farmer was originally included on my server but it was incredibly hard to balance due to scaling. I like the idea of killing scientists/murderers etc and having a unique item added to their drop table for the killer. Might look at both down the track.
  15. imthenewguy

    Cooking

    I just downloaded it and it was 1.1.4. Try again, I know there has been issues in the past with the old download still being a thing.
  16. Can certainly be something for a future update. Wouldn't be hard to implement.
  17. 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)?
  18. Version 1.0.15

    484 downloads

    Professions is a plugin designed for role play and PVE servers. Players can choose from any 7 professions, including: Miner - Has a chance to find gold nuggets while mining, which can be sold to the market for scrap/economy. Miners also gather more resources from nodes. Logger - Has a chance to find Pinecones while chopping trees, which can be sold to the market for scrap/economy. Loggers also gather more resources from trees. Skinner - Has a chance to obtain prime meat while butchering animals, which can be sold to the market for scrap/economy. Skinners can also use a command to locate the nearest animal from their position. Skinners also gather more resources from animals. Weaponsmith - Specializes in crafting weapons from melee swords to guns. Tailor - Specializes in crafting clothing and armour. Electrician - Specializes in electrical components and power sources/storage. Mechanic - Specializes in engine parts and vehicle modules. Also gets access to a quest to unlock car parts by destroying cars at the junkyard (using the magnetic crane & shredder). The coolest thing about this plugin is that it uses a group system in oxide. This means you can assign permissions from other plugins to a specifc group as part of the professions perks. Example, on my server we use the Vehicle Tow plugin, and have assigned the "vehicletow.user" permission to the mechanic group. This means that if a player is employed as a mechanic, they can use the tow hammer and tow vehicles around! We also use the Tree Planter plugin on umod as a perk for loggers, so they can decorate areas with trees. When a player chooses a profession, their xp/level will be set to 0. Both gathering and crafting skills have a level/xp. Gathering: Increasing the gathering level will increase the chance of obtaining the professions unique item (prime meat, gold nugget or pinecone). It will also increase the amount of extra resources you obtain while doing your profession. Crafting: Crafting levels cap at level 3, and are required in order to craft items of equal workbench tier to the players level. For example, a player who is a level 1 weaponsmith cannot craft a semi-automatic rifle, as it requires a tier 2 workbench. This feature can be disabled entirely in the config, if you do not want level requirements for items. To gain xp as a crafter, players will need to craft items specific to their profession from level 1 onwards. IE weaponsmiths will need to craft items unique to their class in order to get xp. XP is calculated based on the components required to make the item. You can adjust the xp rates for each component (such as laptops, metal pipes etc) via the config. Items can also have a multiplier attached to them, offering further xp. Another way to obtain xp is to research items specific to your profession. Researching offers 3x the xp you would have received for crafting the item (by default), but allows you to research items that you do not have the level for (IE researching AK at level 1 will still provide you with xp). Mechanics in particular have an additional method of levelling. See the Mechanics Quest section below. Crafting professions can be setup in a number of ways. By default, only professions that specialize in set items will be able to craft them. For example, a weaponsmith is the only profession that can craft a pistol or rifle. This can be adjusted in the config to instead use a tax system, charging players who are not part of that profession a scrap or economics tax for crafting it, where as players that are specialized would not be charged this fee. The exception to this is when an item is a "free_craft" item. All players can craft "free_craft" items without issue. Example: Joe is a weaponsmith who is in need of a roadsign chest piece. He has the blueprint researched, so he decides to craft it himself. Joe is charged 125 scrap (default) to do so, in addition to the material costs. The idea behind this system is to stimulate an economy, forcing players of differeing professions to trade between each other. This has worked with much success on my RP server. All players have the chance to receive gold nuggets, prime meat and pinecones while gathering (although gathering professions are significantly more likely to find these items). These items can be sold at the resource market for scrap or economy dollars (configurable). The market can be access via a chat command (requires permission), or via an NPC (requires HumanNPC). The mechanics quest is a plugin that is included with this package. If you do not wish to run it, simply remove it from your server (MechanicQuest.cs). This plugin will assign mechanics a quest upon employment. The quest involves destroying modular cars at the junkyard using the magnet crane. Doing so will provide them with xp per car crushed, as well as medium & High quality parts blueprint unlocks unpon completion of each quest. This quest works extremely well with the towing plugin, as players can tow cars to the junkyard for destruction. Command: rbag Action: Opens the resource bag to store prime meat, pinecones and gold nuggets. Permission: professions.chat.bag Command: pmarket Action: Opens the resource market to sell prime meat, pinecones and gold nuggets. Permission: professions.chat.market Command: jobmenu Action: Opens the job menu to choose employment/quit your job. Permission: professions.chat.jobmenu Command: clearjobs Action: Clears all job data from all players. Permission: professions.admin Command: updateitems Action: Searches for any new craftable items added to Rust, and adds them to the data file. Permission: professions.admin Command: updatexp Action: Recalculates the xp using the component xp values in the configuration file. Permission: professions.admin Command: setjob Parameters: <player name> <job> Action: Sets to the players job, removing their accumulated xp and levels. Permission: professions.admin Command: class Action: Shows the players class, level and xp until next level. Permission: none Command: printlevels Action: Prints the xp requirement for each level into console. Permission: none Command: updatemultiplier Parameters: <item shortname> <value> Action: Sets the xp multiplier for the desired item when crafting. Permission: professions.admin Command: showitems Action: Prints the item list and xp values for each item in the players profession into the console. Permission: none Command: clearstoragebags Action: Clears all storage bags for every player. This is done automatically on wipe. Permission: professions.admin Command: clearprofessions Action: Clears all professions data. Permission: professions.admin Command: resettax Action: Resets the tax rate for all items back to default. Permission: professions.admin Command: giverbag Action: Gives the user a resource bag item, used to open the resource bag storage without a chat command/permissions. Permission: professions.admin Command: track Action: Finds the closest animal and prints the direction of it from the players location. Permission: skinner Command: prof.addnpc Action: Adds a job npc at the players location. Permission: admin Command: prof.removenpc Action: Removes the target job npc. Permission: admin professions.admin professions.chat.bag professions.chat.market professions.chat.jobmenu void OnPlayerEmployed(BasePlayer player, string job) void OnPlayerUnemployed(BasePlayer player, string job)
    $19.99
  19. What plugin are you using to check if they are in pve or pvp?
  20. What sort of scenarios are players taking damage in?
  21. Version 1.0.10

    533 downloads

    Enchanting adds the ability for different types of weapons to be enchanted with over 29 specialized, unique abilities from freezing your target in place, to increasing the speed of your horse. Each enchantment is configurable and can be added to any weapon type, or even multiple times under the same weapon type with different durations/effect modifiers. Enchanting an item requires a cost of runes, which are found from different sources. See the "Runes" section below for more information on how players obtain runes. The plugin comes with a number of pre-made enchanted weapons, but you can add, remove or edit your own via the config file, allowing you to tailor this plugin for your on worlds. Runes are required to enchant a weapon. The enchantment costs can be seen under each weapon, and must be in the players inventory when they attempt to enchant their weapon. Runes drop from multiple sources, but each rune type has a uniquely flavoured drop source by default: Ice Runes: Obtained while mining, woodcutting or picking floora (hemp, mushrooms, pumpkins etc) in the acrtic biome. Life Runes: Obtained from collecting floora in any biome. Death Runes: Obtained while harvesting the flesh of NPCs and animals. Fire Runes: Obtained while mining, woodcutting or picking floora in the arid biome (desert). Dark Runes: Obtained while mining, woodcutting or picking plants during the night (after 6pm, before 6am). Light Runes: Obtained while mining, woodcutting or picking plants during the day (between 6am and 6pm). Water Runes: Obtained while gutting fish or harvesting flesh from sharks. Runes can be adjusted, renamed and changed in the config file, and additional rune types can also be added, all of which can be assigned to any of the 15 drop sources. There are 29 enchantments available as of version 1.0.0. These enchantements can be placed onto most held items, and can be activated as long as the player is not on cooldown. The cooldown works as a global cooldown, meaning that if a player uses any enchantment, they cannot use another enchantment until their cooldown finishes. Each weapon can have a unique cooldown period, allowing for more powerful enchantments to cause a longer cooldown, while having a shorter cooldown for less powerful ones. To enchant an item, simply place it into a repairbench, which will trigger the "Enchanting" button to appear. Clicking this button will display all available enchantments for that particular item. Click the desired enchantment, click enchant and you are done! All abilities require activation by pressing MOUSE3 (default) while the weapoin is active. Stowing or swapping the weapon so something else cancels the ability. Command: inspect Action: Shows the enchantment info for the active weapon. Permission: none Command: giverunes Parameters: <Optional: quantity> Action: Gives the user x amount of each rune. Permission: enchanting.admin Command: giverandomweapon Action: Gives the user a random enchanted weapon. Permission: enchanting.admin Command (CONSOLE): generaterandomweapon Parameters: <target name/ID> Action: Gives the user a random enchanted weapon. Permission: enchanting.admin enchanting.admin - required for admin commands. enchanting.free - enchanting requires no runes. enchanting.create - required to see the enchanting menu appear in the repairbench menu. enchanting.nocooldown - no cooldown is applicable after activating an ability. [1] Freeze: Freezes the target in place when hit for x seconds. [2] Slow: Prevents the target from running when hit for x seconds. [3] Inferno: Sets the target on fire when hit for x seconds. [4] Bleeding: Applies x bleeding stacks when hit for the duration. [5] Radiation: Applies x radiation stacks when hit for the duration. [6] Poison: Poisons the target, dealing x damage every y seconds for z cycles. They also vomit. [7] Indestructable: Prevents condition loss on the weapon for the duration. [8] Lifesteal: Returns x% of the damage dealt to a target, back to the attacker. [9] PVPDamage: Increases the damage versus players by x% for the duration. [10] PVEDamage: Increases the damage versus animals and scientists by x% for the duration. [11] Blind: Blinds the player for x seconds when hit. [12] Splinter: Damages all players within x meters of the target for y% of the damage dealt to the target. [13] Explosive: Spawns and detinates an explosive at the landing point of a projectile weapon for the duration. [14] Healing: Prevents the damage that would be done to the target by the attacker, instead healing them for x% of the damage that would have been done. [15] Sleep: Forces the target into the sleep state for x seconds when hit. [16] Fumble: The target's active item is moved into their inventory when hit. It is dropped to the ground instead of there is no room in the inventory. [17] Curse: When the target is hit, their screen quickly flashes purple and black and they take 0.6 damage every 0.2 seconds for the duration. [18] GatherYield: Gather yield is increased by x% for the duration when using this enchanted tool to harvest. [19] AnimalSpawn: Spawns an animal at the hit market (default wolf) for the duration. [20] ReduceDamage: While active, this ability will reduce incoming damage by x% for the duration. [21] HealSelf: Instantly heals the player for x health. [22] HealOthers: Instantly heals other players for x health that are within y meters. [23] BradleyCloak: Makes the player invisible to bradley tank for the duration. [24] FeatherFall: Prevents fall damage while active. [25] RadiationResist: Removes all radiation stacks once per second for the duration. [26] Spectre: Makes the player invisible to turrets and base defences for the duration. [27] HorseCrop: Increases the horses stats by x for the duration. Will affect any horse that the player climbs onto while active. Horses the player dismounts from will no longer be affected. [28] ScientistCloak: Makes the player invisible to scientists for the duration. [29] ElementalDamageResist: Makes the player immune to fire and cold damage for the duration. [30] DamageIncrease: Increases the damage of the weapon to everything by x% for the duration. void GenerateRandomWeapon(BasePlayer player) //gives the player a random weapon.
    $25.00
  22. Yeah you can place it wherever. Just make it inaccessible from the outside with collders etc, and problably remove the sam sites haha.
  23. Fairly sure I've added support a little while back for it so you can take damage while in the event out if the box.
  24. imthenewguy

    Cooking

    Can't see any API info for either of those plugins unforeunately.
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