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Martian

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Everything posted by Martian

  1. Martian

    Dungeon Events

    Yes, it's 800f.
  2. Martian

    Dungeon Events

    Hello, do you mean the height inside the dungeon? Or do you mean the height of the dungeon higher in the sky?
  3. Martian

    Dungeon Events

    Hi, I'm going to update this week and I'll try to improve this part of finishing the dungeon.
  4. Martian

    Dungeon Events

    3.2.9 - What's New Added a configuration option to enable or disable custom AutoTurret behavior in case they don't attack.
  5. Martian

    Dungeon Events

    Hello, yes, as he said, I changed it to a component of my own. But I'm going to make it configurable, to enable it or not in the configuration, in case the turrets don't attack. I'll upload a new update in a few minutes.
  6. Martian

    Dungeon Events

    Hello, I could create an option for them to be born a second time, but it would get in the way of counting the gui and so on, it's not very simple.
  7. Hi! I'll try to check it out for the next update!
  8. Martian

    Dungeon Events

    Hi, I haven't asked for it yet, but I can implement it, I'll update this week with this implementation
  9. Hi, yes, I'll look into it between today and tomorrow to adjust if you want you can open a support ticket or on my discord https://discord.gg/cyJKnhHaV8
  10. Hi, you don't actually need to run any commands, there's no data file to save, it's all done directly by the game's entity control. If you have any problems you can open a support ticket or call me on discord https://discord.gg/cyJKnhHaV8
  11. Martian

    Dungeon Events

    Hi, I'm going to change the way I locate the portal spawn to avoid other vending machines and the raidablebases
  12. Martian

    Dungeon Events

    Hi! I'll look into it for the next update
  13. Martian

    Dungeon Events

    Fixed! 3.1.1 - What's New Fixed an issue where turrets were not attacking with the SimplePVE plugin.
  14. Martian

    Dungeon Events

    In the next update, dungeons will be generated randomly, similar to the old mode. They will use the same system that generated the dungeon layouts. So, they will use construction prefabs, but since they will be random, the old-school feel will return.
  15. Hello, I just tested it, and the buffs from the Skill Tree do work.
  16. Sorry for the delay, it's been fixed in the version I just uploaded.
  17. Martian

    Dungeon Events

    Done!
  18. Martian

    Dungeon Events

    I am still looking into fixing the issue with the old version. If I can't fix it, I will find a way to use Copy-Paste.
  19. Martian

    Dungeon Events

    Since the forced update, when a player enters a dungeon, red warnings have been appearing on their screen. This was the reason. Regarding performance, I think the new mode is better compared to the old one.
  20. Martian

    Dungeon Events

    Fixed. 3.0.2 - What's New Adjusted the item drop for bosses; previously, they were dropping the same items as regular NPCs.
  21. Martian

    Dungeon Events

    Now, when entering a dungeon, it will always be as dark as night!
  22. Martian

    Dungeon Events

    Hello, today I'm going to upload the new version of the plugin. It will start with 2 dungeon layouts. Tomorrow, I'll check these requests @EllieCat and @Takeshi.
  23. Martian

    Dungeon Events

    Hello, what do you mean by "language file crash"? Can you give me more details about the error?
  24. Martian

    Dungeon Events

    2.2.0 - What's New Dungeon Spawn/Despawn Hooks Added new hooks to the plugin’s lifecycle. These events will now trigger OnDungeonSpawn and OnDungeonDespawn when a dungeon is created or removed, allowing other plugins and server owners to track the dungeon lifecycle more easily. void OnDungeonSpawn(ulong OwnerID, Vector3 Position, string Grid, string TierName) { PrintWarning($"Dungeon spawned at {Position} by {OwnerID} Grid: {Grid}, Tier: {TierName}"); } void OnDungeonDespawn(ulong OwnerID, Vector3 Position, string Grid, string TierName) { PrintWarning($"Dungeon despawned at {Position} by {OwnerID} Grid: {Grid}, Tier: {TierName}"); } Console Commands for Admins/Event Manager Introduced new admin–only console commands for forcing dungeon spawns, removing all active dungeons, and performing cleanup tasks without needing chat commands. "spawnrandomdungeon" Forces a random dungeon to spawn immediately. "spawnfixeddungeon <tierName>" Spawns a specific tier of dungeon (for example, "spawnfixeddungeon hard"). Configurable Random Spawn Announcement Implemented a configuration toggle to enable or disable the public broadcast message when a dungeon randomly spawns. "Show Dungeon Spawn Announcement": true Prevent Dropping the Active Item Players can no longer drop their currently equipped item while inside a dungeon, helping to avoid unwanted drops during dungeon runs. Spawn Near Purchaser When a player buys or creates a dungeon, it will now generate in the closest open area near the player’s position, instead of a purely random spot on the map. Configurable Command Blocking Introduced new configuration options to block commands while players are inside a dungeon. "Block all commands when inside a dungeon": true, Faster Dungeon Marker Updates The in–game map marker for a purchased dungeon now updates more quickly to show the buyer’s name, ensuring players can tell who owns the dungeon at a glance. Tier–Based Economics/ServerRewards Reward players with Economics currency or ServerRewards points when they kill NPCs, destroy turrets, or break boxes inside a dungeon. Each tier can have its own reward values, so you can balance payouts for Easy, Normal, Hard, and higher difficulties.
  25. Martian

    Weapons Turbo

    Fixed.

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