Zilch's Wishlist
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Custom Mixing Table
This plugin is basically custom made mixing table which works pretty much same as "vanilla" Mixing Table. Worth mentioning detail, vanilla mixing table interface is no longer accessible while using this plugin although you can still list "teas" in DrugMixing and make them craft-able this way. By using one of my other plugins called Consumable Effects you can add special buffs to consumable items. These buffs are activated upon consuming the item with custom item name listed in data file. Buffs can modify metabolism values like health, bleeding, hunger, comfort etc. or apply Tea Boost with customized values (time, value, type).
FAQ
Default configuration.
Default config files are included with plugin, you will find there 7 recipes which supports ConsumableEffects plugin.
Alternatively you can look into configuration made by my customers here -> Default Tea Recipes / Complete Drug Config for RP servers
Changing and uploading custom item icons.
You can upload any icon on steam workshop with uploader tool, it is simple as just clicking one button. I can provide you with free one on my discord.
Where can players find custom ingredients for mixing table.
There is few different ways how to do it. Best way is to use any plugin which modifies loot tables and add your special items in there.
Getting custom item when picking up plants.
This is done by using free plugin ExtraGatherBonuses (link here). With this plugin you can set up any gather chance for custom items.
Special effects/buffs when consuming custom items.
To set up any buffs, please check out optional dependency Consumable Effects
If you have any questions prior to purchasing, feel free to message me here, for faster response reach out on my discord.gg/rustplugins/
For more detailed documentation visit this link.
Create Recipe
Additional Options
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Pocket Zipline
Allow players to place ziplines! The plugin will add various types of ziplines to your server, for each of which you can adjust the speed, the maximum distance between points, the color of the cable and even the ability to go up! Just install two fasteners and they are automatically connected by a cable.
To start moving, look at the rack and press E. f there is an obstacle on the way, the player will fall. The cable can be of various colors: red, black, blue, yellow or green! You can configure the spawn of different presets of ziplines in different crates or add items from the config to your server store!
Permissions
pocketzipline.give - allows you to give a zipline to yourself and other players
Chat commands
/givezipline <ZiplinePresetName> <amount> - give a zipline to yourself.
Console commands
givezipline <ZiplinePresetName> <amount> - give a zipline to yourself; givezipline <ZiplinePresetName> <amount> <userId> - give a zipline to player (Suitable for RCON);
Config
en - example of plugin configuration in English ru - example of plugin configuration in Russian -
Cooking
By imthenewguy in Plugins
This plugin extends the vanilla cooking system in rust by adding a number of ingredients and advanced recipes to the game.
The ingredients are obtained from any of the 45+ different sources, from ore nodes, to trees, to collectibles such as hemp and pumpkins.
These ingredients are used to create delicious meals that will provide the player with 1 of the 55 different buffs the plugin has to offer, or your own custom buffs should you wish to create your own using permissions from other plugins.
The plugin comes standard with 47 custom recipes and 11 custom ingredients included. It also utilizes a number of rusts existing items, such as pumpkins, corn, wheat and potatoes.
There are over 47 recipes that come with the default configuration.
Each recipe allows for any number of ingredients to be added (default is up to 4), and any number of the 46 buffs to be added to each meal.
Recipes can be easily added via the config. This allows server owners to get creative by creating their own custom meals and buffs.
The above video showcases how new recipes and ingredients can be easily added to your configuration.
The plugin comes with 11 unique custom ingredients, and also utilizes 16 of the default items in rust.
Ingredients can be easily added to the configuration (see the above video).
All non-default ingredients can be found from 49 different sources including cutting trees, mining nodes, collecting hemp etc.
Each sources drop rate can be customized to suit your server, and the sources for ingredients can be changed incredible easily by simply adjusting a number in the config file.
There are 49 unique sources that ingredients can be obtained from from cutting trees to collecting pumpkins.
The chances for each ingredient drop are based on the interaction with that source.
For example, picking a pumpkin offers 1 chance, as it is 1 interaction to pick a pumpking, while cutting a tree may be 10-20 chances (depending on the tool), as it takes a number of hits to fall a tree (this can be adjusted to be based on 1 chance per tree/node etc via the config).
When a roll is successful, it then rolls through each item type and selects the item based on that items "dropWeight", allowing you to make ingredients more or less common than others on the same drop table.
The Farmers Market is an in-built market that allows players to buy and sell ingredients for scrap, server rewards or economics.
By default, the markets stocks will start at 0, and will only increase as players sell their unwanted ingredients to it.
It can be configured to allow all items, or only custom items to be bought and sold through it, and also allows for a maximum stock to be set (default 100), meaing that it cannot have more than 100 of an item type.
The buy/sell values for each ingredient can be adjusted in the config file (default $10 buy, $5 sell).
Starting quantities can also be set if you do not want the market to start at 0.
The market can be accessed by typing in /market (if config is enabled) or by speaking to an NPC that can be spawned with the plugin (addmarketnpc).
Ingredient: A useful ingredient used to make more complex meals.
Woodcutting_Yield: Increases the amount of wood received by a percentage when cutting trees and logs.
Mining_Yield: Increases the amount of ore received by a percentage when mining any ore type.
Skinning_Yield: Increases the amount of animal products received by a percentage when skinning animals.
Heal_Share: Heals those around you for a percentage of the healing you receive.
Heal: Instantly heals you for a percentage of your maximum health.
Food_Share: Shares your food with nearby players, providing them with a percentage of the calories that you consume.
Metabolism_Overload: Increases your maximum calories and hydration capacity by a percentage.
Comfort: Provides an aura of comfort around you. Each nearby player will receive a percentage comfort.
Water_Breathing: Will allow you to breath underwater for the duration.
Fire_Resist: Reduces the damage taken from all sources of fire/heat by a percentage.
Cold_Resist: Reduces the damage taken from the cold by a percentage.
Explosion_Resist: Reduces the damage taken from explosives by a percentage.
Animal_Resist: Reduces the damage taken from animals by a percentage.
Melee_Resist: Reduces the damage taken from attacks made with a melee weapon by a percentage.
Wounded_Resist: If you would enter the wounded state while this buff is active, you will instead be brought to your feet. Any negative modifiers will be removed.
Spectre: You will become invisible to auto-turrets, flame turrets and shotgun traps for the duration.
Madness: This food will make you sound strange to others.
Wealth: Provides you with a percentage find scrap/economics/points when breaking barrels.
Barrel_Smasher: Provides you with a percentage chance to instantly break a barrel with any amount of damage.
Crafting_Refund: Provides you with a percentage chance to refund components when crafting an item.
Passive_Regen: Will passively regenerate a percentage health each second.
Horse_Stats: Will increase the speed any horse you ride by a percentage.
Fall_Damage_resist: Reduces damage taken from falling by a percentage.
Condition_Loss_Reduction: Reduces the condition loss of all worn and held items by a percentage.
Ingredient_Chance: Increases the chance to obtain cooking ingredients by a percentage.
Upgrade_Refund: Provides you with a percentage chance to receive a free upgrade when upgrading your building blocks.
Research_Refund: Provides you with a percentage chance to receive a scrap refund when using a research bench.
Role_Play: This item provides no buffs as it a Roleplay item.
Anti_Bradley_Radar: Makes you invisible to the Bradley APC.
Fishing_Luck: Provides you with a percentage chance to obtain a random item while fishing.
Farming_Yield: Increases the amount of resources collected by a percentage when harvesting player-grown plants.
Component_Luck: Provides a percentage chance to receive a random component when breaking barrels.
Electronics_Luck: Provides a percentage chance to receive a random electrical item when breaking barrels.
Permission: Used for firing off custom commands such as assigning and removing permissions.
Bleed_Resist: Reduces the damage taken from bleeding by a percentage.
Radiation_Resist: Reduces the damage taken from radiation by a percentage.
Max_Repair: Any item that is repaired while this buff is active, will have its maximum condition reset.
Smelt_On_Mine: Provides you with a percentage chance to receive refined resources instead of ores, when mining sulfur and metal nodes.
Loot_Pickup: Provides you with a percentage chance for all items to be moved directly into your inventory when breaking barrels.
Reviver: Sets a players health to a percentage when bringing them up from the wounded state.
Duplicator: Provides you with a percentage chance to duplicate an item when crafting.
Harvest: Increases the amount of resources collected by a percentage> when harvesting wild entities.
Ingredient_Storage: Stores ingredients.
Extra_Calories: Instantly provides you with a percentage of your maximum calories when consumed.
Extra_Hydration: Instantly provides you with a percentage of your maximum hydration when consumed.
Max_Health: Increases your maximum health by a percentage.
Fishing_Yield: Increases the amount of fish received by a percentage.
Damage_Over_Time: This perk will damage the consumer every second for the set value.
Mining_Hotspot: The player will always hit the hot spot while mining.
Woodcutting_Hotspot: The player will always hit the marker while chopping wood.
Dehydration: Removes hydration when applied.
Damage: Damages the consumer by the value.
Radiation: Gives the consumer radiation equal to the value.
Hunger: Removes calories when applied.
Lifelink: Heals the user for a percentage of damage done.
Default: Default Rust item
AnyTree: Chopping any tree
ArcticTree: Chopping arctic trees
DesertTree: Chopping palm trees
TemperateTree: Chopping temperate trees
TundraTree: Chopping tundra trees
Cactus: Chopping cacti
AnyNode: Mining any node
AnyArcticNode: Mining any arctic nodes
AnyDesertNode: Mining any desert nodes
AnyTemperateNode: Mining any temperate nodes
AnyTundraNode: Mining any tundra nodes
StoneNode: Mining stone nodes
MetalNode: Mining metal nodes
SulfurNode: Mining sulfur nodes
AnyAnimal: Skinning any animal
Deer: Skinning deer
Bear: Skinning bears
Wolf: Skinning wolves
Chicken: Skinning chickens
PolarBear: Skinning polar bears
Shark: Skinning sharks
Boar: Skinning boar
horse: Skinning horses
Fishing: Catching fish
Gut: Gutting fish
Pumpkin: Harvesting pumpkins
Potato: Harvesting potatos
Corn: Harvesting corn
Mushroom: Picking mushrooms
BerryBush: Picking berries
BerryBushBlack: Picking black berries
BerryBushBlue: Picking blue berries
BerryBushGreen: Picking green berries
BerryBushRed: Picking red berries
BerryBushWhite: Picking white berries
BerryBushYellow: Picking yellow berries
Hemp: Harvesting hemp
CollectableSulfur: Collectable sulfur nodes
CollectableStone: Collectable stone nodes
CollectableMetal: Collectable metal nodes
Crafted: Crafted
Foodbox: Food boxes
Excavated: Digging up metal detector sites
Wheat: Picking up wheat
JungleTree: Picking up wheat
Tiger: Picking up wheat
Panther: Picking up wheat
Crocodile: Picking up wheat
Snake: Picking up wheat
AnyJungleNode: Picking up wheat
Command: cook or recipemenu
Action: Opens the recipe menu from anywhere.
Permission: cooking.recipemenu.chat
Command: market
Action: Opens the farmers market from anywhere.
Permission: cooking.market.cmd
Command: ibag
Action: Opens the ingredient bag from anywhere.
Permission: cooking.bag.cmd
Command: addmarketnpc
Action: Creates a farmers market NPC
Permission: cooking.admin
Command: removemarketnpc
Action: Removes the targeted farmers market NPC
Permission: cooking.admin
Command: clearingredientbags
Action: Clears the contents of ingredient bags for all players
Permission: cooking.admin
Command: giverecipe <recipe>
Action: Gives the command user the specified recipe card
Permission: cooking.admin
Command: givemeal <target> <meal> <amount>
Action: Gives the specified meal to the target player.
Permission: cooking.admin
Command: giveingredient <target> <ingredient> <amount>
Action: Gives the specified ingredient to the target player.
Permission: cooking.admin
Command: setmarketquantity <ingredient> <amount>
Action: Sets the available market quantity of the specified item.
Permission: cooking.admin
// Recipe menu chat command cooking.recipemenu.chat // Using the cooking menu cooking.use // Admin related cooking comands cooking.admin // Bypass cooking time cooking.instant // Bypass ingredient requirements cooking.free // Removes ability to gather ingredients cooking.nogather // Allows the ingredient bag to be opened via CMD cooking.bag.cmd // Disables drop notifications cooking.disable.notify.drop // Disables Notify notifications cooking.disable.notify.proc // Disables menu sounds cooking.disable.sound // Allows access to the farmers market via CMD cooking.market.cmd // Allows the user to speak to the market NPC cooking.market.npc // Allows the user to gather ingredients cooking.gather // Required to find recipe cards cooking.recipecards
Economics - Used for the farmers market and the Wealth buff type.
ServerRewards - Used for the market and the Wealth buff type.
SkillTree - Will provide xp when creating meals with the Cooking plugin.
bool CanGatherIngredient(BasePlayer player, uint source) Returning a non-null value will prevent players from receiving ingredients from certain drop sources. the source is the networked ID of the entity.
void OnMealCrafted(BasePlayer player, string meal, Dictionary<string, int> ingredients, bool isIngredient) Called after a meal has been created and given to the player.
bool IsCookingMeal(Item item) Useful if you want to see if an item is from the recipe menu.
bool IsHorseBuffed(RidableHorse horse) Used to prevent stacking modifiers if a horse is buffed by the Cooking plugin.
object OnAddRecipeCardToLootContainer(BasePlayer player, LootContainer container) Returning a non-null value will prevent recipe cards from being added to the container.
object OnIngredientBagDrop(BasePlayer player) Returning a non-null value will prevent the bag from dropping.
void OnMealConsumed(BasePlayer player, Item item, int duration) Triggered when a player successfully consumes a meal. No return types.
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Item Perks
By imthenewguy in Plugins
Item Perks is a plugin that enhances everyday weapons, tools and armour with over 50 different types of perks.
Items with perks can be obtained a variety of ways, including:
Finding them randomly in crates or barrels during your morning scrap farm. Randomly crafting an enhanced version of your equipment while you roof camp noobs from your base. Recycling enhanced equipment and finding enhancement kits stuck in the teeth of the recycler. Using a console or chat command that can be ran through seedy plugin traders like GUIShop.
The plugin gives a large amount of control to server owners when it comes to implementation. You can:
Enable/disable perks, or modify the minimum and maximum values that they roll when applied to gear. Blacklist or whitelist items to each perk, so they will be exclusively excluded or included (based on the list you choose). Adjust the weight of each perk, so it is more or less likely to be seen on gear., or adjust the chances amount of perks that items can potentially have. Fully adjust or disable the chance for item drops to be found, or enable the enhancement kit system so players can recycle gear. So much more (watch the configuration section of the video below to see the full extent).
There are over 50 perks included with the plugin. The following list will describe briefly what each perk does.
Name: Prospector Description: This perk increases your mining yield when mining stone, metal and sulfur nodes. Name: Lumberjack Description: This perk increases your woodcutting yield when chopping living or dead trees. Name: Butcher Description: This perk increases the resources gained from skinning humans and animals. Name: Horticulture Description: This perk increases the amount of resources gained when harvesting grown plants. Name: Forager Description: This perk increases the amount of resources gained when picking up map generated collectibles. Name: Angler Description: This perk increases the amount of fish you receive upon a successful catch. Name: BeastBane Description: This perk increases the damage dealt to animals. Name: ScientistBane Description: This perk increases the damage dealt to scientists. Name: FlakJacket Description: This perk reduces the damage received from explosions. Name: Elemental Description: This perk reduces damage from received from cold and heat sources. Name: Scavenger Description: This perk provides you with a chance to find additional scrap from crates and barrels. Name: Manufacture Description: This perk increases the speed of your crafting. Name: Durable Description: This peark reduces the durability damage of all equipped items. Name: BeastWard Description: This perk reduces the damage received from animals. Name: ScientistWard Description: This perk reduces the damage received from scientists. Name: Builder Description: This perk provides you with a chance for your building upgrades to be free. Name: Thrifty Description: This perk provides you with a chance for your crafting components to be refunded upon a successful craft. Name: Fabricate Description: This perk provides you with a chance to duplicate an item upon a successful craft. Name: Pharmaceutical Description: This perk increases the amount of healing received from all sources. Name: MeleeWard Description: This perk reduces the damage received from melee weapons. Name: Academic Description: This perk provides you with a chance to receive a scrap refund when researching an item at the research bench. Name: FallDamage Description: This perk reduces the impact damage received from falling. Name: Lead Description: This perk reduces the damage from radiation. Name: Smasher Description: This perk will provide you with a chance to instantly destroy barrels with any amount of damage. Name: Environmentalist Description: This perk will increase the speed of recyclers that you activate. Name: Smelter Description: This perk will increase the smelting speed of furnaces you activate. Name: Paramedic Description: This perk provides players that you revive with additional health. Name: Prepper Description: This perk provides you with a chance to not consume food when eating. Name: Regeneration Description: This perk will passively regenerate you. Name: SharkWard Description: This perk will reduce the amount of damage received from sharks. Name: SharkBane Description: This perk will increase the amount of damage dealt to sharks. Name: Deforest Description: This perk provides you with a chance to cut down nearby trees when successfully cutting a tree down. Name: BlastMine Description: This perk provides you with a chance to mine out nearby nodes when successfully mining out a node. Name: Tanner Description: This perk provides you with a chance to skin nearby corpses when successfully skinning out a corpse. Name: Vampiric Description: This perk will heal you for a percentage of the damage dealt to certain enemies. Name: Reinforced Description: This perk will reduce the the amount of damage that your vehicles receive when mounted. Name: ComponentLuck Description: This perk will provide you with a chance to receive additional components when looting barrels and crates. Name: ElectronicsLuck Description: This perk will provide you with a chance to receive additional electronics when looting barrels and crates. Name: UncannyDodge Description: This perk provides you with a chance to dodge incoming damage, reducing it to 0. Name: LineStrength Description: This perk increases the tensile strength of your fishing line. Name: HealShare Description: This perk will share healing effects with nearby players. Name: Attractive Description: This perk will provide you with a chance to automatically pick up components when destroying barrels. Name: WoodcuttingLuck Description: This perk provides you with a chance to find a random item when you cut down a tree. Name: MiningLuck Description: This perk provides you with a chance to find a random item when you mine out a node. Name: SkinningLuck Description: This perk provides you with a chance to find a random item when you skin out a corpse. Name: FishingLuck Description: This perk provides you with a chance to find a random item when you catch a fish. Name: Sated Description: This perk will increase the amount of calories and hydration you receive from food and water sources. Name: IronStomach Description: This perk provides you with a chance to negate negative effects when consuming food. Name: TreePlanter Description: This perk will provide a chance for a tree to instantly regrow when cut down. Name: RockCycler Description: This perk will provide a chance for a node to instantly respawn when mined out. Name: BradleyDamage Description: This perk increases the damage dealt to Bradley Tanks. Name: HeliDamage Description: This perk increases the damage dealt to Patrol Helicopters. Name: Thorns Description: This perk reflects a % of the damage done back to the attacker
Command: ipgive
Type: console/chat
Parameters: <target ID/Name> <optional: shortname> <optional: perks>
Description: Gives the target player an enhanced item. If shortname is specified, it will base the enhancement off of that item. If perks are specified, it will add only those perks to the item.
Command: ipgivekit
Type: console/chat
Parameters: <target ID/Name> <perk>
Description: Gives an enhancement kit to the target.
itemperks.use - Required to receive any benefit from enhanced items. itemperks.loot - Required to loot enhanced items from crates and barrels. itemperks.craft - Required for a chance to received enhanced versions of crafted gear. itemperks.admin - Required to use admin commands. itemperks.enhance - Required to add enhancement kits to items via the workbench. itemperks.recycle - Required to receive enhancement kits from recycling enhanced items.
IPAPI_CreateItem - creates and returns an enhanced item using the details fed into the method. If shortname is left blank, it will pick a random valid item. If api_perks is null it will pick random perk(s) and add them.
Returns Item
[HookMethod("IPAPI_CreateItem")] public object IPAPI_CreateItem(string shortname = null, ulong skin = 0, Dictionary<string, float> api_perks = null) { List<KeyValuePair<Perk, float>> perks = Pool.GetList<KeyValuePair<Perk, float>>(); foreach (var perk in api_perks) { Perk _perk; if (parsedEnums.TryGetValue(perk.Key, out _perk)) perks.Add(new KeyValuePair<Perk, float>(_perk, perk.Value)); } var result = CreateItem(shortname, skin, perks); Pool.FreeList(ref perks); // Returns an Item class return result; } Example usage:
[ChatCommand("testipapi")] void TestIPAPI(BasePlayer player) { Dictionary<string, float> perks = new Dictionary<string, float>() { ["Prospector"] = 1f, ["Lumberjack"] = 1f, ["Butcher"] = 1f, ["Horticulture"] = 0.5f }; var item = (Item)ItemPerks.Call("IPAPI_CreateItem", "hammer.salvaged", (ulong)2830083288, perks); if (item == null) { Puts("Failed"); return; } item.name = "tool of the trade"; player.GiveItem(item); }
- #items
- #enhancement
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(and 6 more)
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Enchanting
By imthenewguy in Plugins
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.