Jump to content

Search the Community

Showing results for tags 'armor'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Plugins
  • Maps
  • Monuments
  • Prefabs
  • Arenas
  • Bases
  • Tools
  • Discord Bots
  • Customizations
  • Extensions
  • Graphics

Forums

  • CF Hub
    • Announcements
  • Member Hub
    • General
    • Show Off
    • Requests
  • Member Resources
    • For Hire
    • Creators
    • Creators Directory
  • Community Hub
    • Feedback
  • Support Hub
    • Support
    • Site Support
    • Help Center

Product Groups

  • Creator Services
  • Host Services
  • Memberships

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Steam


Github

Found 12 results

  1. crash

    Forge

    Version 1.2.2

    81 downloads

    [ ✓ ] Works on any host. [ ✓ ] The plugin needs the free CrashExtensions library. Can't upload DLLs on your host? No problem: the zip includes a small installer plugin. Drop it in your plugins folder, run crashext.install, restart once, and you're done. Forge lets your players make their weapons, armour and tools stronger, one level at a time. They pick an item, pick what to improve (damage, magazine size, durability or protection), put a stone in and see their exact chance before they click. A win levels the item up and renames it, like "Assault Rifle +7". A fail burns the stone, and from +5 it can cost a level, unless a ward was in the slot. The levels live on the item itself, so a forged rifle keeps its bonus when it is traded, looted, dropped, stored or carried through a restart. At +3, +6 and +9 the item opens gem sockets, and at +15 a prismatic socket that takes cursed gems. Thirteen gems in three grades and three cursed gems add headshot damage, lifesteal, thorns, a second wind and more, and seven resonances reward the right gems sitting together in one item. Stones, catalysts, wards and gems drop from crates, barrels and scientists, refine into better tiers and fuse into better grades. New in 1.1.0: tools join the forge with a YIELD track and gathering gems, worn gear builds equipment sets, five legendary items drop with fixed stats, crates and NPCs can drop pre-forged loot, SALVAGE breaks a forged item back into stones and gems, reward tables pay out from Raidable Bases or any event, and any item can be the forge cost. New in 1.2.0: admins can hand out items above the level caps with forge.giveitem, rocket launchers and the MGL can forge a bigger magazine, and drops from BetterNpc, NpcSpawn and event NPCs no longer get wiped. New in 1.2.1: milestone announcements: pick the levels (+5, +10, +15...) that the whole server hears about, in chat and as an NCP notification. New players get a welcome card and a guided tour of the real window, and admins get a first-run setup with three presets that set the whole balance in one click. Works on Oxide and Carbon Needs CrashExtensions (included) 5 tracks, 4 stone tiers, 24 gems, 4 sets, 5 legendaries Casual, Standard and Hardcore presets Jump to: Features · Screenshots · Trailer · How a forge works · Commands · Permissions · Works with · Install · Configuration · Test server · FAQ Features For players One forge window. Your weapons and gear on the left, the item with its condition and sockets in the middle, the tracks, the materials and the success chance on the right. One button forges. Four tracks. DAMAGE (+4% per level, up to +10), MAGAZINE (+10% rounds per level, up to +5), DURABILITY (-8% wear per level, up to +5) and PROTECTION for gear (-2% attack damage taken per level, up to +10). Odds you can read. The chance is shown before you click, added up from the stone, the catalyst, forge heat and any VIP bonus, and the IF IT FAILS panel says exactly what a fail would cost. Four stone tiers. Rough, Refined, Flawless and Mythic. A better stone reaches higher (+4, +6, +8, +10) and has better odds at every level. Catalysts and wards. A catalyst adds +5, +10 or +15 points of chance. A ward keeps your level when a forge fails, and it is only used up when it actually saved something. Forge heat. Every failed forge makes that item's next try easier, up to a cap, so a bad run never feels like a dead loss. A win resets it. Stats that travel. Levels, heat and gems are stored on the item. Trade it, loot it, drop it or die with it: the bonus goes with it. Gem sockets. Sockets open at +3, +6 and +9, and a prismatic socket at +15. Thirteen gems in three grades, plus three cursed gems with a big upside and a real drawback. Resonances. The right pair of gems in one item unlocks a bonus: a headshot that gives the round back, animal kills that heal you, no gear wear from player hits, and four more. Gems you can see. When a gem triggers, everyone nearby sees it: a headshot bursts in sparks, lifesteal draws blood, a thorn clangs the shield and cuts the attacker, a saved round ejects a shell, Second Wind injects and sparkles, Bloodhound howls. Each effect is a list of prefabs in the config, with one switch for all of them. Tools. Hatchets, pickaxes, the chainsaw, jackhammer, sickle and the server's other gathering tools take a YIELD track (+4% gathered per level, up to +10) and tool gems: PROSPECTOR, LUMBERJACK, SKINNER and SMELTER, with the MOTHERLODE and TIMBERLINE resonances. More gear gems. FORAGER, GREEN THUMB, ARTISAN and MEDIC, plus the FIELD MEDIC resonance. Equipment sets. VANGUARD, WARDEN, RANGER and NOMAD give bonuses at 2, 4 and 6 worn pieces. The GEAR screen and the chip over the belt show your progress, and a toast pops when a tier unlocks. Legendaries. Five named items with fixed stats and gems drop from crates and NPCs, with a gold look, a found toast and a chat line. They can't be forged further, salvaged or recycled away. Pre-forged loot. Crates and NPCs can drop an item that already has levels, sometimes with a gem. Salvage. Break a forged item under REFINE for a share of the stones its paid levels took, its gems and optional currency. Refine and fuse. Three stones make one of the next tier, three gems make one of the next grade, with the chance shown before you roll. Codex and history. Every material and gem with its odds and where it drops on your server, and your last 50 forges with your success rate and best item. Easy to learn. A welcome card on the first open, a guided tour that lights up each part of the real window, a sockets tour and a help page with your server's own numbers. Outside the window. A chip over the belt with the levels of the forged item you hold, result toasts, and a warning card before you recycle a forged item, with a KEEP IT button. For server owners First-run setup. The first time an admin opens Forge, three presets (Casual, Standard, Hardcore) set the odds, failure rules, drop rates, costs and heat in one click, with the three compared side by side, plus a page of on and off switches. Your risk, your rules. Failure bands by target level decide what a fail costs: nothing but the materials, a level, double heat or, on hardcore servers, the item itself behind a second click. Drops you control. A chance per material for every loot container (elite, military and locked crates and barrels by default; add any container by its prefab name) and for scientist kills. Gems drop mostly Chipped, rarely Radiant. Any currency. The forge cost in scrap, any item you pick (shortname and skin), Economics, ServerRewards or free. Reward tables. forge.reward <steamid> <table> [rolls] pays a drop table from Raidable Bases, events, quests or anything that runs a console command. A player on the death screen gets it on respawn, even across a restart. NPC drops by name. Add any NPC to the drop sources by prefab or display name. Recycling that cannot be farmed. A recycled forged item gives back a share of the stones its levels needed, always less than what went in, and a warning card shows the player what they would lose first. Milestone announcements. Pick the levels the whole server hears about (+10, +15 and +20 by default, add +5 or any other): a chat line to everyone, an NCP notification, or both. VIP bonus. Extra chance per permission, off until you add one. Admin view. Look up any online or sleeping player, see every forged item and its levels, change a level, reset an item or a player, and give materials. Every action is logged. Console and Tebex. forge.give hands out stones, catalysts, wards, extractors and gems from the server console, RCON or a Tebex package. Everything in the config. Every track, stone, catalyst, gem value, drop chance, cost, resonance, interface switch and sound, and every text in the lang file. Safe with other plugins. A name another plugin gave an item is left alone, an item whose data belongs to another plugin is never touched, and a broken config file is never overwritten. For developers OnForgeCompleted hook. Called after every forge with the player, the item uid, the track, its new level and the result (Success, Failed, Warded or Broken). See the FAQ. OnForgeLegendaryFound hook. Called the first time a player picks up a legendary that dropped. API. API_GiveReward, API_GiveMaterial, API_CreateLegendary, API_CreateForged, API_CreateLeveled, API_SetLevel and API_GetLevel. Screenshots Every screen below is Forge running in Rust. The forge: item, tracks, materials and the success chance A successful forge A failed forge: what was lost and the heat it built Sockets: gems, grades and resonances Refine: three stones into the next tier Tool forge: YIELD and tool gems Tool sockets: PROSPECTOR, SMELTER and MOTHERLODE Equipment sets and their tier bonuses A set bonus building on the GEAR screen The legendaries and where they drop A legendary rifle with its fixed stats Salvage: what a forged item gives back Stone codex: odds by level and where it drops Gem codex: every gem and its value by grade Resonances: the gems that work together History: every forge, refine and gem change How it works, with your server's numbers The guided tour lights up the real window The welcome card on the first open First-run setup: pick a preset Admin view: a player's forged items The chip over the belt shows the levels of the forged item you hold Trailer The Forge trailer (click to play, 55 seconds) How a forge works Pick an item and a track. Firearms take DAMAGE, MAGAZINE and DURABILITY (a gun that holds one round, like the Eoka, skips MAGAZINE); bows and melee weapons DAMAGE and DURABILITY; armour and clothing PROTECTION and DURABILITY. Each forge raises one track by one level, and the item's name shows the total ("Assault Rifle +7"). Add a stone. Its tier caps the level: Rough up to +4, Refined +6, Flawless +8, Mythic +10. A catalyst and a ward are optional. Read the chance. Default Mythic odds run from 100% at +1 down to 15% at +10, and heat adds +3 per failed try on that item, up to +15. Forge. By default the cost is 50 scrap plus 50 per target level. A win levels the track up at once. If it fails. Up to +4 only the materials burn. From +5 the track drops a level, and from +8 the heat gain doubles. A ward cancels the loss. On a Hardcore server an item can also break from +9, after a second click, and its attachments and ammo come back. Sockets. At +3, +6 and +9 the item opens a socket, and at +15 the prismatic one. A firearm can reach +20 in total, a bow, melee weapon or piece of gear +15. Commands /forge - open the forge. The name is configurable. /forgeadmin - the admin view, or the first-run setup until it is finished. /forge hud move - drag the held-item chip over the belt to a new place. /forge hud done saves the place, /forge hud reset puts it back. Admin From the server console, RCON, Tebex or a player with forge.admin (the player has to be online): forge.give <player> <material> [amount] - give stones, catalysts, wards, extractors or gems (for example forge.give <steamid> stone.mythic 3, or gem.vampire.2 for a Cut Vampire gem). forge.give <player> legendary <id> - give a legendary (emberfang, widowmaker, anvil, deepcore, gravewarden or your own ids), with no announcement. forge.reward <player> <table> [rolls] - roll a reward table 1 to 20 times (raidable_easy, raidable_medium, raidable_hard, event or your own). forge.setlevel <player> <item uid> <track> <level> - set one track of an item (damage, magazine, durability, protection or yield) from 0 to 50, above its cap too. forge.giveitem <player> <shortname> <track>=<level> [...] [skin=<id>] - give an item already forged, above the caps too (for example forge.giveitem <steamid> rifle.lr300 damage=25 magazine=10). Made for shops and kits. forge.reset <player> [item uid] - clear the levels, heat and gems of a player's forged items, or of one item. forge.inspect <player> - list a player's forged items with their uid. forge.panel - open the admin view from the F1 console. Permissions forge.use - open the forge and forge items. forge.sockets - the SOCKETS tab: insert and extract gems. forge.refine - the REFINE tab: refine stones and fuse gems. forge.admin - the setup, the admin view and the console commands. Admins need forge.use too. A permission you add to the VIP bonus (for example forge.vip) - extra chance on every forge. A permission that starts with forge. is registered for you. A typical setup: oxide.grant user YOUR_STEAM_ID forge.admin oxide.grant group default forge.use oxide.grant group default forge.sockets oxide.grant group default forge.refine Works with NCP: free, optional: forge milestones show to everyone as an NCP notification, next to or instead of the chat line Economics / ServerRewards: optional forge cost in money or points instead of scrap Raidable Bases or any event plugin: pay a reward table with forge.reward <player> <table> from its console commands Custom Item Manager: optional, its custom items as stones, gems and other materials, or as the forge cost StackSizeController: weapons, armor and tools stay at stack 1 ("AllowStackingItemsWithDurability": false); the console names anything Forge skips because it stacks Carbon: same code path as Oxide ImageLibrary: not needed, images run on our own CrashExtensions library Install Install the extension, once per server. Stop the server, copy Oxide.Ext.CrashExtensions.dll into RustDedicated_Data/Managed (Carbon: carbon/extensions) and start it again. The console prints Loaded extension CrashExtensions with its version. An older copy of the DLL is simply overwritten: it is one shared file for all our plugins. Install the plugin. Copy Forge.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates its config. Grant the permissions above, give yourself forge.use and forge.admin, and type /forge. The first-run setup opens: pick a preset, pick your options, press FINISH SETUP. Plugin does not compile? The extension is missing or too old: check the folder and restart again. On a hosting panel, upload the DLL with the file manager or SFTP, and keep a copy in case the panel resets that folder on an update. Configuration Everything lives in oxide/config/Forge.json, and the first-run setup sets the main parts in game. Player history is stored in oxide/data/Forge; the forge levels themselves are stored on the items. Config sections (click to expand) Test server Available on our test server. Try Forge before you buy: join and type /forge in chat. client.connect 91.229.114.54:28015 FAQ Q: Do I need Economics or ServerRewards? A: No. The forge costs scrap by default. Economics and ServerRewards are optional, and the cost can also be turned off. Q: Do the levels stay on the item? A: Yes. Levels, heat and gems are stored on the item itself, so they follow it through trades, loot, boxes, deaths and restarts, and a skin change at the repair bench keeps them (a skin that would turn it into a different item is refused). Q: Is it pay-to-win? A: Only if you make it so. The VIP chance bonus is empty by default, and players get stones from loot, scientists, refining and recycling. Q: Can I make it harder or easier? A: Pick Casual, Standard or Hardcore in the first-run setup, then fine-tune any number in the config. Hand-edited odds, drops and costs are kept unless you ask the setup to put the preset's numbers back. Q: Can I give stones from my store? A: Yes. Run forge.give <steamid> <material> <amount> as the Tebex command while the player is online. Q: What happens when a forged item is recycled? A: The recycler gives back a share of the stones its levels needed (35% by default, rounded down), and its gems shatter. Before that, a warning card shows the player what they would lose and offers to move the item back. Q: How do I pay Forge rewards from Raidable Bases? A: Add forge.reward {steamid} raidable_hard (or easy/medium) to the commands Raidable Bases runs when a raid is completed, using its own placeholder for the player's Steam ID. Q: Does MEDIC stack with other healing plugins? A: Yes, but its extra heal only counts what still fits: if another plugin heals you to full first, MEDIC has nothing left to add. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions instead of RustDedicated_Data/Managed, and the plugin into carbon/plugins. Q: How do I translate it? A: English is built in. Edit oxide/lang/en/Forge.json, or copy it into another language folder and translate its values: each player reads their own game language. Q: Does it contact any outside service? A: Only to download its pictures (about 120 small images: icons, buttons and the stone and gem art) once from the Venux CDN, cdn.crashplugins.space, which your server then keeps. Nothing about your server or your players is sent. You do not need ImageLibrary. If you set a material skin id of your own, Forge sends that id (and nothing else) once at load to the public Steam API, api.steampowered.com, to check it is a Workshop item. Q: How do other plugins react to a forge? A: Forge calls void OnForgeCompleted(BasePlayer player, ulong itemUid, string track, int level, string result) after every forge. track is damage, magazine, durability or protection, level is the track's new level and result is Success, Failed, Warded or Broken. Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.
    $24.99
  2. Version 1.0.2

    31 downloads

    Upgrade your server's loot experience with this perfectly balanced 2x Loot Table, (November update). This config is designed for server owners who want perfect, player-approved loot without a lot of custom plugins. The 2x Loottable where every item looks as good as it feels. Tired of boring, default items in your 2x crates? This configuration is optimized to provide a balanced yet exciting gameplay experience, with a unique twist: Skin support across the board. Unlike standard loot tables where skins often glitch or go missing, this config is built the way that all items directly in the crates are skinned. This means every time a set of Armor, building stuff, weapons, tools and clothes, they drop with stylish Workshop skins directly in the container No need to have alot of skin plugins, all that you need is included in the files. Highlights in this update: Every item that has an available skin is configured with unique Workshop IDs. Dual-File Sync: Perfectly matched Skin IDs in both loot tables and loot groups to guarantee they actually render in the inventory. Optimized 2x Balance: Tailored specifically for 2x servers—removing junk and focusing on what players actually want. Ready to use: Just upload the file to the folder and you're good to go. Why choose this? This files fixes that "under the hood problems" so you don't have to spend days and hours in JSON editors. Give your server the visual upgrade it deserves! Key Features: True 2x Balance: Carefully tuned (Percentage based) Table for a competitive yet rewarding gameplay experience, ensuring a perfectly balanced 2x progression. Clean Progression: Loot is tiered logically from Toolboxes to Elite Crates to ensure a smooth wipe cycle. Unlike generic 'copy-paste' tables that simply slap a 2x multiplier on everything, this config features distinct loot tiers. You won’t find Heavy Scientist loot on a regular NPC, and you won't find endgame items in a roadside barrel. Every drop is manually weighted for logical progression. Full config JSON included with setup guide. Important Note on Functionality: I have prioritized a seamless player experience above all else. Please note that a few things I did not change due to functionality (for example wooden barricade). Why choose this config? Setting up a balanced 2x server can be a real headache. I’ve spent countless hours fine-tuning these tables to ensure your players get a rewarding experience without breaking the progression. Save your time and focus on growing your community instead of fighting with config files! This configuration is backed by consistent positive feedback by a lot of servers, 5-STAR reviews and has been refined to ensure a stable, bug-free experience. Quality and reliability are my top priorities. [NO DLC OR APPROVED SKINS, there is no problem to use this on your server.] You do not need to buy any plugin! BetterLoot is free to download. Video of the table:
    $9.98
  3. Version 1.0.6

    40 downloads

    Custom Items Creator is modern plugin allowing you to easily create new custom items using gui instead of paying everytime for new custom item for your server. Plugin have over 24 custom powerups/attributes that you can combine with standard in game items + you have ability to change item name and skin id: Plugin have 2 UI's: Items Selector & Edit UI /selci – Opens the UI menu displaying all custom items. /editci – Opens the editor UI for the item you are currently holding in your hands. /editci [id] – Opens the editor UI for a specific custom item based on its ID. /giveci [id] – Adds the custom item with the specified ID directly to your inventory. /giveplayerci [name/steamid] [itemid] [amount] (console command) - give specific player custom item Indestructible - Infinite durability Anti-Bleeding - Prevents bleeding Infinite Oxygen - Prevents drowning Temperature Immunity - No freezing/heating Custom Magazine Size - Custom clip size Infinite Ammo - No reload needed Anti-Radiation - Radiation immunity No Hunger - Always full No Thirst - Always hydrated Lifesteal % - Heals on hit Critical Strike Chance - Chance for crit Critical Damage % - Crit multiplier Poison Damage % - Poison damage amount Poison Time In Seconds - Poison duration Bonus Damage To NPC & Animals - PvE damage boost Additional Buildings Damage % - Raid damage boost Thorns % - Reflects incoming damage like in minecraft Fall Damage Immunity % - Reduces fall damage Fire Resistance % - Reduces fire damage Explosive Resistance % - Reduces explosion damage Dodge Chance % - Chance to dodge damage Dispenser Bonus Multipler % - Resource yield boost Auto Smelt - Auto smelts ores Heal Value On Use - Instant heal amount on use/heal customitemscreator.admin - all perms customitemscreator.menu - access to /selci command customitemscreator.edit - access to edit items (/editci & save) customitemscreator.give - access to give items /giveci Delete items deleting them from data file - deleted from UI to avoid missclicks, dm me if you need any help with that You can translate powerups and messages in localization file - if you want dm me too
    $7.99
  4. Version 2.1.15

    1,022 downloads

    This is a powerful tool that allows you to customize the protection of wearable items in the game. With this plugin, admins can create their own items with their own protection values and customize the protection of existing items. This means that players can adjust the protection to their playing style, which gives them an advantage in combat. One of the distinguishing features of the plugin is its ability to allow players to take damage from NPCs on PVE servers depending on the equipment worn. This adds a new level of realism to the game, as players must carefully consider their defense when interacting with NPCs. It also encourages players to invest time and resources into building better gear, as better gear means better protection. The ability to customize protection values, create custom items, and enable NPC damage on PVE servers makes it an indispensable tool for any Rust server. Features Appearance of item protection for players on PVE servers from NPC damage Detailed adjustment of protection for any wearable item Item setup files are all separately in their own file and folder, making it easy to customize items Setting up a defense for a player without everything The ability to create your own items, with their own protection, name and skinid Permissions customizableprotection.give for give command customizableprotection.icon.show customizableprotection.icon.hide Console Commands cp.give <custom item name> - Give yourself a custom item cp.give <steamid> <custom item name> - Give the player a custom item cp.create - Add a custom item based on the image of another item cp.reload - Quick reloading of items File hierarhy: • CustomizableProtection ↳ • Custom ↳ example1.json ↳ example1.json ↳ • Default ↳ attire.banditguard.json ↳ attire.bunny.onesie.json ↳ attire.bunnyears.json ↳ attire.egg.suit.json ↳ attire.hide.boots.json ↳ attire.hide.helterneck.json ↳ attire.hide.pants.json ↳ attire.hide.poncho.json ↳ attire.hide.skirt.json ↳ ... etc. Custom item settings: { "Shortname": "partyhat", "Unique SkinId": 111, "Name": "Cap of Fortune", "Description": "Even though it looks silly, it can save!", "UI Settings": { "Name Color (or use <color></color> in name)": "1 1 1 1", "Frame Color": "0.94 0.75 0.15 1" }, "Protection": { "Hunger": 0.0, "Thirst": 0.0, "Cold": 0.0, "Drowned": 100.0, "Heat": 0.0, "Bleeding": 0.0, "Poison": 0.0, "Suicide": 0.0, "Bullet": 0.0, "Slash": 0.0, "Blunt": 0.0, "Fall": 100.0, "Radiation": 0.0, "Bite": 0.0, "Stab": 0.0, "Explosion": 0.0, "RadiationExposure": 100.0, "ColdExposure": 100.0, "ElectricShock": 0.0, "Arrow": 0.0, "OxygenExposure": 100.0 } } Default item settings: { "Hunger": 0.0, "Thirst": 0.0, "Cold": 0.0, "Drowned": 0.0, "Heat": 0.0, "Bleeding": 0.0, "Poison": 0.0, "Suicide": 0.0, "Bullet": 10.0, "Slash": 15.0, "Blunt": 15.0, "Fall": 0.0, "Radiation": 0.0, "Bite": 45.0, "Stab": 10.0, "Explosion": 0.0, "RadiationExposure": 2.0, "ColdExposure": 25.0, "ElectricShock": 0.0, "Arrow": 10.0, "OxygenExposure": 0.0 } Default Config: { "Icon Position (0 - Off | -1 - left by 1 slot, 1 - right by 1 slot | ..)": -1, "Lock values at normal values": true, "Protection Multipliers": { "Common": 1.0, "Types": { "Hunger": 1.0, "Thirst": 1.0, "Cold": 1.0, "Drowned": 1.0, "Heat": 1.0, "Bleeding": 1.0, "Poison": 1.0, "Suicide": 1.0, "Bullet": 1.0, "Slash": 1.0, "Blunt": 1.0, "Fall": 1.0, "Radiation": 1.0, "Bite": 1.0, "Stab": 1.0, "Explosion": 1.0, "RadiationExposure": 1.0, "ColdExposure": 1.0, "ElectricShock": 1.0, "Arrow": 1.0, "OxygenExposure": 1.0 } }, "Default Protection": { "Hunger": 0.0, "Thirst": 0.0, "Cold": 0.0, "Drowned": 0.0, "Heat": 0.0, "Bleeding": 0.0, "Poison": 0.0, "Suicide": 0.0, "Bullet": 0.0, "Slash": 0.0, "Blunt": 0.0, "Fall": 0.0, "Radiation": 0.0, "Bite": 0.0, "Stab": 0.0, "Explosion": 0.0, "RadiationExposure": 0.0, "ColdExposure": 0.0, "ElectricShock": 0.0, "Arrow": 0.0, "OxygenExposure": 0.0 } }
    $20.00
  5. Version 1.0.14

    1,572 downloads

    Item Perks: Legendary items is a plugin that allows you to create and fully customize legendary named items on your rust server. It uses the perk sets available from the Item Perks plugin, allowing for the creation of some very unique items in Rust. The fields for creating a new item are: Name: Give the item a unique name that captures it's essence Skin: Assign a skin that matches what the item does. Description/Story: Add some flavor to the item and write a short blurb or backstory for the item, which will display when the player mouses over the ownership banner, along with the buffs. Buffs: Add as many or as few ItemPerk buffs as you would like, with any amount of buff values. Restrict enhancement: Prevent or allow enhancement kits to affect each Legendary item. Global chat announcement: Announce in chat when a player finds a really rare or powerful item. Amour slots: Set the amount of armor slots the item spawns with (if applicable). There are a number of drop sources that can be selected for your legendary items to drop. Along with the source, you can specify which item/prefab shortname you want to restrict the drop to, or which shortnames you want it to exclude. The shortname will depend on the loot source. Loot sources with the type "Prefab" will need to use the prefab shortname, where as those with the "Item" type will need to use item shortnames. Type: Prefab Example: crate_normal_2, heli_crate, crate_elite. Type: Prefab Example: loot-barrel-2, loot-barrel-1 Type: Boss name Example: scarecrow the destroyer. Type: Event name Supports: Harbor Event: "Harbor" Junkyard Event: "Junkyard" Satellite Dish Event: "SatDish" Water Event: "Water" Air Event: "Air" Arctive Base Event: "Arctic" Gas Station Event: "GasStation" Sputnik Event: "Sputnik" Shipwreck Event: "Shipwreck" Triangulation Event: "Triangulation" Supermarket Event: "Supermarket" Caravan Event: "Caravan" Powerplant Event: "Powerplant" Armored Train Event: "ArmoredTrain" Convoy Event: "Convoy" Ferry Terminal Event: "FerryTerminal" SurvivalArena: "SurvivalArena" Type: Prefab Example: scientistnpc_arena, scientistnpc_heavy. Type: Prefab Example: npc_tunneldweller, npc_underwaterdweller. Type: Npc name Example: military defenders. Type: Prefab Example: oak_b, swamp_tree_a, pine_dead_snow_c. Type: Prefab Example: stone-ore, sulfur-ore, metal-ore. Type: Prefab Example: chicken.corpse, shark.corpse, player_corpse. Type: Prefab Example: hemp-collectable, berry-red-collectable, corn-collectable. Type: Prefab Example: hemp.entity, pumpkin.entity, wheat.entity. Type: Item Example: rifle.ak, axe.salvaged, icepick.salvaged.
    $11.99
  6. Version 2.0.0

    139 downloads

    Instant Scuba Diver automatically & instantly equips full scuba gear when swimming. Then, when you get back out of the water, it returns your original armor back to their original slots and durability. Scuba gear is automatically deleted. Scuba gear automatically equips when swimming: (all are optional with permissions) 1) Scuba Mask 2) Scuba Fins 3) Scuba Suit 4) Single or Double Scuba Tank 5) Speargun 6) Extra Speargun ammo Why would anyone need this? - No need to craft, equip, store, or purchase scuba gear, EVER AGAIN. - Makes underwater battles fun! - Never get stuck slowly swimming back to shore if you lose your boat! - Great for emergency jumps out of a boat, or quick escapes! - Effortless water bases! - Jump off oil rig without a care in the world! FAQs: Q) What happens to my armor if I die underwater? A) Your armor is returned to your body just as you die. Return to your body to get it back. Q) What if I run out of oxygen? A) Just return to the surface to get a brand new tank and equipment! Even if you are in the deep ocean! Q) Can players save the scuba gear for profit? A) No matter where the player moves the scuba gear (inventory, backpack, recycler, boxes, or TC) it will be deleted automatically. Q) Can players duplicate spear guns or speargun ammo? A) No. As soon as any item attempts to leave the player's inventory it will be deleted automatically. Q) I have a plugin that allows players to recycle anywhere. How can I stop them from recycling the scuba gear? A) Even if players can open a virtual recycler, the items will be deleted instantly before they can recycle it. Q) If I give permission for both the SINGLE and DOUBLE diving tanks at once, will the player get 2 diving tanks? A) No. DOUBLE diving tank permission overrides the SINGLE diving tank permission. Configuration File: { "Show debugging messages in console. (Default=false)": false, } Permissions: instantscubadiver.use - Allows use of Instant Scuba Diver instantscubadiver.diving_mask - Automatic diving mask equipped instantscubadiver.diving_suit - Automatic diving suit equipped instantscubadiver.diving_fins - Automatic diving fins equipped instantscubadiver.single_diving_tank - Automatic single diving tank equipped instantscubadiver.double_diving_tank - Automatic double diving tank equipped instantscubadiver.spear_gun - Automatic spear gun equipped instantscubadiver.speargun_ammo - Automatic speargun ammo equipped instantscubadiver.reload_scuba_at_surface - Automatic reload of scuba gear and ammo when player sticks their head out of the water Chat Commands: This plugin does not have chat commands! Console Commands: This plugin does not have console commands!
    $5.99
  7. Version 1.1.0

    484 downloads

    Ballistic Armor Slots gives Ballistic Vests and Ballistic Leg Armor a random number of insert slots when they spawn inside loot crates, so players can slot protective plates (lead, asbestos, etc.). You decide how common each amount is with simple percentage chances. Features Random 0 to 3 insert slots on armor found in loot crates Per-amount percentage chances, fully configurable Make 3-slot armor rare loot, or keep it always maxed Console warning if your chances don't add up to 100% Never overwrites armor that already has slots How it works When ballistic armor is generated inside a loot container (Locked / Hackable Crates, Supply Drops, Elite Crates, Underwater Lab crates, etc.), the plugin rolls a slot count from your chances and applies it once, the moment the crate fills its loot. Player storage is never touched. Always 3 slots Set the 3-slot chance to 100 and the rest to 0. Configuration { "Chance (%) - 0 slots": 50, "Chance (%) - 1 slot": 30, "Chance (%) - 2 slots": 10, "Chance (%) - 3 slots": 10 } Each value is the % chance that armor spawns with that many slots; they should total 100. If they don't, the plugin still works (it treats them proportionally) and prints a warning so you can fix it. Reload the plugin after editing. Note: Ballistic Helmet is excluded, armor slots for it are not implemented in the game by Facepunch.
    Free
  8. Version 1.0.8

    309 downloads

    This plugin allows you to add and customize custom Armor Inserts to clothing items. Each such insert has its own parameters that give an additional percentage of protection from different types of damage to the standard indicators of the plate, and can also be configured to fall out of different boxes with a given probability. The plugin is easily managed through the configuration file, where you can set the damage and chance of failure for each insert. The main features of the plugin: You can create an unlimited number of custom armor insert variations. For each custom item, you can set the percentage of protection for absolutely any damage (more on this below) You can customize the dropout of each custom item in the crates or add them to the preset of the custom interface for crafting items that cannot be done through the standard menu. How does it work? The values specified in the configuration file DO NOT REPLACE the standard percentage of damage protection, but only add their own value to it. That is, if the armor insert indicates that it provides 2% protection against bullets, and in the config you have, for example, the entry "Bullet": 2.0, this means that this armor insert will have 4% protection. Everything is very easy, the standard percentage of protection + the one that you specify in the config Plugin Config config How to configure the plugin correctly To set up a custom item correctly, you must specify the type of damage and the percentage of protection against it in the "Damage type and scale (0-100) for it". Keep in mind that you should not focus on the description that we see in the game, because you can see one line of the record, and in fact it means the percentage of protection for several types of damage at once. Therefore, I strongly recommend that you use the plaque that I will provide below with all the damage types that you could customize. Types of damage and their description: "Hunger" : "Hunger damage" "Thirst" : "Water shortage damage" "Cold" : "Cold damage" "Drowned" : "Suffocation damage" "Heat" : "Heat damage" "Bleeding" : "Bleeding damage" "Poison" : "Poison damage" "Bullet" : "Bullet damage" "Slash" : "Melee weapon damage" "Blunt" : "Melee weapon damage" "Fall" : "Fall damage" "Radiation" : "Radiation damage" "Bite" : "Animal bite damage" "Stab" : "Melee damage from NPCs" "Explosion" : "Explosion damage" "RadiationExposure" : "Radiation exposure damage" "ColdExposure" : "" "ElectricShock" : "Electric shock damage" "Arrow" : "Arrow damage" "AntiVehicle" : "Transport damage" "BeeSting" : "Bee damage" Console Command (RCON only) giveinsert <StemID|Player name> (wooden|asbestos|lead|metal) <SkinID> <Amount> - gives the player a custom armor insert For each custom item in the config, there is a table in the format [Damage type] = [Additional percentage of protection] Check out more of my work here JTedal's library. Come see our whole teams work Mad Mapper Library. Come by the Mad Mapper Discord for support, feedback, or suggestions!
    $11.99
  9. copcopekcro

    Upgrader

    Version 0.6.8

    372 downloads

    ABOUT UPGRADER : Allows players to upgrade various item categories, including weapons, armor, and tools, each with unique upgrade options. Extensive configuration options for server admins to adjust : What items will be upgradable (Only items what you chose to put in config will have upgrades ) What upgrades will item have ( you dont need to put all upgrades on item ,only what upgrades you chose for a item) Upgrade costs (you can put what ever custom/default item,and amount for cost) Levels (you can choose how much upgrade will have levels) Values of upgrades (you can choose value of each upgrade ,example "damage" Lv1 2% damage, Lv2 5%) There is a easy way to control your upgrades , all about items can be done in UI. Adding,removing items can be done by UI. You can modify items true UI : upgrade types, levels ,values ,cost . In chosing cost there is also custom category tab , you need to add those items in config at bottom of config file ! There is Inspection button where you can see stats of upgraded item in inventory. UPGRADES : Each category have their own upgrades : Wepons : Armor : Tools : Damage, Defense, GatherYield, MagazineSize, Durability, Durability, Durability, RadiationProtection, Deforestation, LifeSteal, ResurrectionChance InstantMine, CritChance, RestoreItems Smelting InstaReload Each category have RenameName of a item . HOW TO USE : Simple put Upgrader.cs to your plugin folder . Add/remove items from config or true UI . Chose upgrades for items (levels,cost,values) . In Game : Add permissions. When player put item in Repair Bench he will see Upgrade button . UI will open with upgrades. Inspection button is below belt inventory ,when player click on it it will open inspection mode ,so he will be able to see item upgrades in small UI. INFOPANEL : Admins can change text in config file for a ServerName and Info . For more explanations to player or what ever text you need . DIAMONDS : 4 custom items (diamonds) .They can be used for cost of upgrades. You can chose stacksize ,where they will spawn(lootboxes),chance to spawn in boxes ,and amount. You can change theirs DisplayName , SkinId . You can use them or not ,its a option . COMMANDS : Chat Command : /additem ( it opens Ui where you can modify upgrades ) Chat Command : /giveupgradeditem [playerID/name] <itemUID> ( when you upgrade item ,you can see his UID in DataFile ! ) Console Command : giveupgradeditem [playerID/name] <itemUID> Chat Command : /givediamond "name" "amount" Console Command - wipeupgradedata PERMISSION SYSTEM/COMMANDS : upgrader.button - allow to see button in repair bench for upgrade upgrader.weapon - allow weapon upgrades upgrader.armor - allow armor upgrades upgrader.tool - allow tool upgrades upgrader.bypasscost - free upgrades upgrader.diamondgive - allow to use command /givediamond "name" "amount" upgrader.additem - allow to use command /additem upgrader.giveitem - allow to use command /giveupgradeditem [playerID/name] <itemUID> console command - giveupgradeditem [playerID/name] <itemUID> CONFIG EXAMPLE : Upgrader.json DATA : There is data file what stores upgrades of items. You can delete data items with command in console . Console Command - wipeupgradedata API : [HookMethod("API_HasUpgrades")] public bool API_HasUpgrades(Item item) [HookMethod("API_GetUpgrades")] public Dictionary<string, int> API_GetUpgrades(Item item) [HookMethod("API_ApplyUpgrades")] public void API_ApplyUpgrades(Item item, Dictionary<string, int> upgrades)
    $20.00
  10. Version 1.0.3

    343 downloads

    This plugin allows you to manage additional armor slots on clothing. It provides the ability to customize the chances of slots appearing when items are spawned, as well as when they are created (crafting), with the ability to customize privileges for different groups of players. The main features of the plugin: Setting the chance of slots appearing when crafting or spawning an item Adds the possibility of 4 slots for armor Allows you to adjust the chance of each slot appearing Allows you to adjust the odds for different groups/users Plugin Config config As of March 10, the standard configuration already includes all items that can have slots configured. If you are a user of the plugin for instant craft, then you may need minor improvements that will allow you to track the fact that the player has created an item. Check out more of my work here JTedal's library. Come see our whole teams work Mad Mapper Library. Come by the Mad Mapper Discord for support, feedback, or suggestions!
    $11.99
  11. Version 1.2.0

    60 downloads

    BiomeSkins is a Rust server plugin that dynamically customizes player clothing, armor, and sleeping bag skins based on the biome and topology of their location. By matching gear and sleeping bags to the surrounding environment, it enhances player immersion and camouflaging. Players can easily activate and control reskinning functions through simple chat commands, including options for key bindings and toggling automatic reskinning. Installation Download the BiomeSkins.cs plugin file. Place the plugin file into your server’s plugins directory. Usage/Commands /biomeskin Reskins the player’s clothing and armor to match their current biome. /biomeskin [<a|w|b|m>] Reskin player all and/or wear and/or belt and/or main inventory items (w - wear, b - belt, m - main, a - all). Example - /biomeskin wb will reskin items in wear and belt inventories. Not specifying an inventory parameter defaults to wear/armor items. /biomeskin skin <player> [q|a|w|b|m] Reskins the target player's target inventory items (see command above). Intended for admins and other plugins. /biomeskin bind <key> Displays the command for binding the /biomeskin command to a specified key, allowing players to quickly activate biome-based reskinning. /biomeskin bag <on|off> Toggles automatic reskinning for sleeping bags based on the biome and topology where they are placed. /biomeskin <wear|belt|main|> <on|off> Sets automatic reskinning for wear/belt/main inventory items based on the biome of the player's location. /biomeskin toggle <wear|belt|main|all> Toggles automatic reskinning for wear/belt/main inventory items based on the biome of the player's location. Permissions biomeskins.reskin.bag - Allows for sleeping bag reskinning on placement and access to the /biomeskin bag <on|off> command. biomeskins.reskin.equipment - Allows for inventory item reskinning via the /biomeskin base command. biomeskins.reskin.equipment.other - Allows for inventory item reskinning of other players via the /biomeskin skin <player> [q|a|w|b|m] command. biomeskins.reskin.equipment.auto - Allows for player automatic inventory item reskinning when crossing between biomes as well as the /biomeskin <wear|belt|main|> <on|off> command. Configuration The plugin offers customizable options in the configuration file, enabling admins to tailor the reskinning behavior: { "Version (DO NOT EDIT)": 3, "Command aliases": [ "biomeskin" ], "Sleeping bag skins": { "Forest": 2131151567, "Arctic": 2162368881, "Desert": 2922792064, "Tundra": 3080447496, "Rock": 3144409492 }, "Equipment skins": { "Temperate": { "mask.metal.item": 2551475709, "metal_plate_torso.item": 2551474093, "pants.roadsign.item": 2570237224, "hoodie.red.item": 2563940111, "pants.cargo.item": 2563935722, "shoes.boots.brown.item": 2575506021, "gloves.roadsign.item": 2575539874, "hat.coffeecan.item": 2570227850, "roadsign_armor.item": 2570233552, "jacket.vagabond.item": 2582710266, "largebackpack": 3360828867 }, "Tundra": { "mask.metal.item": 2551475709, "metal_plate_torso.item": 2551474093, "pants.roadsign.item": 2570237224, "hoodie.red.item": 2563940111, "pants.cargo.item": 2563935722, "shoes.boots.brown.item": 2575506021, "gloves.roadsign.item": 2575539874, "hat.coffeecan.item": 2570227850, "roadsign_armor.item": 2570233552, "jacket.vagabond.item": 2582710266, "largebackpack": 3377499512 }, "Arctic": { "mask.metal.item": 2432948498, "metal_plate_torso.item": 2432947351, "pants.roadsign.item": 2469019097, "hoodie.red.item": 2416648557, "pants.cargo.item": 2416647256, "shoes.boots.brown.item": 2752873720, "gloves.roadsign.item": 2469031994, "hat.coffeecan.item": 2503956851, "roadsign_armor.item": 2503955663, "rifle.ak.item": 2525948777, "burlap.shirt.item": 2911362787, "mask.bandana.item": 10062, "attire.hide.boots.item": 2408298830, "attire.hide.poncho.item": 2856159140, "riot.helmet.item": 801095823, "burlap.trousers.item": 2911361380, "burlap.gloves.item": 10128, "largebackpack.item": 3361128718, "jacket.vagabond.item": 2496913595 }, "Arid": { "mask.metal.item": 2475428991, "metal_plate_torso.item": 2475407123, "pants.roadsign.item": 2496523983, "hoodie.red.item": 2503910428, "pants.cargo.item": 2503903214, "shoes.boots.brown.item": 2510093391, "gloves.roadsign.item": 2510097681, "hat.coffeecan.item": 2496517898, "roadsign_armor.item": 2496520042, "jacket.vagabond.item": 2865011686, "largebackpack": 3362212704 } }, "Reskin items in wear inventory": true, "Reskin items in belt inventory": false, "Reskin items in main inventory": false, "Automatic equipment reskinning": { "Enabled": false, "Enabled by default for players with permission?": false, "Time interval between player biome checks": 5.0, "Reskin items moved into wear inventory": true, "Reskin items moved into belt inventory": false, "Reskin items moved into main inventory": false }, "Hooks": { "OnBiomeSkin": true } } Developer API // Reskin player items in corresponding inventories (wear/belt/main) with the skins specified in the plugin config bool API_SkinPlayerItems(BasePlayer player, bool skinWear = true, bool skinBelt = true, bool skinMain = true) // Reskin player items in corresponding inventories (wear/belt/main) with the skins specified in the "skins" parameter (item name -> skinID) bool API_SkinPlayerItems(BasePlayer player, Dictionary<string, ulong> skins, bool skinWear = true, bool skinBelt = true, bool skinMain = true) // Returns true if target player has sleeping bag biome-based reskinning enabled bool API_IsSleepingBagReskinEnabled(BasePlayer player) // Enables/disables target player sleeping bag biome-based reskinning void API_SetEnabledAutoSleepingBagReskin(BasePlayer player, bool enabled) // Returns true if target player has automatic biome-based inventory item reskinning enabled bool API_IsAutoEquipmentReskinEnabled(BasePlayer player) // Enables/disables target player automatic biome-based inventory item reskinning void API_SetAutoEquipmentReskinEnabled(BasePlayer player, bool wear, bool belt, bool main) // Hooks // Invoked when a player's inventory items are about to be reskinned by the plugin // First argument - BasePlayer - Target player // Second argument - Action source // 0 = Command, 1 = Automatic (player crossing biomes), 2 = Third party plugin or console command // Returning bool 'true' will cancel the action OnBiomeSkin(BasePlayer, int)
    $5.99
  12. SiCkNeSs

    Prime

    Version 1.1.0

    38 downloads

    About Prime Prime is a plugin that allows the players to accumilate coins and then spend them at the dedicated vending machine at Outpost for items,weapons & armour. Coins gathered depends on a Risk VS Reward setup with Prime items providing BUFFS as the player progresses and buys bigger/better gear. Includes a lottery system,gambling, powerful Stones to collect & upgrade and all fully configurable! Hardcore Mode Activation When hardcore is active a Prime Vending Machine will spawn at Out Post allowing players access to Items to earn Prime Coins and Buffs ranging from increase in coins, incoming damage reduction, output damage increase. Players will only be able to progress thier Prime accounts by using items purchased from this vending machine, however if hardcore is NOT active.. players are free to use normal items and weapons to progress accounts and still have lottery active. With hardcore set to 'false' there is no vending machine, no items and no HOF.. you will also not be able to aquire stones. Stones: Requires Green Berries With each tier increase the stones provide a buff in coin yield starting at a base rate of 5% and maxing out at 75%, along with this in the later tiers the stones also provide the user with a increase in damage output.. however the stone needs to be in your inventory.. so it can be taken from you or lost. GREEN -[ Emerald I (5%) , Emerald II (10%), Emerald III (15%), Emerald IV (20%), Emerald V (25%) ] - Hidden Perks = Metabolism & Environment Buffs PURPLE - [ Mystic I (30%) , Mystic II (35%) , Mystic III (40%), Mystic IV (45%), Mystic V (50%) ] - Hidden Perks = Increase in Lottery Chance RED/BLACK - [ Unstable I (55%), Unstable II (60%), Unstable III (65%), Unstable IV (70%), Unstable V (75%) ] - Hidden Perks = Increase in Outgoing Damage by X% Fusion : In order to create the next type of stone youll need x2 Tier 5 Stones The higher the type and tier of the stone the more likely of a failure will occur in ther proccess resulting in the stones exploding..and you losing them..having to restart the process again. Config : Setting up Vending costs & Reward System The config file covers everything from: - Prime item costs at the vending maching - Coins rewarded for each individual task from smashing a barrel to killing an NPC - Coins rewarded for looting - Stone Drop Chance - Amount of Berries required to polish stones - Personal ID for chat (set to server icon) - Lottery chance % Plus much more Discord - Nferno#7163
    $14.99

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
3.3m
Total downloads
Customers
12.4k
Customers served
Files Sold
175.6k
Total sales
Payments
3.8m
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.