Random skins, kits in storage boxes, kit categoriesSuggestion

Hello, I hope im not in the wrong by posting link to the code here? Just save as a .cs file and it should run with all the same configs.
I edited the lastetest version (3.3.1) and I added the support mentioned in title.
Randomskin functionality is from Oranges popular plugin. All credit to him on most of that work.

For random skins on a kit just add a r onto the command you know

/kit <kitname> r

for putting kits into storage container directly I added the /loot command
While looking at the container type

"/loot <kitname>"   and    "/loot <kitname> r"    for random skins    (Random skin functions from Oranges popular plugin)

It doesnt work too well with lockers. I couldnt quite figure out the data structure for lockers. They are a apart of the  storagecontainer class but it seems through code I only have access to 1 row of the locker. The playerinventory is made of 3 sperate item contianers, belt, wear, and main. but the locker didnt seem split up like that.

while it does not show up in the edit options. I added the ability to add/remove "catagory" tags onto each kit

to add a catagory tag to a kit, while in edit mode type

/kit cat "new catagory title"

to remove a catagory from a kit, while in edit mode type

/kit catr <tag to remove>

you can then make use of the /lootc command. This command will pick a random kit out of all with the catagory tag you give it

/lootc <tag>    (will pick a random kit with that catagory tag.)

you can then use

/lootc <tag> r      (for random skins applied.)


Im not sure ill be working on it any longer, so im passing it on if the devs (not that they need it), or anyone else wants it / feels they can improve on it.
If I do work on it more, it will probably be to add more randomness. Like a modifer to give random choice of items, and random amount (when allowed). But that is not for a few months probably.

I beleive I maintained the same privalge checks, but I am not certain.
I know the catagory add/remove is broken says a invalid argument, but it all worked when I tested and looked good in the json file.

Cheers.

I didnt realise that this site allowed "non" plugin developers to use other peoples code to change someone elses plugin and post it here ?

Iwso0ukZJGE2XzJ.jpg pookins

I didnt realise that this site allowed "non" plugin developers to use other peoples code to change someone elses plugin and post it here ?

We don't allow random versions in forum threads, which is why it was removed. If the OP would like to share privately they can, but otherwise nothin threads as to avoid issues from using random versions with unknown changes.

Is there a good place where I can share the code? I dont really want to private message everyone who wants it.

Balonely

Is there a good place where I can share the code? I dont really want to private message everyone who wants it.

I mean, that's sort of how modified versions work. We don't really want a bunch of random versions floating around in threads that may create issues. If there are changes you'd like to suggest for the maintainer to add, they can take a look here and get in touch.

Welp, sorry everyone, I tried to help :P

Balonely

Welp, sorry everyone, I tried to help :P

Doesn't hurt to contribute, we just don't really have a good way to handle that at the moment outside of patches to the official version of plugins. I'm sure if someone is interested though, they'll let you know!
BVEm0k4rULRzcHa.jpg pookins

I didnt realise that this site allowed "non" plugin developers to use other peoples code to change someone elses plugin and post it here ?

What makes me a "non" plugin developers besides not having uploaded a offical pluggin? Is the requiremet to being a "offical" pluggin developer be that I upload a plugin? Or is there steps Im not seeing?

I didnt want to upload this as a new plugin because I dont want to take credit away from k1lly0u or Oranges.

Balonely

What makes me a "non" plugin developers besides not having uploaded a offical pluggin? Is the requiremet to being a "offical" pluggin developer be that I upload a plugin? Or is there steps Im not seeing?

I didnt want to upload this as a new plugin because I dont want to take credit away from k1lly0u or Oranges.

The Patch functionality on our site is available to those who have a plugin of their own on our site; which you can use to contribute changes such as this. We generally wouldn't allow forks/modified versions of plugins either, as we would want to encourage contribution and avoid conflicts.

okay, I have a different plugin in the works that I plan to upload, maybe I'll try the patch functionality then.

I guess my thought process behind posting this here instead of sending it to k1lly0u was that it only took me a day to add this functionality, and the fact that k1lly0u had not done it themselves yet made me fairly confident that they felt they had other priorities or direction for the mod.

if k1lly0u never wants to add these features, would that mean my "fork / modified version" would have justification for its own plugin upload?

Balonely

okay, I have a different plugin in the works that I plan to upload, maybe I'll try the patch functionality then.

I guess my thought process behind posting this here instead of sending it to k1lly0u was that it only took me a day to add this functionality, and the fact that k1lly0u had not done it themselves yet made me fairly confident that they felt they had other priorities or direction for the mod.

if k1lly0u never wants to add these features, would that mean my "fork / modified version" would have justification for its own plugin upload?

k1lly0u isn't the original developer of this plugin, just the current maintainer. The rights to this plugin are with the original developer. With plugin submissions though, we would generally require them to be your own work, especially in cases like this where there is no open source license attached from the original creator. We don't really accept forks/modified versions because every time someone doesn't get something they want added, they'd want to submit it as their own version and we'd have dozens of plugins that do essentailly the same thing but with minor differences and loads of confusion.

I hope you see the point there. :)

I do see the point of keeping the site clean for sure.

I thought all plugins uploaded for free were at least under the MIT license and were "open source" at that point.

I guess my last question, which might be kinda dumb, would be how much functionality would have to be added before it could be considered its own?
I noticed when searching for kits in rust there is only 3 plugin options really. (rust kits, and ROK kit, HW kits)
And so far my branch of this kits plugin does add new funcitonality that you can not get from any of the others at all.

Im not trying to argue with you, please forgive me if I come off that way. I totally understand what your saying.
I guess at this point Im happy to just use the plugin for myself. Just thought others would might like these features.

Ah right, this one is MIT. The main thing the license is for there is to allow continuation in case the author disappears or no longer wants to work on it. Some authors are okay with parts of their plugin being copied, but generally we would require plugins submitted to be their own code, not based on another plugin in terms of code. We aren't against accepting an alternative kit plugin (there have been others in the past), but the code should be pretty much your own, not a modified version.

¯\_(ツ)_/¯   I tried haha