Custom Unwrap Rewards

Custom Unwrap Rewards 1.0.0

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Lets you modify the loot from unwrapable items such as easter eggs and christmas presents
This plugin allows you to fully control what players get from unwrapable items like easter eggs and christmas presents. Instead of using the default loot tables, you can define your own rewards, set their amounts, and adjust drop chances based on rarity.



Configuration

JSON:
{
  "Version": "1.0.0",
  "Unwrap Rewards": {
    "easter.goldegg": [
      {
        "Item Short Name": "ammo.rocket.mlrs",
        "Display Name": null,
        "Skin Id": 0,
        "Minimum Amount": 1,
        "Maximum Amount": 2,
        "Rarity": "Common"
      },
      {
        "Item Short Name": "explosives",
        "Display Name": null,
        "Skin Id": 0,
        "Minimum Amount": 3,
        "Maximum Amount": 7,
        "Rarity": "Uncommon"
      },
      {
        "Item Short Name": "explosive.satchel",
        "Display Name": null,
        "Skin Id": 0,
        "Minimum Amount": 1,
        "Maximum Amount": 3,
        "Rarity": "Rare"
      },
      {
        "Item Short Name": "metal.facemask",
        "Display Name": null,
        "Skin Id": 0,
        "Minimum Amount": 1,
        "Maximum Amount": 1,
        "Rarity": "Rare"
      },
      {
        "Item Short Name": "potato",
        "Display Name": null,
        "Skin Id": 0,
        "Minimum Amount": 10,
        "Maximum Amount": 20,
        "Rarity": "VeryRare"
      },
      {
        "Item Short Name": "t1_smg",
        "Display Name": null,
        "Skin Id": 0,
        "Minimum Amount": 1,
        "Maximum Amount": 1,
        "Rarity": "VeryRare"
      }
    ]
  },
  "Rarity Weights": {
    "Common": 60,
    "Uncommon": 25,
    "Rare": 10,
    "VeryRare": 5
  }
}
  • Rarity Weights - Determines how often each rarity appears when rewards are selected. Higher numbers mean a higher chance of that rarity appearing.
  • Unwrap Rewards - Defines the rewards for unwrapable items. Each unwrapable item (e.g., easter.goldegg) contains a list of possible rewards, with each entry specifying:
    • Item Short Name - The internal short name of the item.
    • Display Name - Optional custom display name for the item.
    • Skin Id - The skin id to apply to the item.
    • Minimum Amount - The smallest number of this item a player can receive.
    • Maximum Amount - The highest number of this item a player can receive.
    • Rarity - The rarity of this reward (Common, Uncommon, Rare, VeryRare).
Author
VisEntities
Downloads
20
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This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Make sure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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