Nerfed Raid Building

Nerfed Raid Building 1.0.0

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Prevents entities placed during raids from starting at full health, gradually healing them afterward
Dependencies
Better No Escape (Required)
This plugin prevents freshly placed or upgraded structures from starting at full health during raids, then gradually heals them once the fight calms down. This makes panic-building harder while still allowing bases to recover automatically afterward.




Permissions

  • nerfedraidbuilding.bypass - Allows players to place or upgrade entities at full health during raids, skipping the reduced-health restrictions and healing delays imposed by this plugin.

Configuration

JSON:
{
  "Initial Health Percent On Placement (0-100)": 25,
  "Upgrade Health Percent (0-100)": 50,
  "Seconds Since Last Damage Before Healing Starts": 90,
  "Heal Frequency Seconds": 3,
  "Percent Healed Per Tick (0-100)": 2,
  "Entity Keyword Whitelist (prefab or type substring)": [
    "building",
    "door",
    "wall",
    "gate"
  ],
  "Entity Keyword Blacklist (prefab or type substring)": []
}
  • Initial Health Percent On Placement - Sets the starting health percentage for newly placed entities during raids.
  • Upgrade Health Percent - Determines health percentage that building blocks will have immediately after being upgraded during raids.
  • Seconds Since Last Damage Before Healing Starts - Number of seconds entities must remain undamaged after a raid before automatic healing begins.
  • Heal Frequency Seconds - How often (in seconds) healing ticks occur once healing starts.
  • Percent Healed Per Tick - Amount of health recovered per healing tick, represented as a percentage of the entity's maximum health. For example, with a value of 2.0, an armored door with 1000 max health recovers 20 health points each tick.
  • Entity Keyword Whitelist - Entities matching these keywords (by prefab name or entity type) will be affected.
  • Entity Keyword Blacklist - Entities matching these keywords will never be affected by the plugin, even if listed in the whitelist. Useful for excluding specific entities.
Author
VisEntities
Downloads
3
First release
Last update

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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. Parameters in < > are required, while [ ] are optional.
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.
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. Ensure 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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