Skin It

Skin It 1.0.0

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Change item skins directly through chat without needing a repair bench
This plugin lets players reskin any item in their inventory or hand using a skin ID. No need for a repair bench, just type a command and the skin is applied.





Permissions

  • skinit.use - Allows players to use the /skin command to change the skin of an item.

Commands

  • /skin <skinId> - Reskins the currently held item with the provided skin ID.
  • /skin <skinId> <itemName> - Reskins any item in your inventory that matches the name with the given skin ID. If multiple items match, it tries to reskin all of them.

Localization

JSON:
{
  "NoPermission": "You do not have permission to use this command.",
  "Usage": "Usage:\n/skin <skinId> [partialItemName]\nIf item name isn't provided, it skins your active item.",
  "InvalidSkinId": "'{0}' is not a valid skin ID.",
  "NoActiveItem": "You have no active item to skin! Please specify an item name or hold the item.",
  "NoItemFound": "Couldn't find any item matching '{0}' in your inventory.",
  "SkinSuccess": "Skinned your '{0}' to skin ID {1}.",
  "SkinFail": "Failed to reskin the item.",
  "SkinSuccessSummary": "Reskinned {0} out of {1} items matching '{2}' to skin ID {3}."
}
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Reactions: (Manky)sieve
Author
VisEntities
Downloads
5
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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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