Skin Perks

Skin Perks 4.1.6

fixed NRE & implemented a new Damage mode (Vehicle) that will modify damage dealt to/received from any in-game vehicle
attack helicopters are now supported
1th June update fix
4th May update networkableId fixes (do not use it before the 4th May rust update, it won't compile)
Removed configuration to avoid confusion
Removed /skinperk set, use /skinperk editor to modify skin perks
Renamed Damage Out to Damage
Renamed Damage In to Protection

Re-written Perks System -> Every perk has the base set to 1, setting a new value in the editor will either increase/decrease it:

1x (Base) + 1.5x (Perk) = 2.5x (Damage)
1x (Base) - 0.2x (Perk) = 0.8x (Protection) (Damage was reduced from 1x to 0.8x)
1x (Base) - 0.4x (Perk) = 0.6x (Upgrade cost) (Upgrade cost was reduced from 1x to 0.6x)

/skinperk info now has more details

Use /skinperk info to make sure what settings you are using for each equipped/held item

Armor stacking perk is now working
Dodge perk is now working
Explosion damage perk for rocket launcher is now working

Added magazine capacity perk (Not a multiplier, the value set in the editor will be the magazine capacity)
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Reactions: Neighigh
Skin Perks Editor is now deployed, use /skinperk editor to use it and easily modify skins stats
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Reactions: PretzelBush
Fixed Patrol Helicopter/Tank/CH47 not being affected by the skin perks, they are now labeled as NPC when adding a skin perk
Added more informations on how to use the plugin on the plugin's page
More updates to come with a new UI displaying each skin's perks
Added Raidable Bases & Abandoned Bases configuration and support to block perks in those zones
Thanks to nivex