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@ -329,7 +329,23 @@ All skills can be customized in the **`config.cfg`** / **`skillsInfo.json`** fil
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"TraceRayBeam": false, // Enable trail visibility for 'Long Knife', 'Long Zeus'
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"DisableHUDOnDeathPermission": "@jRandomSkills/death", // Disable the HUD after death for players with this permission
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"DisableSkillsOnRoundEnd": false,// Disable all skills at the end of the round (when the summary is visible)
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"VIPFlag": "@css/vip", // Players with this permission use the VIP skill rarity distribution
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"SkillsChance": { // Skill rarity distribution for regular players. Percentages and fractions are supported and normalized to 100%
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"Common": 0.7,
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"Uncommon": 0.14,
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"Rare": 0.1,
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"Epic": 0.05,
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"Legendary": 0.01
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},
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"VIPSkillsChance": { // Skill rarity distribution for players with the VIP flag. Percentages and fractions are supported and normalized to 100%
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"Common": 0.55,
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"Uncommon": 0.23,
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"Rare": 0.14,
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"Epic": 0.07,
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"Legendary": 0.01
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},
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"CurseSkillPerPlayer": null, // Maximum number of effects per player
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"ShowDecoyRing": true, // Show the ring around decoys
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"LanguageSystem": {
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"DefaultLangCode": "en", // Default language: en, pl, fr, pt-br, zh
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@ -369,6 +385,7 @@ All skills can be customized in the **`config.cfg`** / **`skillsInfo.json`** fil
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// -1 = never hide the description,
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// >= 0 = display duration in seconds.
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"RequiredPermission": "", // Required permission
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"MinPlayer": 0, // Minimum number of players required on the server (0 to disable the limit)
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"MaxPerServer": -1, // Maximum number of players allowed to have
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// this skill on the server (-1 for unlimited)
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"Rarity": "Common" // Rarity tier of the skill:
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@ -408,6 +425,54 @@ This plugin uses content from the following projects:
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## 📋 Changelog
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<details>
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<summary><b>v1.2.4.b1</b></summary>
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- #### General
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- **ConVar lookups** - `ConVar.Find` results are now cached by name in `SkillUtils`. All 25 call sites converted.
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- **Config loading** - Malformed `skillsInfo.json` no longer resets all settings to defaults. Failed entries keep current settings and prevent config rewriting.
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- **Config writing** - Replaced copy-and-delete with an atomic rename to prevent half-written configs.
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- **Config diagnostics** - Load now logs the resolved path, file status, entry counts, known skills, rewrite status and the actual exception.
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- **Use button (CT skills)** - Skills no longer trigger near planted C4. Range and aim are checked directly.
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- **SkillUtils.UpdateGrenadeCount** - Fixed delayed clip reset affecting a weapon that replaced the original inventory slot.
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- #### Shared Systems
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- **SkillUtils.IsPredictedLethal** - Added a shared lethality check with hitgroup multipliers, `ArmorRatio` and correct armor coverage, replacing three duplicated headshot-only checks.
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- #### Skill Fixes
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- **ReZombie, Phoenix, Second Life** - Fixed stomach hits between 80–100% HP being treated as survivable by using the shared lethality check.
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- **Blast Shot, Death Bomb, Exploding Barrel, Explosive Shot** - Explosion kill credit now accounts for armor.
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- **Explosive Shot** - Projectile owner/team state is now tracked per player and tick, preventing conflicts between simultaneous users and duplicate pellet explosions.
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- **Fire Rain** - Thrower/team/count state is now stored in per-tick batches, preventing conflicts between simultaneous users.
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- **Rich Boy** - Bonus removal now restores the account from a pre-bonus snapshot instead of `CashSpentThisRound`.
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- **Robin Hood, Rich Boy, Bounty** - Rewards now respect `mp_maxmoney`.
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- **True Armor** - Helmet state is saved and restored alongside armor.
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- **Gravity Decoy** - Added `WeaponEquip` and `WeaponPickup` handlers to keep the grenade count correct.
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- **Catapult, Push, Shade, Rubber** - Now react only to bullet damage.
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- **Throwing Knife** - Thrown knives at round end are tracked separately and replaced next round.
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- **Planter, Chill Out, Magnifier** - Players are validated before reading `Team`/`PawnIsAlive`.
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- **Weapons Swap** - Both players are validated before removing weapons, and invalid/dead/spectating enemies can no longer be selected.
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- **Ninja, Ghost, C4 Camouflage** - Fixed client crash (`FATAL ERROR: CopyExistingEntity: missing client entity`) when a hidden player died nearby. Hidden pawns are restored to the network snapshot on the same tick.
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- **Ninja, Ghost, C4 Camouflage, Glaz, Jackal, Wallhack, Throwing Knife, Nightmare** - Dead players are no longer treated as viewers, preventing visibility leaks and network desync.
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- **Wallhack, Jackal, Throwing Knife, Nightmare** - Dead players no longer see Wallhack outlines, Jackal trails, Throwing Knife glows or Nightmare volumes.
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- **Sound Maker** - Fixed the scream playing for players without the skill.
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- #### Stability
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- **CheckTransmit (Ninja, Ghost, C4 Camouflage)** - Dying entity handles are now tracked with their expiry and removed when indexes are recycled, fixing `CopyExistingEntity: missing client entity`.
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- **WeaponEquip, WeaponPickup** - Skip dispatch when another plugin supersedes the pre-hook and leaves the event null.
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- #### Config
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- **SkillsChance, VIPSkillsChance** - Added configurable rarity distribution tables to `config.json`, percentages and fractions are normalized to 100%.
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- **VIPFlag** - Added with default `@css/vip`, empty disables the VIP rarity table.
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- **All skills** - Added `MinPlayer` to `skillsInfo.json`. Skills require the configured minimum number of players on the server. `0` (default) disables the limit. Applies to normal draws, late joiners and Gambler rerolls.
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- #### Localization
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- **Catapult, Push, Shade** - Turkish descriptions now clarify what the percentage applies to.
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**Full update contributed by [@ByDexterTR](https://github.com/ByDexterTR) in pull request [#57](https://github.com/Juzlus/jRandomSkills/pull/57). Thanks to ByDexterTR!**
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</details>
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<details>
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<summary><b>v1.2.3.b9</b></summary>
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