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- if string.lower(arguments[1]) == "energy" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed an Energy Weapons skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed an Energy Weapons skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "unarmed" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed an Unarmed skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed an Unarmed skill check, they rolled, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "explosives" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed an Explosives skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed an Explosives skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "guns" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Guns skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Guns skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "lockpick" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Lockpick skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Lockpick skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "medicine" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Medicine skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Medicine skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "melee" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Melee Weapons skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Melee Weapons skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "repair" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Repair skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Repair skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "science" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Science skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Science skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "sneak" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Sneak skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Sneak skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "speech" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Speech skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Speech skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if string.lower(arguments[1]) == "survival" then
- Clockwork.kernel:PrintLog(LOGTYPE_GENERIC, player:Name() .. " has preformed a Survival skill check, they rolled " .. roll .. " out of " .. number .. "! Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm))
- Clockwork.chatBox:AddInRadius(player, "roll", "has preformed a Survival skill check, they rolled " .. roll .. " out of " .. number .. " Adding " .. math.Round(atbm) .. " from their skill roll, the total is " .. roll + math.Round(atbm) .. "!", player:GetPos(), Clockwork.config:Get("talk_radius"):Get())
- return
- end
- if arguments[1] ~= "barter" or arguments[1] ~= "energy" or arguments[1] ~= "unarmed" or arguments[1] ~= "explosives" or arguments[1] ~= "guns" or arguments[1] ~= "lockpick"or arguments[1] ~= "medicine"or arguments[1] ~= "melee"or arguments[1] ~= "repair"or arguments[1] ~= "science"or arguments[1] ~= "sneak"or arguments[1] ~= "speech"or arguments[1] ~= "survival" then
- player:Notify(arguments[1] .. " is not a valid attribute!")
- player:Notify("The following attributes are valid: Barter, Energy Weapons, Explosives, Guns, Lockpick, Medicine, Melee Weapons, Repair, Science, Sneak, Speech, Survival, Unarmed.")
- return
- end
- end
- if not arguments[1] then
- player:Notify("The following attributes are valid: Barter, Energy Weapons, Explosives, Guns, Lockpick, Medicine, Melee Weapons, Repair, Science, Sneak, Speech, Survival, Unarmed.")
- end
- end
- COMMAND:Register()
- end
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