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- JSG = JSG or {}
- JSG.Perks = {}
- function JSG:AddGangPerk( tbl )
- JSG.Perks[ tbl.Name ] = tbl
- self:print( tbl.Name, "[REGISTER] - ", Color( 255, 0, 0, 255 ) )
- end
- function JSG:GetGangPerk( name )
- return JSG.Perks[ name ] or false
- end
- function JSG:GetAllGangPerks()
- return JSG.Perks or false
- end
- JSG:AddGangPerk( {
- Name = "Fire Speed Increase",
- Base_Cost = 10000000,
- Base_Value = 2,
- MaxLevel = 20,
- Description = "Experimental advances in weapons technology allows us to spend money on R&D to improve our weapons rates of fire.",
- OnPurchaseEffect = function( ply, perk, level )
- end,
- OnSpawnEffect = function( ply, perk, level )
- end,
- OnFirstSpawnEffect = function( ply, perk, level )
- end,
- OnEquipWeapon = function( ply, swep, perk, level )
- if swep.Primary and swep.Primary.RPM then
- swep.Primary.RPM = swep.Primary.RPM + ( ( swep.Primary.RPM * 0.01 ) * level * perk.Base_Value )
- end
- end
- } )
- JSG:AddGangPerk( {
- Name = "Recoil Decrease",
- Base_Cost = 10000000,
- Base_Value = 5,
- MaxLevel = 20,
- Description = "Firearms training with your gang members has lead to many of you learning how to handle firearms better, resulting in better recoil management to get more shots on target.",
- OnPurchaseEffect = function( ply, perk, level )
- end,
- OnSpawnEffect = function( ply, perk, level )
- end,
- OnFirstSpawnEffect = function( ply, perk, level )
- end,
- OnEquipWeapon = function( ply, swep, perk, level )
- if swep.Primary and swep.Primary.KickUp then
- swep.Primary.KickUp = swep.Primary.KickUp - ( ( swep.Primary.KickUp * 0.01 ) * (level * perk.Base_Value) )
- end
- if swep.Primary and swep.Primary.KickDown then
- swep.Primary.KickDown = swep.Primary.KickDown - ( ( swep.Primary.KickDown * 0.01 ) * (level * perk.Base_Value) )
- end
- if swep.Primary and swep.Primary.KickHorizontal then
- swep.Primary.KickHorizontal = swep.Primary.KickHorizontal - ( ( swep.Primary.KickHorizontal * 0.01 ) * (level * perk.Base_Value) )
- end
- end
- } )
- JSG:AddGangPerk( {
- Name = "Spread Decrease",
- Base_Cost = 10000000,
- Base_Value = 2,
- MaxLevel = 20,
- Description = "Gang Weapon smiths have been able to come up with higher quality parts for the weapons and ammunition you use, giving you a better grouping at range.",
- OnPurchaseEffect = function( ply, perk, level )
- end,
- OnSpawnEffect = function( ply, perk, level )
- end,
- OnFirstSpawnEffect = function( ply, perk, level )
- end,
- OnEquipWeapon = function( ply, swep, perk, level )
- if swep.Primary and swep.Primary.Spread then
- swep.Primary.Spread = swep.Primary.Spread - ( ( swep.Primary.Spread * 0.01 ) * ( level * perk.Base_Value ) )
- end
- end
- } )
- JSG:AddGangPerk( {
- Name = "Flag XP",
- Base_Cost = 100000,
- Base_Value = 5,
- MaxLevel = 20,
- Description = "Flags are territories and the more you capture the more you learn, invest money into teaching gang members how to be more efficient at it and they'll learn more from it.",
- OnPurchaseEffect = function( ply, perk, level )
- end,
- OnSpawnEffect = function( ply, perk, level )
- end,
- OnFirstSpawnEffect = function( ply, perk, level )
- end,
- OnEquipWeapon = function( ply, swep, perk, level )
- end
- } )
- JSG:AddGangPerk( {
- Name = "Flag Money",
- Base_Cost = 100000,
- Base_Value = 5,
- MaxLevel = 20,
- Description = "By having the gang higher ups study some basic land management, the gang has learned how to gain more money from the areas they control.",
- OnPurchaseEffect = function( ply, perk, level )
- end,
- OnSpawnEffect = function( ply, perk, level )
- end,
- OnFirstSpawnEffect = function( ply, perk, level )
- end,
- OnEquipWeapon = function( ply, swep, perk, level )
- end
- } )
- JSG:AddGangPerk( {
- Name = "Money Capacity",
- Base_Cost = 500000,
- Base_Value = 100,
- MaxLevel = 100000,
- Description = "Investment banking, property marketing and money laundering allow you to extend your line of credit from the bank an allow you to hold more money within the gang account, going unnoticed by the authorities.",
- OnPurchaseEffect = function( ply, perk, level )
- end,
- OnSpawnEffect = function( ply, perk, level )
- end,
- OnFirstSpawnEffect = function( ply, perk, level )
- end,
- OnEquipWeapon = function( ply, swep, perk, level )
- end
- } )
- JSG:AddGangPerk( {
- Name = "Member Capacity",
- Base_Cost = 100000,
- Base_Value = 1,
- MaxLevel = 10,
- Description = "Expansion into new territory and land requires money and influence, through power the gang has been able to increase their reach, allowing them to recruit more members.",
- OnPurchaseEffect = function( ply, perk, level )
- end,
- OnSpawnEffect = function( ply, perk, level )
- end,
- OnFirstSpawnEffect = function( ply, perk, level )
- end,
- OnEquipWeapon = function( ply, swep, perk, level )
- end
- } )
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