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Aug 22nd, 2019
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  1. JSG = JSG or {}
  2. JSG.Perks = {}
  3.  
  4. function JSG:AddGangPerk( tbl )
  5. JSG.Perks[ tbl.Name ] = tbl
  6. self:print( tbl.Name, "[REGISTER] - ", Color( 255, 0, 0, 255 ) )
  7. end
  8.  
  9. function JSG:GetGangPerk( name )
  10. return JSG.Perks[ name ] or false
  11. end
  12.  
  13. function JSG:GetAllGangPerks()
  14. return JSG.Perks or false
  15. end
  16.  
  17. JSG:AddGangPerk( {
  18. Name = "Fire Speed Increase",
  19. Base_Cost = 10000000,
  20. Base_Value = 2,
  21. MaxLevel = 20,
  22. Description = "Experimental advances in weapons technology allows us to spend money on R&D to improve our weapons rates of fire.",
  23. OnPurchaseEffect = function( ply, perk, level )
  24. end,
  25. OnSpawnEffect = function( ply, perk, level )
  26. end,
  27. OnFirstSpawnEffect = function( ply, perk, level )
  28. end,
  29. OnEquipWeapon = function( ply, swep, perk, level )
  30. if swep.Primary and swep.Primary.RPM then
  31. swep.Primary.RPM = swep.Primary.RPM + ( ( swep.Primary.RPM * 0.01 ) * level * perk.Base_Value )
  32. end
  33. end
  34. } )
  35.  
  36. JSG:AddGangPerk( {
  37. Name = "Recoil Decrease",
  38. Base_Cost = 10000000,
  39. Base_Value = 5,
  40. MaxLevel = 20,
  41. 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.",
  42. OnPurchaseEffect = function( ply, perk, level )
  43. end,
  44. OnSpawnEffect = function( ply, perk, level )
  45. end,
  46. OnFirstSpawnEffect = function( ply, perk, level )
  47. end,
  48. OnEquipWeapon = function( ply, swep, perk, level )
  49. if swep.Primary and swep.Primary.KickUp then
  50. swep.Primary.KickUp = swep.Primary.KickUp - ( ( swep.Primary.KickUp * 0.01 ) * (level * perk.Base_Value) )
  51. end
  52. if swep.Primary and swep.Primary.KickDown then
  53. swep.Primary.KickDown = swep.Primary.KickDown - ( ( swep.Primary.KickDown * 0.01 ) * (level * perk.Base_Value) )
  54. end
  55. if swep.Primary and swep.Primary.KickHorizontal then
  56. swep.Primary.KickHorizontal = swep.Primary.KickHorizontal - ( ( swep.Primary.KickHorizontal * 0.01 ) * (level * perk.Base_Value) )
  57. end
  58. end
  59. } )
  60.  
  61. JSG:AddGangPerk( {
  62. Name = "Spread Decrease",
  63. Base_Cost = 10000000,
  64. Base_Value = 2,
  65. MaxLevel = 20,
  66. 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.",
  67. OnPurchaseEffect = function( ply, perk, level )
  68. end,
  69. OnSpawnEffect = function( ply, perk, level )
  70. end,
  71. OnFirstSpawnEffect = function( ply, perk, level )
  72. end,
  73. OnEquipWeapon = function( ply, swep, perk, level )
  74. if swep.Primary and swep.Primary.Spread then
  75. swep.Primary.Spread = swep.Primary.Spread - ( ( swep.Primary.Spread * 0.01 ) * ( level * perk.Base_Value ) )
  76. end
  77. end
  78. } )
  79.  
  80. JSG:AddGangPerk( {
  81. Name = "Flag XP",
  82. Base_Cost = 100000,
  83. Base_Value = 5,
  84. MaxLevel = 20,
  85. 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.",
  86. OnPurchaseEffect = function( ply, perk, level )
  87. end,
  88. OnSpawnEffect = function( ply, perk, level )
  89. end,
  90. OnFirstSpawnEffect = function( ply, perk, level )
  91. end,
  92. OnEquipWeapon = function( ply, swep, perk, level )
  93. end
  94. } )
  95.  
  96. JSG:AddGangPerk( {
  97. Name = "Flag Money",
  98. Base_Cost = 100000,
  99. Base_Value = 5,
  100. MaxLevel = 20,
  101. 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.",
  102. OnPurchaseEffect = function( ply, perk, level )
  103. end,
  104. OnSpawnEffect = function( ply, perk, level )
  105. end,
  106. OnFirstSpawnEffect = function( ply, perk, level )
  107. end,
  108. OnEquipWeapon = function( ply, swep, perk, level )
  109. end
  110. } )
  111.  
  112. JSG:AddGangPerk( {
  113. Name = "Money Capacity",
  114. Base_Cost = 500000,
  115. Base_Value = 100,
  116. MaxLevel = 100000,
  117. 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.",
  118. OnPurchaseEffect = function( ply, perk, level )
  119. end,
  120. OnSpawnEffect = function( ply, perk, level )
  121. end,
  122. OnFirstSpawnEffect = function( ply, perk, level )
  123. end,
  124. OnEquipWeapon = function( ply, swep, perk, level )
  125. end
  126. } )
  127.  
  128. JSG:AddGangPerk( {
  129. Name = "Member Capacity",
  130. Base_Cost = 100000,
  131. Base_Value = 1,
  132. MaxLevel = 10,
  133. 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.",
  134. OnPurchaseEffect = function( ply, perk, level )
  135. end,
  136. OnSpawnEffect = function( ply, perk, level )
  137. end,
  138. OnFirstSpawnEffect = function( ply, perk, level )
  139. end,
  140. OnEquipWeapon = function( ply, swep, perk, level )
  141. end
  142. } )
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