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Jun 21st, 2018
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  1. local Skill = {}
  2. Skill.Name = "skill_p_m_endurance"
  3. Skill.PrintName = "Endurance"
  4. Skill.Icon = "icons/bt/item_elite"
  5. Skill.Category = CATEGORY_COMMON_PASSIVE
  6. Skill.Active = false
  7. Skill.Desc = {}
  8. Skill.Desc["story"] = "You can take more damage and stresses from the outside."
  9. Skill.Requirements = {}
  10. for i = 0, 7 do
  11. Skill.Requirements[i] = {}
  12. Skill.Requirements[i].Skills = {}
  13. Skill.Requirements[i].Level = i*4
  14. end
  15. for i = 1, 7 do
  16. Skill.Desc[i] = "Increase Max Health by ".. i*10 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 4
  17. end
  18. function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
  19. lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
  20. local tblStatTable = {}
  21. tblStatTable[0] = 10
  22. tblStatTable[1] = 20
  23. tblStatTable[2] = 30
  24. tblStatTable[3] = 50
  25. tblStatTable[4] = 70
  26. tblStatTable[5] = 90
  27. tblStatTable[6] = 120
  28. tblStatTable[7] = 150
  29. plyPlayer:AddStat("stat_maxhealth", tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
  30. plyPlayer:SetHealth( plyPlayer:GetMaxHealth() )
  31. end
  32. function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
  33. return
  34. end
  35. Register.Skill(Skill)
  36.  
  37. local Skill = {}
  38. Skill.Name = "skill_p_m_agility"
  39. Skill.PrintName = "Agility Training"
  40. Skill.Icon = "icons/bt/skill_agility"
  41. Skill.Category = CATEGORY_COMMON_PASSIVE
  42. Skill.Active = false
  43. Skill.Desc = {}
  44. Skill.Desc["story"] = "Increases your attack speed"
  45. Skill.Requirements = {}
  46. for i = 0, 7 do
  47. Skill.Requirements[i] = {}
  48. Skill.Requirements[i].Skills = {}
  49. Skill.Requirements[i].Level = i*6
  50. end
  51. for i = 1, 7 do
  52. Skill.Desc[i] = "Increase Agility by ".. i*1 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 6
  53. end
  54. function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
  55. lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
  56. local tblStatTable = {}
  57. for i = 0, 7 do
  58. tblStatTable[i] = i
  59. end
  60. plyPlayer:AddStat("stat_agility", tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
  61. end
  62. function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
  63. return
  64. end
  65. Register.Skill(Skill)
  66.  
  67. local Skill = {}
  68. Skill.Name = "skill_p_c_weight"
  69. Skill.PrintName = "Mule"
  70. Skill.Category = CATEGORY_COMMON_PASSIVE
  71. Skill.Icon = "icons/bt/icon_bag"
  72. Skill.Desc = {}
  73. Skill.Desc["story"] = "With a stronger back you are able to carry more weight."
  74. Skill.Requirements = {}
  75. for i = 0, 7 do
  76. Skill.Requirements[i] = {}
  77. Skill.Requirements[i].Skills = {}
  78. Skill.Requirements[i].Level = i*4
  79. end
  80. for i=1, 7 do
  81. Skill.Desc[i] = "Increase Carry Weight by ".. i*3 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 4
  82. end
  83. Skill.Active = false
  84. function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
  85. lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
  86. local tblStatTable = {}
  87. for i=0, 7 do
  88. tblStatTable[i] = i*3
  89. end
  90. plyPlayer:AddStat("stat_maxweight", tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
  91. end
  92. function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
  93. return
  94. end
  95. Register.Skill(Skill)
  96.  
  97. local Skill = {}
  98. Skill.Name = "skill_p_c_luck"
  99. Skill.PrintName = "Luck"
  100. Skill.Category = CATEGORY_COMMON_PASSIVE
  101. Skill.Icon = "icons/junk_gnome"
  102. Skill.Desc = {}
  103. Skill.Desc["story"] = "Being more lucky increases your chances of critical hits and finding rare loot."
  104. Skill.Requirements = {}
  105. for i = 0, 7 do
  106. Skill.Requirements[i] = {}
  107. Skill.Requirements[i].Skills = {}
  108. Skill.Requirements[i].Level = i*4
  109. end
  110. for i=1, 7 do
  111. Skill.Desc[i] = "Increase Luck by ".. i*2 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 4
  112. end
  113. Skill.Active = false
  114. function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
  115. lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
  116. local tblStatTable = {}
  117. for i=0, 7 do
  118. tblStatTable[i] = i*2
  119. end
  120. plyPlayer:AddStat("stat_luck", tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
  121. end
  122. function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
  123. return
  124. end
  125. Register.Skill(Skill)
  126.  
  127. local Skill = {}
  128. Skill.Name = "skill_p_c_consumeless"
  129. Skill.PrintName = "Consume Less!"
  130. Skill.Category = CATEGORY_COMMON_PASSIVE
  131. Skill.Icon = "icons/junk_metalcan2"
  132. Skill.Desc = {}
  133. Skill.Desc["story"] = "Gain more health from food items. (health kits too)."
  134. Skill.Desc[1] = "You get 2% more health"
  135. Skill.Desc[2] = "You get 4% more health"
  136. Skill.Desc[3] = "You get 6% more health"
  137. Skill.Desc[4] = "You get 8% more health"
  138. Skill.Desc[5] = "You get 10% more health"
  139. Skill.Desc[6] = "You get 15% more health"
  140. Skill.Desc[7] = "You get 20% more health"
  141. Skill.Tier = 1
  142. Skill.Levels = 7
  143. Skill.Active = false
  144. Skill.Hooks = {}
  145. Skill.Hooks["food_mod"] = function(plyPlayer, intSkillLevel, intHealthToAdd)
  146. if intSkillLevel > 0 then
  147. local intHealthToAddP = 2
  148. if intSkillLevel == 2 then intHealthToAddP = 4 end
  149. if intSkillLevel == 3 then intHealthToAddP = 6 end
  150. if intSkillLevel == 4 then intHealthToAddP = 8 end
  151. if intSkillLevel == 5 then intHealthToAddP = 10 end
  152. if intSkillLevel == 6 then intHealthToAddP = 15 end
  153. if intSkillLevel == 7 then intHealthToAddP = 20 end
  154. intHealthToAdd = intHealthToAdd + (intHealthToAdd * (intHealthToAddP / 100))
  155. end
  156. return intHealthToAdd
  157. end
  158. function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
  159. lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
  160. end
  161. Register.Skill(Skill)
  162.  
  163. local Skill = {}
  164. Skill.Name = "skill_p_c_barter"
  165. Skill.PrintName = "Barter"
  166. Skill.Category = CATEGORY_COMMON_PASSIVE
  167. Skill.Icon = "icons/item_cash"
  168. Skill.Desc = {}
  169. Skill.Desc["story"] = "You know how to work the shop keeper. (VIP players only need to skill into this ONCE to get 50% off)"
  170. Skill.Desc[1] = "You get a 2% discount on all items (VIP players get 50% off regardless of the level)"
  171. Skill.Desc[2] = "You get a 4% discount on all items (VIP players get 50% off regardless of the level)"
  172. Skill.Desc[3] = "You get a 6% discount on all items (VIP players get 50% off regardless of the level)"
  173. Skill.Desc[4] = "You get a 8% discount on all items (VIP players get 50% off regardless of the level)"
  174. Skill.Desc[5] = "You get a 10% discount on all items (VIP players get 50% off regardless of the level)"
  175. Skill.Desc[6] = "You get a 15% discount on all items (VIP players get 50% off regardless of the level)"
  176. Skill.Desc[7] = "You get a 20% discount on all items (VIP players get 50% off regardless of the level)"
  177. Skill.Tier = 1
  178. Skill.Levels = 7
  179. Skill.Active = false
  180. Skill.Hooks = {}
  181. Skill.Hooks["price_mod"] = function(plyPlayer, intSkillLevel, intPrice)
  182. if intSkillLevel > 0 then
  183. local intDiscount = 2
  184. local intVIPDiscount = 50
  185. if intSkillLevel == 2 then intDiscount = 4 end
  186. if intSkillLevel == 3 then intDiscount = 6 end
  187. if intSkillLevel == 4 then intDiscount = 8 end
  188. if intSkillLevel == 5 then intDiscount = 10 end
  189. if intSkillLevel == 6 then intDiscount = 15 end
  190. if intSkillLevel == 7 then intDiscount = 20 end
  191. if plyPlayer:IsDonator() then
  192. intPrice = intPrice - (intPrice * (intVIPDiscount / 100))
  193. elseif !plyPlayer:IsDonator() then
  194. intPrice = intPrice - (intPrice * (intDiscount / 100))
  195. end
  196. end
  197. return intPrice
  198. end
  199. function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
  200. lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
  201. end
  202. Register.Skill(Skill)
  203.  
  204. local Skill = {}
  205. Skill.Name = "skill_p_m_runspeed"
  206. Skill.PrintName = "Run Speed"
  207. Skill.Icon = "icons/junk_shoe"
  208. Skill.Desc = {}
  209. Skill.Desc["story"] = "Increases your run speed."
  210. Skill.Requirements = {}
  211. for i = 0, 7 do
  212. Skill.Requirements[i] = {}
  213. Skill.Requirements[i].Skills = {}
  214. Skill.Requirements[i].Level = i*40
  215. end
  216. for i = 1, 7 do
  217. Skill.Desc[i] = "Increased Run Speed by ".. i*50 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 40
  218. end
  219. Skill.Category = CATEGORY_COMMON_PASSIVE
  220. Skill.Active = false
  221. function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
  222. lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
  223. local tblStatTable = {}
  224. tblStatTable[0] = 50
  225. tblStatTable[1] = 100
  226. tblStatTable[2] = 150
  227. tblStatTable[3] = 200
  228. tblStatTable[4] = 250
  229. tblStatTable[5] = 300
  230. tblStatTable[6] = 350
  231. tblStatTable[7] = 400
  232. plyPlayer:AddMoveSpeed(tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
  233. end
  234. function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
  235. return
  236. end
  237. Register.Skill(Skill)
  238.  
  239. local Skill = {}
  240. Skill.Name = "skill_p_m_leech"
  241. Skill.PrintName = "Leech"
  242. Skill.Icon = "icons/bt/skill_inner"
  243. Skill.Desc = {}
  244. Skill.Desc["story"] = "Steals life from your enemies"
  245. Skill.Desc[1] = "You steal 0.5(Ranged) or 1(Melee) health"
  246. Skill.Desc[2] = "You steal 1(Ranged) or 2(Melee) health"
  247. Skill.Desc[3] = "You steal 1.5(Ranged) or 3(Melee) health"
  248. Skill.Desc[4] = "You steal 2(Ranged) or 4(Melee) health"
  249. Skill.Desc[5] = "You steal 2.5(Ranged) or 5(Melee) health"
  250. Skill.Desc[6] = "You steal 3(Ranged) or 6(Melee) health"
  251. Skill.Desc[7] = "You steal 3.5(Ranged) or 7(Melee) health"
  252. Skill.Desc[8] = "You steal 4(Ranged) or 8(Melee) health"
  253. Skill.Desc[9] = "You steal 4.5(Ranged) or 9(Melee) health"
  254. Skill.Desc[10] = "You steal 5(Ranged) or 10(Melee) health"
  255. Skill.Active = false
  256. Skill.Category = CATEGORY_COMMON_PASSIVE
  257. Skill.Levels = 10
  258. Skill.Requirements = {}
  259. for i = 0, 10 do
  260. Skill.Requirements[i] = {}
  261. Skill.Requirements[i].Skills = {}
  262. Skill.Requirements[i].Level = 3 + i*3
  263. end
  264. function Skill:BulletCallBack(plyPlayer, intSkill, trcTrace, tblDamageInfo)
  265. if !SERVER then return end
  266. local entEntity = trcTrace.Entity
  267. if intSkill > 0 && entEntity:IsNPC() && entEntity.Race != "human" then // && entEntity.Race != "antlion"
  268. if plyPlayer:IsMelee() then
  269. plyPlayer:SetHealth(math.Clamp(plyPlayer:Health() + (intSkill), 0, plyPlayer:GetMaxHealth()))
  270. else
  271. plyPlayer:SetHealth(math.Clamp(plyPlayer:Health() + (intSkill * 0.5), 0, plyPlayer:GetMaxHealth()))
  272. end
  273. end
  274. end
  275. function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
  276. lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
  277. end
  278. Register.Skill(Skill)
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