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- local Skill = {}
- Skill.Name = "skill_p_m_endurance"
- Skill.PrintName = "Endurance"
- Skill.Icon = "icons/bt/item_elite"
- Skill.Category = CATEGORY_COMMON_PASSIVE
- Skill.Active = false
- Skill.Desc = {}
- Skill.Desc["story"] = "You can take more damage and stresses from the outside."
- Skill.Requirements = {}
- for i = 0, 7 do
- Skill.Requirements[i] = {}
- Skill.Requirements[i].Skills = {}
- Skill.Requirements[i].Level = i*4
- end
- for i = 1, 7 do
- Skill.Desc[i] = "Increase Max Health by ".. i*10 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 4
- end
- function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
- lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
- local tblStatTable = {}
- tblStatTable[0] = 10
- tblStatTable[1] = 20
- tblStatTable[2] = 30
- tblStatTable[3] = 50
- tblStatTable[4] = 70
- tblStatTable[5] = 90
- tblStatTable[6] = 120
- tblStatTable[7] = 150
- plyPlayer:AddStat("stat_maxhealth", tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
- plyPlayer:SetHealth( plyPlayer:GetMaxHealth() )
- end
- function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
- return
- end
- Register.Skill(Skill)
- local Skill = {}
- Skill.Name = "skill_p_m_agility"
- Skill.PrintName = "Agility Training"
- Skill.Icon = "icons/bt/skill_agility"
- Skill.Category = CATEGORY_COMMON_PASSIVE
- Skill.Active = false
- Skill.Desc = {}
- Skill.Desc["story"] = "Increases your attack speed"
- Skill.Requirements = {}
- for i = 0, 7 do
- Skill.Requirements[i] = {}
- Skill.Requirements[i].Skills = {}
- Skill.Requirements[i].Level = i*6
- end
- for i = 1, 7 do
- Skill.Desc[i] = "Increase Agility by ".. i*1 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 6
- end
- function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
- lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
- local tblStatTable = {}
- for i = 0, 7 do
- tblStatTable[i] = i
- end
- plyPlayer:AddStat("stat_agility", tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
- end
- function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
- return
- end
- Register.Skill(Skill)
- local Skill = {}
- Skill.Name = "skill_p_c_weight"
- Skill.PrintName = "Mule"
- Skill.Category = CATEGORY_COMMON_PASSIVE
- Skill.Icon = "icons/bt/icon_bag"
- Skill.Desc = {}
- Skill.Desc["story"] = "With a stronger back you are able to carry more weight."
- Skill.Requirements = {}
- for i = 0, 7 do
- Skill.Requirements[i] = {}
- Skill.Requirements[i].Skills = {}
- Skill.Requirements[i].Level = i*4
- end
- for i=1, 7 do
- Skill.Desc[i] = "Increase Carry Weight by ".. i*3 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 4
- end
- Skill.Active = false
- function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
- lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
- local tblStatTable = {}
- for i=0, 7 do
- tblStatTable[i] = i*3
- end
- plyPlayer:AddStat("stat_maxweight", tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
- end
- function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
- return
- end
- Register.Skill(Skill)
- local Skill = {}
- Skill.Name = "skill_p_c_luck"
- Skill.PrintName = "Luck"
- Skill.Category = CATEGORY_COMMON_PASSIVE
- Skill.Icon = "icons/junk_gnome"
- Skill.Desc = {}
- Skill.Desc["story"] = "Being more lucky increases your chances of critical hits and finding rare loot."
- Skill.Requirements = {}
- for i = 0, 7 do
- Skill.Requirements[i] = {}
- Skill.Requirements[i].Skills = {}
- Skill.Requirements[i].Level = i*4
- end
- for i=1, 7 do
- Skill.Desc[i] = "Increase Luck by ".. i*2 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 4
- end
- Skill.Active = false
- function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
- lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
- local tblStatTable = {}
- for i=0, 7 do
- tblStatTable[i] = i*2
- end
- plyPlayer:AddStat("stat_luck", tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
- end
- function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
- return
- end
- Register.Skill(Skill)
- local Skill = {}
- Skill.Name = "skill_p_c_consumeless"
- Skill.PrintName = "Consume Less!"
- Skill.Category = CATEGORY_COMMON_PASSIVE
- Skill.Icon = "icons/junk_metalcan2"
- Skill.Desc = {}
- Skill.Desc["story"] = "Gain more health from food items. (health kits too)."
- Skill.Desc[1] = "You get 2% more health"
- Skill.Desc[2] = "You get 4% more health"
- Skill.Desc[3] = "You get 6% more health"
- Skill.Desc[4] = "You get 8% more health"
- Skill.Desc[5] = "You get 10% more health"
- Skill.Desc[6] = "You get 15% more health"
- Skill.Desc[7] = "You get 20% more health"
- Skill.Tier = 1
- Skill.Levels = 7
- Skill.Active = false
- Skill.Hooks = {}
- Skill.Hooks["food_mod"] = function(plyPlayer, intSkillLevel, intHealthToAdd)
- if intSkillLevel > 0 then
- local intHealthToAddP = 2
- if intSkillLevel == 2 then intHealthToAddP = 4 end
- if intSkillLevel == 3 then intHealthToAddP = 6 end
- if intSkillLevel == 4 then intHealthToAddP = 8 end
- if intSkillLevel == 5 then intHealthToAddP = 10 end
- if intSkillLevel == 6 then intHealthToAddP = 15 end
- if intSkillLevel == 7 then intHealthToAddP = 20 end
- intHealthToAdd = intHealthToAdd + (intHealthToAdd * (intHealthToAddP / 100))
- end
- return intHealthToAdd
- end
- function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
- lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
- end
- Register.Skill(Skill)
- local Skill = {}
- Skill.Name = "skill_p_c_barter"
- Skill.PrintName = "Barter"
- Skill.Category = CATEGORY_COMMON_PASSIVE
- Skill.Icon = "icons/item_cash"
- Skill.Desc = {}
- Skill.Desc["story"] = "You know how to work the shop keeper. (VIP players only need to skill into this ONCE to get 50% off)"
- Skill.Desc[1] = "You get a 2% discount on all items (VIP players get 50% off regardless of the level)"
- Skill.Desc[2] = "You get a 4% discount on all items (VIP players get 50% off regardless of the level)"
- Skill.Desc[3] = "You get a 6% discount on all items (VIP players get 50% off regardless of the level)"
- Skill.Desc[4] = "You get a 8% discount on all items (VIP players get 50% off regardless of the level)"
- Skill.Desc[5] = "You get a 10% discount on all items (VIP players get 50% off regardless of the level)"
- Skill.Desc[6] = "You get a 15% discount on all items (VIP players get 50% off regardless of the level)"
- Skill.Desc[7] = "You get a 20% discount on all items (VIP players get 50% off regardless of the level)"
- Skill.Tier = 1
- Skill.Levels = 7
- Skill.Active = false
- Skill.Hooks = {}
- Skill.Hooks["price_mod"] = function(plyPlayer, intSkillLevel, intPrice)
- if intSkillLevel > 0 then
- local intDiscount = 2
- local intVIPDiscount = 50
- if intSkillLevel == 2 then intDiscount = 4 end
- if intSkillLevel == 3 then intDiscount = 6 end
- if intSkillLevel == 4 then intDiscount = 8 end
- if intSkillLevel == 5 then intDiscount = 10 end
- if intSkillLevel == 6 then intDiscount = 15 end
- if intSkillLevel == 7 then intDiscount = 20 end
- if plyPlayer:IsDonator() then
- intPrice = intPrice - (intPrice * (intVIPDiscount / 100))
- elseif !plyPlayer:IsDonator() then
- intPrice = intPrice - (intPrice * (intDiscount / 100))
- end
- end
- return intPrice
- end
- function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
- lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
- end
- Register.Skill(Skill)
- local Skill = {}
- Skill.Name = "skill_p_m_runspeed"
- Skill.PrintName = "Run Speed"
- Skill.Icon = "icons/junk_shoe"
- Skill.Desc = {}
- Skill.Desc["story"] = "Increases your run speed."
- Skill.Requirements = {}
- for i = 0, 7 do
- Skill.Requirements[i] = {}
- Skill.Requirements[i].Skills = {}
- Skill.Requirements[i].Level = i*40
- end
- for i = 1, 7 do
- Skill.Desc[i] = "Increased Run Speed by ".. i*50 .. "\n\nLevel Requirement " .. Skill.Requirements[i].Level - 40
- end
- Skill.Category = CATEGORY_COMMON_PASSIVE
- Skill.Active = false
- function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
- lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
- local tblStatTable = {}
- tblStatTable[0] = 50
- tblStatTable[1] = 100
- tblStatTable[2] = 150
- tblStatTable[3] = 200
- tblStatTable[4] = 250
- tblStatTable[5] = 300
- tblStatTable[6] = 350
- tblStatTable[7] = 400
- plyPlayer:AddMoveSpeed(tblStatTable[intSkillLevel] - tblStatTable[intOldSkillLevel])
- end
- function Skill:OnUse( plyPlayer, intSkillLevel, boolSwitch )
- return
- end
- Register.Skill(Skill)
- local Skill = {}
- Skill.Name = "skill_p_m_leech"
- Skill.PrintName = "Leech"
- Skill.Icon = "icons/bt/skill_inner"
- Skill.Desc = {}
- Skill.Desc["story"] = "Steals life from your enemies"
- Skill.Desc[1] = "You steal 0.5(Ranged) or 1(Melee) health"
- Skill.Desc[2] = "You steal 1(Ranged) or 2(Melee) health"
- Skill.Desc[3] = "You steal 1.5(Ranged) or 3(Melee) health"
- Skill.Desc[4] = "You steal 2(Ranged) or 4(Melee) health"
- Skill.Desc[5] = "You steal 2.5(Ranged) or 5(Melee) health"
- Skill.Desc[6] = "You steal 3(Ranged) or 6(Melee) health"
- Skill.Desc[7] = "You steal 3.5(Ranged) or 7(Melee) health"
- Skill.Desc[8] = "You steal 4(Ranged) or 8(Melee) health"
- Skill.Desc[9] = "You steal 4.5(Ranged) or 9(Melee) health"
- Skill.Desc[10] = "You steal 5(Ranged) or 10(Melee) health"
- Skill.Active = false
- Skill.Category = CATEGORY_COMMON_PASSIVE
- Skill.Levels = 10
- Skill.Requirements = {}
- for i = 0, 10 do
- Skill.Requirements[i] = {}
- Skill.Requirements[i].Skills = {}
- Skill.Requirements[i].Level = 3 + i*3
- end
- function Skill:BulletCallBack(plyPlayer, intSkill, trcTrace, tblDamageInfo)
- if !SERVER then return end
- local entEntity = trcTrace.Entity
- if intSkill > 0 && entEntity:IsNPC() && entEntity.Race != "human" then // && entEntity.Race != "antlion"
- if plyPlayer:IsMelee() then
- plyPlayer:SetHealth(math.Clamp(plyPlayer:Health() + (intSkill), 0, plyPlayer:GetMaxHealth()))
- else
- plyPlayer:SetHealth(math.Clamp(plyPlayer:Health() + (intSkill * 0.5), 0, plyPlayer:GetMaxHealth()))
- end
- end
- end
- function Skill:OnSet(plyPlayer, intSkillLevel, intOldSkillLevel, load)
- lvl_effect( plyPlayer, intSkillLevel, intOldSkillLevel, load )
- end
- Register.Skill(Skill)
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