do return end --[[ An example item ]] local prayer = {} --Required, a name, all item names must be unique prayer.Name = "Preditor Instinct" --Optional, a tooltip to display when hovered over prayer.Tooltip = "A prayer to the rouge god to grant you 30% movement when chaseing a wounded target" --Optional, when the player clicks this item, a menu will show up, if the menu item is clicked, the function is ran. This is all run client side, so if you want it to do something server side, you'll need to use the net library. Remember that items are in the shared domain, so you can define what it does in the same file! local prayedplayers = {} if SERVER then util.AddNetworkString("art_prayer_preditorinstinct") net.Receive("art_prayer_preditorinstinct",function(ln,ply) if ply:HasItem(item.Name) then prayedplayers[ply] = true timer.Simple(60,function() prayedplayers[ply] = nil end) end end) end local lastprayer = CurTime() prayer.Pray = function(self) if SERVER then return end if CurTime() > lastprayer + 0 then net.Start("art_prayer_preditorinstinct") net.SendToServer() lastprayer = CurTime() end end --called continuously to buff players local buffedplayers = {} local function buffplayers() for k,v in pairs(prayedplayers) do if buffedplayers[k] ~= nil then continue end --Find nearby wounded players or npcs print("Checking if ", k, "should be buffed") local wents = ents.FindInSphere(k:GetPos()+Vector(0,0,64),500) for i,j in pairs(wents) do print("Checking if ",j, "has taken dammage") if k ~= j and j:Health() < j:GetMaxHealth() then print("I buffed a player",k, "because ", j ,"has taken dammage") k:SetWalkSpeed(k:GetWalkSpeed()*1.3) buffedplayers[k] = true timer.Simple(60,function() k:SetWalkSpeed(k:GetWalkSpeed()*(1/1.3)) buffedplayers[k] = nil end) goto nextply end end ::nextply:: end timer.Simple(2,buffplayers) end buffplayers() --Optional. Something run once when this item is drawn in a backpack function prayer.DoOnPanel(dimagebutton) dimagebutton:SetImage( "prayericons/preditorinstinct.png") end ART.RegisterPrayer(prayer)