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do return end
--[[
An example prayer
]]
local prayer = {}
--Required, a name, all item names must be unique
prayer.Name = "Nine Lives"
--Optional, a tooltip to display when hovered over
prayer.Tooltip = "A prayer to the rouge god to prevent fall dammage for the next 9 falls that you would have taken dammage, or for 5 minutes, whichever comes first."
--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_ninelives")
net.Receive("art_prayer_ninelives",function(ln,ply)
if ply:HasPrayer("Nine Lives") then
prayedplayers[ply] = 9
timer.Simple(60 * 5,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_ninelives")
net.SendToServer()
lastprayer = CurTime()
end
end
hook.Add( "EntityTakeDamage" , "artery_ninelives" , function(ent,info)
if info:GetDamageType() == DMG_FALL and prayedplayers[ent] ~= nil and prayedplayers[ent] > 0 then
info:SetDamage(0)
end
end)
--Optional. Something run once when this item is drawn in a backpack
function prayer.DoOnPanel(dimagebutton)
dimagebutton:SetImage( "prayericons/ninelives.png")
end
ART.RegisterPrayer(prayer)
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