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--[[
An example item
]]
local item = {}
--Required, a name, all item names must be unique
item.Name = "Preditor Instinct"
--Optional, a tooltip to display when hovered over
item.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
if CLIENT then
local lastprayer = CurTime()
prayer.Pray = function(self)
if CurTime() > lastprayer + 0 then
net.Start("art_prayer_preditorinstinct")
net.SendToServer()
lastprayer = CurTime()
end
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 item.DoOnPanel(dimagebutton)
dimagebutton:SetImage( "prayericons/preditorinstinct.png")
end
ART.RegisterPrayer(item)
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