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ITEM.Name = "Crystal Sickle"
ITEM.Class = "weapon"
ITEM.Desc = "A sickle. Used for bushes for vines and berries"
ITEM.Model = "models/props_debris/wood_board02a.mdl"
ITEM.Icon = Material("settlement/icon_sickle")
ITEM.Structure = {
{
Bone = "ValveBiped.Bip01_R_Hand",
Model = "models/props_combine/breenlight.mdl",
Size = Vector(0.5,0.1,0.2),
Pos = Vector(3,-4,-22),
Ang = Angle(0,0,0),
},
{
Bone = "ValveBiped.Bip01_R_Hand",
Model = "models/props_debris/wood_board02a.mdl",
Size = Vector(.5,.5,.1),
Pos = Vector(3,-1.5,-6),
Ang = Angle(0,0,0),
},
}
ITEM.Recipe = {
Resources = {
["Log"] = 1,
["Crystal"] = 2,
["Rope"] = 1,
["Vine"] = 1,
},
Tools = {
["Crystal Hammer"] = 1,
},
}
ITEM.Damage = 10
ITEM.Range = 64
ITEM.CD = 0.4
function ITEM:OnPrimary(pl,tr)
if (CLIENT) then return end
if (tr.Hit) then
if (IsValid(tr.Entity)) then
local ent = tr.Entity
local class = ent:GetClass()
if (class == "player" or class:find("npc_") or class == "ws_pigeon" or class == "ws_prop") then
ent:TakeDamage(self.Damage,pl)
if (class == "ws_prop") then pl:EmitSound(Sound("physics/wood/wood_plank_impact_hard"..math.random(1,3)..".wav"),100,math.random(90,110))
else pl:EmitSound(Sound("physics/flesh/flesh_impact_hard"..math.random(1,6)..".wav"),100,math.random(90,110)) end
elseif (ent:IsPlant()) then
if (math.random(1,35)/10 < 2) then pl:AddItem("Vine",1) end
if (math.random(1,35)/10 < 2) then pl:AddItem("Berry",1) end
pl:EmitSound(Sound("physics/concrete/rock_impact_hard"..math.random(1,6)..".wav"),100,math.random(90,110))
else
pl:EmitSound(Sound("physics/surfaces/sand_impact_bullet"..math.random(1,4)..".wav"),100,math.random(90,110))
end
else
pl:EmitSound(Sound("physics/surfaces/sand_impact_bullet"..math.random(1,4)..".wav"),100,math.random(90,110))
end
else
pl:EmitSound(Sound("weapons/iceaxe/iceaxe_swing1.wav"),100,math.random(90,110))
end
end
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