INVCAT_TRINKETS = 1 INVCAT_COMPONENTS = 2 INVCAT_CONSUMABLES = 3 GM.ZSInventoryItemData = {} GM.ZSInventoryCategories = { [INVCAT_TRINKETS] = "Trinkets", [INVCAT_COMPONENTS] = "Components", [INVCAT_CONSUMABLES] = "Consumables" } GM.ZSInventoryPrefix = { [INVCAT_TRINKETS] = "trin", [INVCAT_COMPONENTS] = "comp", [INVCAT_CONSUMABLES] = "cons" } GM.Assemblies = {} GM.Breakdowns = {} function GM:GetInventoryItemType(item) for typ, aff in pairs(self.ZSInventoryPrefix) do if string.sub(item, 1, 4) == aff then return typ end end return -1 end local index = 1 function GM:AddInventoryItemData(intname, name, description, weles, tier, stocks) local datatab = {PrintName = name, DroppedEles = weles, Tier = tier, Description = description, Stocks = stocks, Index = index} self.ZSInventoryItemData[intname] = datatab self.ZSInventoryItemData[index] = datatab index = index + 1 end function GM:AddWeaponBreakdownRecipe(weapon, result) local datatab = {Result = result, Index = index} self.Breakdowns[weapon] = datatab for i = 1, 3 do self.Breakdowns[self:GetWeaponClassOfQuality(weapon, i)] = datatab self.Breakdowns[self:GetWeaponClassOfQuality(weapon, i, 1)] = datatab end self.Breakdowns[#self.Breakdowns + 1] = datatab end GM:AddWeaponBreakdownRecipe("weapon_zs_stubber", "comp_modbarrel") GM:AddWeaponBreakdownRecipe("weapon_zs_z9000", "comp_basicecore") GM:AddWeaponBreakdownRecipe("weapon_zs_blaster", "comp_pumpaction") GM:AddWeaponBreakdownRecipe("weapon_zs_novablaster", "comp_contaecore") GM:AddWeaponBreakdownRecipe("weapon_zs_waraxe", "comp_focusbarrel") GM:AddWeaponBreakdownRecipe("weapon_zs_innervator", "comp_gaussframe") GM:AddWeaponBreakdownRecipe("weapon_zs_swissarmyknife", "comp_shortblade") GM:AddWeaponBreakdownRecipe("weapon_zs_owens", "comp_multibarrel") GM:AddWeaponBreakdownRecipe("weapon_zs_onyx", "comp_precision") GM:AddWeaponBreakdownRecipe("weapon_zs_minelayer", "comp_launcher") GM:AddWeaponBreakdownRecipe("weapon_zs_fracture", "comp_linearactuator") GM:AddWeaponBreakdownRecipe("weapon_zs_harpoon", "comp_metalpole") -- Assemblies (Assembly, Component, Weapon) GM.Assemblies["weapon_zs_waraxe"] = {"comp_modbarrel", "weapon_zs_glock3"} GM.Assemblies["weapon_zs_bust"] = {"comp_busthead", "weapon_zs_plank"} GM.Assemblies["weapon_zs_sawhack"] = {"comp_sawblade", "weapon_zs_axe"} GM.Assemblies["weapon_zs_manhack_saw"] = {"comp_sawblade", "weapon_zs_manhack"} GM.Assemblies["weapon_zs_megamasher"] = {"comp_propanecan", "weapon_zs_sledgehammer"} GM.Assemblies["weapon_zs_electrohammer"] = {"comp_electrobattery", "weapon_zs_hammer"} GM.Assemblies["weapon_zs_novablaster"] = {"comp_basicecore", "weapon_zs_magnum"} GM.Assemblies["weapon_zs_tithonus"] = {"comp_contaecore", "weapon_zs_oberon"} GM.Assemblies["weapon_zs_fracture"] = {"comp_pumpaction", "weapon_zs_sawedoff"} GM.Assemblies["weapon_zs_seditionist"] = {"comp_focusbarrel", "weapon_zs_deagle"} GM.Assemblies["weapon_zs_molotov"] = {"comp_propanecan", "weapon_zs_glassbottle"} GM.Assemblies["weapon_zs_blareduct"] = {"trinket_ammovestii", "weapon_zs_pipe"} GM.Assemblies["weapon_zs_cinderrod"] = {"comp_propanecan", "weapon_zs_blareduct"} GM.Assemblies["weapon_zs_innervator"] = {"comp_electrobattery", "weapon_zs_jackhammer"} GM.Assemblies["weapon_zs_hephaestus"] = {"comp_gaussframe", "weapon_zs_tithonus"} GM.Assemblies["weapon_zs_stabber"] = {"comp_shortblade", "weapon_zs_annabelle"} GM.Assemblies["weapon_zs_galestorm"] = {"comp_multibarrel", "weapon_zs_uzi"} GM.Assemblies["weapon_zs_eminence"] = {"trinket_ammovestiii", "weapon_zs_barrage"} GM.Assemblies["weapon_zs_gladiator"] = {"trinket_ammovestiii", "weapon_zs_sweepershotgun"} GM.Assemblies["weapon_zs_ripper"] = {"comp_sawblade", "weapon_zs_zeus"} GM.Assemblies["weapon_zs_avelyn"] = {"trinket_ammovestiii", "weapon_zs_charon"} GM.Assemblies["weapon_zs_asmd"] = {"comp_precision", "weapon_zs_quasar"} GM.Assemblies["weapon_zs_enkindler"] = {"comp_launcher", "weapon_zs_cinderrod"} GM.Assemblies["weapon_zs_proliferator"] = {"comp_linearactuator", "weapon_zs_galestorm"} GM.Assemblies["trinket_electromagnet"] = {"comp_electrobattery", "trinket_magnet"} GM.Assemblies["trinket_projguide"] = {"comp_cpuparts", "trinket_targetingvisori"} GM.Assemblies["trinket_projwei"] = {"comp_busthead", "trinket_projguide"} GM.Assemblies["trinket_controlplat"] = {"comp_cpuparts", "trinket_mainsuite"} GM:AddInventoryItemData("comp_modbarrel", "Modular Barrel", "A modular barrel suited for pairing up with another gun barrel.", "models/props_c17/trappropeller_lever.mdl") GM:AddInventoryItemData("comp_burstmech", "Burst Fire Mechanism", "A mechanism that could be used to make a gun burst fire.", "models/props_c17/trappropeller_lever.mdl") GM:AddInventoryItemData("comp_basicecore", "Basic Energy Core", "A small energy core. Needs a weapon with a cylinder mechanism to contain the energy output.", "models/Items/combine_rifle_cartridge01.mdl") GM:AddInventoryItemData("comp_busthead", "Bust Head", "A bust head that could be fitted on to something handle shaped.", "models/props_combine/breenbust.mdl") GM:AddInventoryItemData("comp_sawblade", "Saw Blade", "A sharp saw blade ready to be fitted onto fast moving objects.", "models/props_junk/sawblade001a.mdl") GM:AddInventoryItemData("comp_propanecan", "Propane Canister", "A propane canister. With the correct setup, has the potential to ignite things.", "models/props_junk/propane_tank001a.mdl") GM:AddInventoryItemData("comp_electrobattery", "Electrobattery", "An electrobattery. Could be used to improve repairing motions.", "models/items/car_battery01.mdl") --GM:AddInventoryItemData("comp_hungrytether", "Hungry Tether", "A hungry tether from a devourer that comes from a devourer rib.", "models/gibs/HGIBS_rib.mdl")]] GM:AddInventoryItemData("comp_contaecore", "Contained Energy Core", "A contained energy core, that has an internal charging mechanism.", "models/Items/combine_rifle_cartridge01.mdl") GM:AddInventoryItemData("comp_pumpaction", "Pump Action Mechanism", "A standard pump action mechanism from a blaster shotgun.", "models/props_c17/trappropeller_lever.mdl") GM:AddInventoryItemData("comp_focusbarrel", "Focused Barrel", "A large focused barrel made from the barrels of the waraxe. Suitable for a handcannon.", "models/props_c17/trappropeller_lever.mdl") GM:AddInventoryItemData("comp_gaussframe", "Gauss Frame", "A highly advanced gauss frame. It's almost alien in design, making it hard to use.", "models/Items/combine_rifle_cartridge01.mdl") GM:AddInventoryItemData("comp_metalpole", "Metal Pole", "Long metal pole that could be used to attack things from a distance.", "models/props_c17/signpole001.mdl") GM:AddInventoryItemData("comp_salleather", "Salvaged Leather", "Pieces of leather that are hard enough to make a nasty impact.", "models/props_junk/shoe001.mdl") GM:AddInventoryItemData("comp_gyroscope", "Gyroscope", "A metal gyroscope used to calculate orientation.", "models/maxofs2d/hover_rings.mdl") GM:AddInventoryItemData("comp_reciever", "Reciever", "A radio reciever. Could be used for automation and communication purposes.", "models/props_lab/reciever01b.mdl") GM:AddInventoryItemData("comp_cpuparts", "CPU Parts", "Parts from a central processor.", "models/props_lab/harddrive01.mdl") GM:AddInventoryItemData("comp_launcher", "Launching Tube", "A metal tube made to launch objects.", "models/weapons/w_rocket_launcher.mdl") GM:AddInventoryItemData("comp_launcherh", "Heavy Launching Tube", "A heavy metal tube made to launch large objects.", "models/weapons/w_rocket_launcher.mdl") GM:AddInventoryItemData("comp_shortblade", "Short Blade", "A short metal blade for cutting and stabbing.", "models/weapons/w_knife_t.mdl") GM:AddInventoryItemData("comp_multibarrel", "Multi-Bored Barrel", "An unusual gun barrel which allows multiple bullets to pass through.", "models/props_lab/pipesystem03a.mdl") GM:AddInventoryItemData("comp_holoscope", "Holographic Scope", "A holographic weapon sight with magnification.", { ["base"] = { type = "Model", model = "models/props_c17/utilityconnecter005.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.273, 1.728, -0.843), angle = Angle(74.583, 180, 0), size = Vector(2.207, 0.105, 0.316), color = Color(50, 50, 66, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_combine/tprotato1.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0.492, -1.03, 0), angle = Angle(0, -78.715, 90), size = Vector(0.03, 0.02, 0.032), color = Color(50, 50, 66, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal02", skin = 0, bodygroup = {} } }) GM:AddInventoryItemData("comp_linearactuator", "Linear Actuator", "A linear actuator from a shell holder. Requires a heavy base to mount properly.", "models/Items/combine_rifle_cartridge01.mdl") GM:AddInventoryItemData("comp_pulsespool", "Pulse Spool", "Used to inject more pulse power to a system. Could be used to stabilise something.", "models/Items/combine_rifle_cartridge01.mdl") GM:AddInventoryItemData("comp_flak", "Flak Chamber", "An internal chamber for projecting heated scrap.", "models/weapons/w_rocket_launcher.mdl") GM:AddInventoryItemData("comp_precision", "Precision Chassis", "A suite setup for rewarding precise shots on moving targets.", "models/Items/combine_rifle_cartridge01.mdl") -- Trinkets local trinket, description, trinketwep local hpveles = { ["ammo"] = { type = "Model", model = "models/healthvial.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.596, 3.5, 3), angle = Angle(15.194, 80.649, 180), size = Vector(0.6, 0.6, 1.2), color = Color(145, 132, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local hpweles = { ["ammo"] = { type = "Model", model = "models/healthvial.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.5, 2.5, 3), angle = Angle(15.194, 80.649, 180), size = Vector(0.6, 0.6, 1.2), color = Color(145, 132, 0, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local ammoveles = { ["ammo"] = { type = "Model", model = "models/props/de_prodigy/ammo_can_02.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.596, 3, -0.519), angle = Angle(0, 85.324, 101.688), size = Vector(0.25, 0.25, 0.25), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local ammoweles = { ["ammo"] = { type = "Model", model = "models/props/de_prodigy/ammo_can_02.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.596, 2, -1.558), angle = Angle(5.843, 82.986, 111.039), size = Vector(0.25, 0.25, 0.25), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local mveles = { ["band++"] = { type = "Model", model = "models/props_junk/harpoon002a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "band", pos = Vector(2.599, 1, 1), angle = Angle(0, -25, 0), size = Vector(0.019, 0.15, 0.15), color = Color(55, 52, 51, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["band"] = { type = "Model", model = "models/props_phx/construct/metal_plate_curve360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 3, -1), angle = Angle(97.013, 29.221, 0), size = Vector(0.045, 0.045, 0.025), color = Color(55, 52, 51, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["band+"] = { type = "Model", model = "models/props_junk/harpoon002a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "band", pos = Vector(-2.401, -1, 0.5), angle = Angle(0, 155.455, 0), size = Vector(0.019, 0.15, 0.15), color = Color(55, 52, 51, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} } } local mweles = { ["band++"] = { type = "Model", model = "models/props_junk/harpoon002a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "band", pos = Vector(2.599, 1, 1), angle = Angle(0, -25, 0), size = Vector(0.019, 0.15, 0.15), color = Color(55, 52, 51, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["band+"] = { type = "Model", model = "models/props_junk/harpoon002a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "band", pos = Vector(-2.401, -1, 0.5), angle = Angle(0, 155.455, 0), size = Vector(0.019, 0.15, 0.15), color = Color(55, 52, 51, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} }, ["band"] = { type = "Model", model = "models/props_phx/construct/metal_plate_curve360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.5, 2, -0.5), angle = Angle(111.039, -92.338, 97.013), size = Vector(0.045, 0.045, 0.025), color = Color(55, 52, 51, 255), surpresslightning = false, material = "models/props_pipes/pipemetal001a", skin = 0, bodygroup = {} } } local pveles = { ["perf"] = { type = "Model", model = "models/props_combine/combine_lock01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.596, 1.557, -2.597), angle = Angle(5.843, 90, 0), size = Vector(0.25, 0.15, 0.3), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local pweles = { ["perf"] = { type = "Model", model = "models/props_combine/combine_lock01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 0.5, -2), angle = Angle(5, 90, 0), size = Vector(0.25, 0.15, 0.3), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local oveles = { ["perf"] = { type = "Model", model = "models/props_combine/combine_generator01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.799, 2, -1.5), angle = Angle(5, 180, 0), size = Vector(0.05, 0.039, 0.07), color = Color(196, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local oweles = { ["perf"] = { type = "Model", model = "models/props_combine/combine_generator01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.799, 2, -1.5), angle = Angle(5, 180, 0), size = Vector(0.05, 0.039, 0.07), color = Color(196, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local develes = { ["perf"] = { type = "Model", model = "models/props_lab/blastdoor001b.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.799, 2.5, -5.715), angle = Angle(5, 180, 0), size = Vector(0.1, 0.039, 0.09), color = Color(168, 155, 0, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal", skin = 0, bodygroup = {} } } local deweles = { ["perf"] = { type = "Model", model = "models/props_lab/blastdoor001b.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 2, -5.715), angle = Angle(0, 180, 0), size = Vector(0.1, 0.039, 0.09), color = Color(168, 155, 0, 255), surpresslightning = false, material = "models/props_pipes/pipeset_metal", skin = 0, bodygroup = {} } } local supveles = { ["perf"] = { type = "Model", model = "models/props_lab/reciever01c.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.299, 2.5, -2), angle = Angle(5, 180, 92.337), size = Vector(0.2, 0.699, 0.6), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } local supweles = { ["perf"] = { type = "Model", model = "models/props_lab/reciever01c.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(5, 1.5, -2), angle = Angle(5, 180, 92.337), size = Vector(0.2, 0.699, 0.6), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } -- Health Trinkets trinket, trinketwep = GM:AddTrinket("Health Package", "vitpackagei", false, hpveles, hpweles, 2, "+10 maximum health\n+5% healing received") GM:AddSkillModifier(trinket, SKILLMOD_HEALTH, 10) GM:AddSkillModifier(trinket, SKILLMOD_HEALING_RECEIVED, 0.05) trinketwep.PermitDismantle = true trinket = GM:AddTrinket("Vitality Bank", "vitpackageii", false, hpveles, hpweles, 4, "+21 maximum health\n+6% healing received") GM:AddSkillModifier(trinket, SKILLMOD_HEALTH, 21) GM:AddSkillModifier(trinket, SKILLMOD_HEALING_RECEIVED, 0.06) trinket, trinketwep = GM:AddTrinket("Blood Transfusion Pack", "bloodpack", false, hpveles, hpweles, 2, "Generates 20 blood armor if health falls bellow 50%\nConsumes itself on activation.", nil, 15) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Blood Package", "cardpackagei", false, hpveles, hpweles, 2, "+10 maximum blood armor") GM:AddSkillModifier(trinket, SKILLMOD_BLOODARMOR, 10) trinketwep.PermitDismantle = true GM:AddSkillModifier(GM:AddTrinket("Blood Bank", "cardpackageii", false, hpveles, hpweles, 4, "+30 maximum blood armor"), SKILLMOD_BLOODARMOR, 30) GM:AddTrinket("Regeneration Implant", "regenimplant", false, hpveles, hpweles, 3, "Heals 1 health every 12 seconds provided no damage was taken recently") trinket, trinketwep = GM:AddTrinket("Bio Cleanser", "biocleanser", false, hpveles, hpweles, 2, "Blocks one harmful status effect every 20 seconds") trinketwep.PermitDismantle = true GM:AddSkillModifier(GM:AddTrinket("Cutlery Set", "cutlery", false, hpveles, hpweles, nil, "-80% time to eat food"), SKILLMOD_FOODEATTIME_MUL, -0.8) -- Melee Trinkets description = "5 hits from fist weapons applies significant leg and arm damage\n-15% time before next unarmed strike" trinket = GM:AddTrinket("Boxing Training Manual", "boxingtraining", false, mveles, mweles, nil, description) GM:AddSkillModifier(trinket, SKILLMOD_UNARMED_SWING_DELAY_MUL, -0.15) GM:AddSkillFunction(trinket, function(pl, active) pl.BoxingTraining = active end) trinket, trinketwep = GM:AddTrinket("Momentum Support", "momentumsupsysii", false, mveles, mweles, 2, "-13% melee swing impact delay\n+10% melee knockback") GM:AddSkillModifier(trinket, SKILLMOD_MELEE_SWING_DELAY_MUL, -0.13) GM:AddSkillModifier(trinket, SKILLMOD_MELEE_KNOCKBACK_MUL, 0.1) trinketwep.PermitDismantle = true trinket = GM:AddTrinket("Momentum Scaffold", "momentumsupsysiii", false, mveles, mweles, 3, "-20% melee swing impact delay\n+12% melee knockback") GM:AddSkillModifier(trinket, SKILLMOD_MELEE_SWING_DELAY_MUL, -0.20) GM:AddSkillModifier(trinket, SKILLMOD_MELEE_KNOCKBACK_MUL, 0.12) GM:AddSkillModifier(GM:AddTrinket("Hemo-Adrenal Converter I", "hemoadrenali", false, mveles, mweles, nil, "+2% melee damage converted to blood armor."), SKILLMOD_MELEE_DAMAGE_TO_BLOODARMOR_MUL, 0.02) trinket = GM:AddTrinket("Hemo-Adrenaline Amplifier", "hemoadrenalii", false, mveles, mweles, 3, "+3% melee damage converted to blood armor\n+30 speed on melee kill for 10 seconds") GM:AddSkillModifier(trinket, SKILLMOD_MELEE_DAMAGE_TO_BLOODARMOR_MUL, 0.03) GM:AddSkillModifier(trinket, SKILLMOD_MELEE_MOVEMENTSPEED_ON_KILL, 30) GM:AddSkillModifier(GM:AddTrinket("Hemo-Adrenal Converter II", "hemoadrenaliii", false, mveles, mweles, 4, "+4% melee damage converted to blood armor."), SKILLMOD_MELEE_DAMAGE_TO_BLOODARMOR_MUL, 0.04) GM:AddSkillModifier(GM:AddTrinket("Power Gauntlet", "powergauntlet", false, mveles, mweles, 3, "Charges your melee damage up to +45% with each hit\nMissing resets damage"), SKILLMOD_MELEE_POWERATTACK_MUL, 0.45) GM:AddTrinket("Finesse Kit", "sharpkit", false, mveles, mweles, 2, "Deal up to +32% melee damage to slowed zombies") GM:AddTrinket("Sharp Stone", "sharpstone", false, mveles, mweles, 3, "+5% melee damage") -- Performance Trinkets GM:AddTrinket("Oxygen Tank", "oxygentank", true, nil, { ["base"] = { type = "Model", model = "models/props_c17/canister01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 3, -1), angle = Angle(180, 0, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } }, nil, "10x breathing time underwater.", "oxygentank") GM:AddSkillModifier(GM:AddTrinket("Acrobat Frame", "acrobatframe", false, pveles, pweles, nil, "+8% jump power."), SKILLMOD_JUMPPOWER_MUL, 0.08) trinket = GM:AddTrinket("Night Vision Goggles", "nightvision", true, pveles, pweles, 2, "-50% effect of dim vision and ability to see in the dark\n-40% effect of vision affecting effects\n-45% fright duration") GM:AddSkillModifier(trinket, SKILLMOD_DIMVISION_EFF_MUL, -0.5) GM:AddSkillModifier(trinket, SKILLMOD_FRIGHT_DURATION_MUL, -0.45) GM:AddSkillModifier(trinket, SKILLMOD_VISION_ALTER_DURATION_MUL, -0.4) GM:AddSkillFunction(trinket, function(pl, active) if CLIENT and pl == MySelf and GAMEMODE.m_NightVision and not active then surface.PlaySound("items/nvg_off.wav") GAMEMODE.m_NightVision = false end end) trinketwep.PermitDismantle = true trinket = GM:AddTrinket("Portable Weapons Satchel", "portablehole", false, pveles, pweles, nil, "+15% weapon switch speed\n+3% reload speed") GM:AddSkillModifier(trinket, SKILLMOD_DEPLOYSPEED_MUL, 0.15) GM:AddSkillModifier(trinket, SKILLMOD_RELOADSPEED_MUL, 0.03) trinket = GM:AddTrinket("Agility Magnifier", "pathfinder", false, pveles, pweles, 2, "+40% barricade phasing movement speed\n-45% sigil teleportation time\n+13% jump power") GM:AddSkillModifier(trinket, SKILLMOD_BARRICADE_PHASE_SPEED_MUL, 0.4) GM:AddSkillModifier(trinket, SKILLMOD_SIGIL_TELEPORT_MUL, -0.45) GM:AddSkillModifier(trinket, SKILLMOD_JUMPPOWER_MUL, 0.13) trinket = GM:AddTrinket("Galvanizer Implant", "analgestic", false, pveles, pweles, 3, "-50% low health slow intensity\n-50% slow vulnerability\n-50% knockdown time\n-66% duration of pulling attacks\n+25% weapon switch speed") GM:AddSkillModifier(trinket, SKILLMOD_SLOW_EFF_TAKEN_MUL, -0.50) GM:AddSkillModifier(trinket, SKILLMOD_LOW_HEALTH_SLOW_MUL, -0.50) GM:AddSkillModifier(trinket, SKILLMOD_KNOCKDOWN_RECOVERY_MUL, -0.5) GM:AddSkillModifier(trinket, SKILLMOD_DEPLOYSPEED_MUL, 0.25) GM:AddSkillModifier(GM:AddTrinket("Ammo Vest", "ammovestii", false, ammoveles, ammoweles, 2, "+5% reload speed"), SKILLMOD_RELOADSPEED_MUL, 0.05) GM:AddSkillModifier(GM:AddTrinket("Ammo Bandolier", "ammovestiii", false, ammoveles, ammoweles, 4, "+12% reload speed"), SKILLMOD_RELOADSPEED_MUL, 0.12) GM:AddTrinket("Automated Reloader", "autoreload", false, ammoveles, ammoweles, 2, "Reloads one weapon you switched away from 4 seconds ago automatically") -- Offensive Implants GM:AddSkillModifier(GM:AddTrinket("Targeting Visor", "targetingvisori", false, oveles, oweles, nil, "+5% tighter aiming reticule."), SKILLMOD_AIMSPREAD_MUL, -0.05) GM:AddSkillModifier(GM:AddTrinket("Targeting Unifier", "targetingvisoriii", false, oveles, oweles, 4, "+11% tighter aiming reticule."), SKILLMOD_AIMSPREAD_MUL, -0.11) GM:AddTrinket("Refined Subscope", "refinedsub", false, oveles, oweles, 4, "+27% tighter aiming reticule with tier 3 or lower weapons") trinket = GM:AddTrinket("Aim Compensator", "aimcomp", false, oveles, oweles, 3, "-52% reduced effect of aim shake effects\n+5% tighter aiming reticule\nZombies you look at have an indicator showing their health") GM:AddSkillModifier(trinket, SKILLMOD_AIMSPREAD_MUL, -0.05) GM:AddSkillModifier(trinket, SKILLMOD_AIM_SHAKE_MUL, -0.52) GM:AddSkillFunction(trinket, function(pl, active) pl.TargetLocus = active end) GM:AddSkillModifier(GM:AddTrinket("Pulse Booster", "pulseampi", false, oveles, oweles, nil, "+14% slow from pulse weapons and stun batons"), SKILLMOD_PULSE_WEAPON_SLOW_MUL, 0.14) trinket = GM:AddTrinket("Pulse Infuser", "pulseampii", false, oveles, oweles, 3, "+20% slow from pulse weapons and stun batons\n+7% explosion radius") GM:AddSkillModifier(trinket, SKILLMOD_PULSE_WEAPON_SLOW_MUL, 0.2) GM:AddSkillModifier(trinket, SKILLMOD_EXP_DAMAGE_RADIUS, 0.07) trinket = GM:AddTrinket("Resonance Cascade Device", "resonance", false, oveles, oweles, 4, "Dealing enough pulse damage will cause a pulse explosion\n-25% slow from pulse weapons and stun batons") GM:AddSkillModifier(trinket, SKILLMOD_PULSE_WEAPON_SLOW_MUL, -0.25) trinket = GM:AddTrinket("Cryogenic Inductor", "cryoindu", false, oveles, oweles, 4, "Ice based weapons have a chance to shatter zombies based on how much health they have") trinket = GM:AddTrinket("Extended Magazine", "extendedmag", false, oveles, oweles, 3, "Increases the clip size of weapons with 8 or more clip size by +15%") trinket = GM:AddTrinket("Pulse Impedance Module", "pulseimpedance", false, oveles, oweles, 5, "Slow from pulse weapons and stun batons also slow zombie attack speed\n+24% slow from pulse weapons and stun batons") GM:AddSkillFunction(trinket, function(pl, active) pl.PulseImpedance = active end) GM:AddSkillModifier(trinket, SKILLMOD_PULSE_WEAPON_SLOW_MUL, 0.24) trinket = GM:AddTrinket("Curb Stompers", "curbstompers", false, oveles, oweles, 2, "Instantly kills headcrabs and deals 50 damage to torso classes you land on\nDeals 500% fall damage to zombies landed on\nNo fall damage taken when landing on zombies\n-25% slow down from landing or fall damage") GM:AddSkillModifier(trinket, SKILLMOD_FALLDAMAGE_SLOWDOWN_MUL, -0.25) GM:AddTrinket("Superior Assembly", "supasm", false, oveles, oweles, 5, "Increases to weapon damage via remantling affect reload speed on tier 2 or lower weapons") trinket = GM:AddTrinket("Olympian Frame", "olympianframe", false, oveles, oweles, 2, "+100% object throwing strength\n-25% prop carrying slow down\n-35% movement speed reduction with heavy weapons") GM:AddSkillModifier(trinket, SKILLMOD_PROP_THROW_STRENGTH_MUL, 1) GM:AddSkillModifier(trinket, SKILLMOD_PROP_CARRY_SLOW_MUL, -0.25) GM:AddSkillModifier(trinket, SKILLMOD_WEAPON_WEIGHT_SLOW_MUL, -0.35) -- Defensive Trinkets trinket, trinketwep = GM:AddTrinket("Kevlar Underlay", "kevlar", false, develes, deweles, 2, "-11% melee damage taken\n-11% projectile damage taken") GM:AddSkillModifier(trinket, SKILLMOD_MELEE_DAMAGE_TAKEN_MUL, -0.11) GM:AddSkillModifier(trinket, SKILLMOD_PROJECTILE_DAMAGE_TAKEN_MUL, -0.11) trinketwep.PermitDismantle = true trinket = GM:AddTrinket("Barbed Armor", "barbedarmor", false, develes, deweles, 3, "100% of melee damage taken reflected back to melee attackers\nAdditional 14 damage reflected back to melee attackers\nMelee attackers take 14 arm damage\n-4% melee damage taken") GM:AddSkillModifier(trinket, SKILLMOD_MELEE_ATTACKER_DMG_REFLECT, 14) GM:AddSkillModifier(trinket, SKILLMOD_MELEE_ATTACKER_DMG_REFLECT_PERCENT, 1) GM:AddSkillModifier(trinket, SKILLMOD_MELEE_DAMAGE_TAKEN_MUL, -0.04) trinket = GM:AddTrinket("Antitoxin Package", "antitoxinpack", false, develes, deweles, 2, "-17% poison damage taken\n-40% poison damage over time speed") GM:AddSkillModifier(trinket, SKILLMOD_POISON_DAMAGE_TAKEN_MUL, -0.17) GM:AddSkillModifier(trinket, SKILLMOD_POISON_SPEED_MUL, -0.4) trinket = GM:AddTrinket("Hemostasis Implant", "hemostasis", false, develes, deweles, 2, "-30% bleed damage taken\n-60% bleeding speed.") GM:AddSkillModifier(trinket, SKILLMOD_BLEED_DAMAGE_TAKEN_MUL, -0.3) GM:AddSkillModifier(trinket, SKILLMOD_BLEED_SPEED_MUL, -0.6) trinket = GM:AddTrinket("EOD Vest", "eodvest", false, develes, deweles, 4, "-35% explosive damage taken\n-50% fire damage taken\n-5% self damage taken") GM:AddSkillModifier(trinket, SKILLMOD_EXP_DAMAGE_TAKEN_MUL, -0.35) GM:AddSkillModifier(trinket, SKILLMOD_FIRE_DAMAGE_TAKEN_MUL, -0.50) GM:AddSkillModifier(trinket, SKILLMOD_SELF_DAMAGE_MUL, -0.05) trinket = GM:AddTrinket("Feather Fall Frame", "featherfallframe", false, develes, deweles, 3, "-35% fall damage taken\n+30% fall damage threshold\n-65% slow down from landing or fall damage") GM:AddSkillModifier(trinket, SKILLMOD_FALLDAMAGE_DAMAGE_MUL, -0.35) GM:AddSkillModifier(trinket, SKILLMOD_FALLDAMAGE_THRESHOLD_MUL, 0.30) GM:AddSkillModifier(trinket, SKILLMOD_FALLDAMAGE_SLOWDOWN_MUL, -0.65) local eicev = { ["base"] = { type = "Model", model = "models/gibs/glass_shard04.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.339, 2.697, -2.309), angle = Angle(4.558, -34.502, -72.395), size = Vector(0.5, 0.5, 0.5), color = Color(0, 137, 255, 255), surpresslightning = true, material = "models/shiny", skin = 0, bodygroup = {} } } local eicew = { ["base"] = { type = "Model", model = "models/gibs/glass_shard04.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.556, 2.519, -1.468), angle = Angle(0, -5.844, -75.974), size = Vector(0.5, 0.5, 0.5), color = Color(0, 137, 255, 255), surpresslightning = true, material = "models/shiny", skin = 0, bodygroup = {} } } GM:AddTrinket("Iceburst Shield", "iceburst", false, eicev, eicew, nil, "Releases an ice burst when taking a melee hit, slowing zombies down\nRecharges every 40 seconds") GM:AddSkillModifier(GM:AddTrinket("Force Dampening Field Emitter", "forcedamp", false, develes, deweles, 2, "-33% physics impact damage taken\nImmune to knockdowns from props\nTake normal physics damage from shades."), SKILLMOD_PHYSICS_DAMAGE_TAKEN_MUL, -0.33) GM:AddSkillFunction(GM:AddTrinket("Necrotic Senses Distorter", "necrosense", false, develes, deweles, 2, "Hides aura from zombies in close proximity"), function(pl, active) pl:SetDTBool(DT_PLAYER_BOOL_NECRO, active) end) trinket, trinketwep = GM:AddTrinket("Reactive Flasher", "reactiveflasher", false, develes, deweles, 2, "Blinds and disorients melee attacker for 2 seconds\nRecharges every 75 seconds") trinketwep.PermitDismantle = true trinket = GM:AddTrinket("Composite Underlay", "composite", false, develes, deweles, 4, "-16% melee damage taken\n-16% projectile damage taken") GM:AddSkillModifier(trinket, SKILLMOD_MELEE_DAMAGE_TAKEN_MUL, -0.16) GM:AddSkillModifier(trinket, SKILLMOD_PROJECTILE_DAMAGE_TAKEN_MUL, -0.16) -- Support Trinkets trinket, trinketwep = GM:AddTrinket("Arsenal Pack", "arsenalpack", false, { ["base"] = { type = "Model", model = "models/Items/item_item_crate.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 2, -1), angle = Angle(0, -90, 180), size = Vector(0.35, 0.35, 0.35), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } }, { ["base"] = { type = "Model", model = "models/Items/item_item_crate.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 2, -1), angle = Angle(0, -90, 180), size = Vector(0.35, 0.35, 0.35), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } }, 4, "Allows nearby humans to purchase from the arsenal menu.", "arsenalpack", 3) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Resupply Pack", "resupplypack", true, nil, { ["base"] = { type = "Model", model = "models/Items/ammocrate_ar2.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 2, -1), angle = Angle(0, -90, 180), size = Vector(0.35, 0.35, 0.35), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } }, 4, "Allows humans to resupply from you\nPress LMB with the pack in your hand to resupply yourself.", "resupplypack", 3) trinketwep.PermitDismantle = true GM:AddTrinket("Magnet", "magnet", true, supveles, supweles, nil, "Slowly pulls ammo and weapons towards you\nMust be equipped to take effect", "magnet") GM:AddTrinket("Electromagnet", "electromagnet", true, supveles, supweles, nil, "Pulls ammo and weapons towards you quickly\nMust be equipped to take effect", "magnet_electro") trinket, trinketwep = GM:AddTrinket("Loading Exoskeleton", "loadingex", false, supveles, supweles, 2, "-55% prop carrying slow down\n-20% deployable pack time") GM:AddSkillModifier(trinket, SKILLMOD_PROP_CARRY_SLOW_MUL, -0.55) GM:AddSkillModifier(trinket, SKILLMOD_DEPLOYABLE_PACKTIME_MUL, -0.2) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Blueprints", "blueprintsi", false, supveles, supweles, 2, "+10% repair rate") GM:AddSkillModifier(trinket, SKILLMOD_REPAIRRATE_MUL, 0.1) trinketwep.PermitDismantle = true GM:AddSkillModifier(GM:AddTrinket("Advanced Blueprints", "blueprintsii", false, supveles, supweles, 4, "+20% repair rate"), SKILLMOD_REPAIRRATE_MUL, 0.2) trinket, trinketwep = GM:AddTrinket("Medical Processor", "processor", false, supveles, supweles, 2, "-5% medic kit cooldown\n-10% medic tool fire delay\nReprocess food into medical ammo with right click") GM:AddSkillModifier(trinket, SKILLMOD_MEDKIT_COOLDOWN_MUL, -0.05) GM:AddSkillModifier(trinket, SKILLMOD_MEDGUN_FIRE_DELAY_MUL, -0.1) trinket = GM:AddTrinket("Curative Kit", "curativeii", false, supveles, supweles, 3, "-10% medic kit cooldown\n-20% medic tool fire delay") GM:AddSkillModifier(trinket, SKILLMOD_MEDKIT_COOLDOWN_MUL, -0.1) GM:AddSkillModifier(trinket, SKILLMOD_MEDGUN_FIRE_DELAY_MUL, -0.2) trinket = GM:AddTrinket("Remedial Booster", "remedy", false, supveles, supweles, 3, "+8% medic tool effectiveness") GM:AddSkillModifier(trinket, SKILLMOD_MEDKIT_EFFECTIVENESS_MUL, 0.08) trinket = GM:AddTrinket("Maintenance Suite", "mainsuite", false, supveles, supweles, 2, "+10% zapper and repair field range\n-7% zapper and repair field delay\n+10% turret range") GM:AddSkillModifier(trinket, SKILLMOD_FIELD_RANGE_MUL, 0.1) GM:AddSkillModifier(trinket, SKILLMOD_FIELD_DELAY_MUL, -0.07) GM:AddSkillModifier(trinket, SKILLMOD_TURRET_RANGE_MUL, 0.1) trinket = GM:AddTrinket("Control Platform", "controlplat", false, supveles, supweles, 2, "+15% controllable health\n+15% controllable speed\n+20% manhack damage") GM:AddSkillModifier(trinket, SKILLMOD_CONTROLLABLE_HEALTH_MUL, 0.15) GM:AddSkillModifier(trinket, SKILLMOD_CONTROLLABLE_SPEED_MUL, 0.15) GM:AddSkillModifier(trinket, SKILLMOD_MANHACK_DAMAGE_MUL, 0.2) trinket = GM:AddTrinket("Projectile Guidance", "projguide", false, supveles, supweles, 2, "+25% projectile speed") GM:AddSkillModifier(trinket, SKILLMOD_PROJ_SPEED, 0.25) trinket = GM:AddTrinket("Projectile Weight", "projwei", false, supveles, supweles, 2, "-50% projectile speed\n+5% projectile damage") GM:AddSkillModifier(trinket, SKILLMOD_PROJ_SPEED, -0.5) GM:AddSkillModifier(trinket, SKILLMOD_PROJECTILE_DAMAGE_MUL, 0.05) local ectov = { ["base"] = { type = "Model", model = "models/props_junk/glassjug01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.381, 2.617, 2.062), angle = Angle(180, 12.243, 0), size = Vector(0.6, 0.6, 0.6), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_c17/oildrum001.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, 4.07), angle = Angle(180, 12.243, 0), size = Vector(0.123, 0.123, 0.085), color = Color(0, 0, 255, 255), surpresslightning = true, material = "models/shiny", skin = 0, bodygroup = {} } } local ectow = { ["base"] = { type = "Model", model = "models/props_junk/glassjug01.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(2.506, 1.82, 1.758), angle = Angle(-164.991, 19.691, 8.255), size = Vector(0.6, 0.6, 0.6), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }, ["base+"] = { type = "Model", model = "models/props_c17/oildrum001.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "base", pos = Vector(0, 0, 4.07), angle = Angle(180, 12.243, 0), size = Vector(0.123, 0.123, 0.085), color = Color(0, 0, 255, 255), surpresslightning = true, material = "models/shiny", skin = 0, bodygroup = {} } } trinket = GM:AddTrinket("Reactive Chemicals", "reachem", false, ectov, ectow, 3, "+30% explosive damage taken\n+10% explosive damage radius") GM:AddSkillModifier(trinket, SKILLMOD_EXP_DAMAGE_TAKEN_MUL, 0.3) GM:AddSkillModifier(trinket, SKILLMOD_EXP_DAMAGE_RADIUS, 0.1) trinket = GM:AddTrinket("Operations Matrix", "opsmatrix", false, supveles, supweles, 4, "+15% zapper and repair field range\n-13% zapper and repair field delay\n+15% turret range") GM:AddSkillModifier(trinket, SKILLMOD_FIELD_RANGE_MUL, 0.15) GM:AddSkillModifier(trinket, SKILLMOD_FIELD_DELAY_MUL, -0.13) GM:AddSkillModifier(trinket, SKILLMOD_TURRET_RANGE_MUL, 0.15) GM:AddSkillModifier(GM:AddTrinket("Acquisitions Manifest", "acqmanifest", false, supveles, supweles, 2, "-6% resupply delay time"), SKILLMOD_RESUPPLY_DELAY_MUL, -0.06) GM:AddSkillModifier(GM:AddTrinket("Procurement Manifest", "promanifest", false, supveles, supweles, 4, "-9% resupply delay time"), SKILLMOD_RESUPPLY_DELAY_MUL, -0.09) -- Boss Trinkets local blcorev = { ["black_core_2+"] = { type = "Sprite", sprite = "effects/splashwake1", bone = "ValveBiped.Bip01_Spine4", rel = "black_core", pos = Vector(0, 0.1, -0.201), size = { x = 10, y = 10 }, color = Color(0, 0, 0, 255), nocull = false, additive = false, vertexalpha = true, vertexcolor = true, ignorez = true}, ["black_core"] = { type = "Model", model = "models/dav0r/hoverball.mdl", bone = "ValveBiped.Grenade_body", rel = "", pos = Vector(0, 0.5, -1.701), angle = Angle(0, 0, 0), size = Vector(0.349, 0.349, 0.349), color = Color(20, 20, 20, 255), surpresslightning = false, material = "models/shiny", skin = 0, bodygroup = {} }, ["black_core_2"] = { type = "Sprite", sprite = "effects/splashwake3", bone = "ValveBiped.Bip01_Spine4", rel = "black_core", pos = Vector(0, 0.1, -0.201), size = { x = 7.697, y = 7.697 }, color = Color(0, 0, 0, 255), nocull = false, additive = false, vertexalpha = true, vertexcolor = true, ignorez = true} } local blcorew = { ["black_core_2"] = { type = "Sprite", sprite = "effects/splashwake3", bone = "ValveBiped.Bip01_R_Hand", rel = "black_core", pos = Vector(0, 0.1, -0.201), size = { x = 7.697, y = 7.697 }, color = Color(0, 0, 0, 255), nocull = false, additive = false, vertexalpha = true, vertexcolor = true, ignorez = false}, ["black_core_2+"] = { type = "Sprite", sprite = "effects/splashwake1", bone = "ValveBiped.Bip01_R_Hand", rel = "black_core", pos = Vector(0, 0.1, -0.201), size = { x = 10, y = 10 }, color = Color(0, 0, 0, 255), nocull = false, additive = false, vertexalpha = true, vertexcolor = true, ignorez = false}, ["black_core"] = { type = "Model", model = "models/dav0r/hoverball.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 2, 0), angle = Angle(0, 0, 0), size = Vector(0.349, 0.349, 0.349), color = Color(20, 20, 20, 255), surpresslightning = false, material = "models/shiny", skin = 0, bodygroup = {} } } GM:AddTrinket("Bleak Soul", "bleaksoul", false, blcorev, blcorew, nil, "Blinds and knocks zombies away when attacked\nRecharges every 35 seconds") trinket = GM:AddTrinket("Spirit Essence", "spiritess", false, nil, { ["black_core_2"] = { type = "Sprite", sprite = "effects/splashwake3", bone = "ValveBiped.Bip01_R_Hand", rel = "black_core", pos = Vector(0, 0.1, -0.201), size = { x = 7.697, y = 7.697 }, color = Color(255, 255, 255, 255), nocull = false, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false}, ["black_core_2+"] = { type = "Sprite", sprite = "effects/splashwake1", bone = "ValveBiped.Bip01_R_Hand", rel = "black_core", pos = Vector(0, 0.1, -0.201), size = { x = 10, y = 10 }, color = Color(255, 255, 255, 255), nocull = false, additive = true, vertexalpha = true, vertexcolor = true, ignorez = false}, ["black_core"] = { type = "Model", model = "models/dav0r/hoverball.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4, 2, 0), angle = Angle(0, 0, 0), size = Vector(0.349, 0.349, 0.349), color = Color(255, 255, 255, 255), surpresslightning = true, material = "models/shiny", skin = 0, bodygroup = {} } }, nil, "+10% jump height.") GM:AddSkillModifier(trinket, SKILLMOD_JUMPPOWER_MUL, 0.13) -- Starter Trinkets trinket, trinketwep = GM:AddTrinket("Armband", "armband", false, mveles, mweles, nil, "-10% melee swing impact delay\n-6% melee damage taken") GM:AddSkillModifier(trinket, SKILLMOD_MELEE_SWING_DELAY_MUL, -0.1) GM:AddSkillModifier(trinket, SKILLMOD_MELEE_DAMAGE_TAKEN_MUL, -0.06) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Condiments", "condiments", false, supveles, supweles, nil, "+20% recovery from food\n-20% time to eat food") GM:AddSkillModifier(trinket, SKILLMOD_FOODRECOVERY_MUL, 0.20) GM:AddSkillModifier(trinket, SKILLMOD_FOODEATTIME_MUL, -0.20) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Escape Manual", "emanual", false, develes, deweles, nil, "+20% phasing speed\n-12% low health slow intensity") GM:AddSkillModifier(trinket, SKILLMOD_BARRICADE_PHASE_SPEED_MUL, 0.20) GM:AddSkillModifier(trinket, SKILLMOD_LOW_HEALTH_SLOW_MUL, -0.12) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Aiming Aid", "aimaid", false, develes, deweles, nil, "+5% tighter aiming reticule\n-7% reduced effect of aim shake effects") GM:AddSkillModifier(trinket, SKILLMOD_AIMSPREAD_MUL, -0.05) GM:AddSkillModifier(trinket, SKILLMOD_AIM_SHAKE_MUL, -0.06) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Vitamin Capsules", "vitamins", false, hpveles, hpweles, nil, "+5 maximum health\n-12% poison damage taken") GM:AddSkillModifier(trinket, SKILLMOD_HEALTH, 5) GM:AddSkillModifier(trinket, SKILLMOD_POISON_DAMAGE_TAKEN_MUL, -0.12) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Welfare Shield", "welfare", false, hpveles, hpweles, nil, "-5% resupply delay\n-7% self damage taken") GM:AddSkillModifier(trinket, SKILLMOD_RESUPPLY_DELAY_MUL, -0.05) GM:AddSkillModifier(trinket, SKILLMOD_SELF_DAMAGE_MUL, -0.07) trinketwep.PermitDismantle = true trinket, trinketwep = GM:AddTrinket("Chemistry Set", "chemistry", false, hpveles, hpweles, nil, "+6% medic tool effectiveness\n+12% cloud bomb time") GM:AddSkillModifier(trinket, SKILLMOD_MEDKIT_EFFECTIVENESS_MUL, 0.06) GM:AddSkillModifier(trinket, SKILLMOD_CLOUD_TIME, 0.12) trinketwep.PermitDismantle = true