53743b1aee
Random starting loadouts now include things that aren't weapons (ammo, traits, etc.). Added an option to disable the automatic suicide when changing zombie classes. Zombies will no longer receive damage resistance when only one human remains. Players can no longer claim the arsenal crate that gets spawned in the human spawn when nobody has one. Any player can pack it up though. The Ghoul's ghoul touch special ability has been changed. It will no longer slow targets but will debuff them for the next 10 seconds. They will take 40% more damage (the extra damage is attributed to the person who ghoul touched them last) for the next 10 seconds as well as slightly disorienting them. The Ghoul movement speed has been reduced from 185 to 170. Added crafting recipe: 'Waraxe' Handgun. Combine two 'Battleaxe' Handguns to craft this. Slightly better version of the Owens. The Flesh Creeper model has been changed to one that doesn't have severely awkward hitboxes. The Flesh Creeper can no longer jump and attack at the same time. The Lead Pipe special trait has been changed from a disorientation to a severe view punch/snap on a global cooldown of 1.5 seconds. The Regenerative trait is now 1 health every 6 seconds under 50% health instead of 1 health every 5 seconds under 50% health. Fast Zombie Legs have been changed to be a slightly faster but slightly weaker version of Zombie Legs. Zombies that have just spawned or enter zombie gas will now have a temporary buff which gives 25% extra speed and 40% damage resistance. This buff lasts for 3 seconds and is refreshed by entering the gas. Gas will no longer heal. Zombies with this buff on will strobe dark green. Added crafting recipe: Bladehack. Combine a saw blade with a manhack to get this. Slower but has more health, does more damage, and has less of a knockback when hitting something. Resupply Boxes now award the owner a point for every 2 people who use their box instead of every single person (so half as many points). Fixed Fast Zombie Legs spawning much more abundantly than intended. Fixed Flesh Creepers not being able to jump over obstacles due to their insanely low jump height. Fixed zombies taking themselves in to account when calculating horde damage resistance (bosses always had full resistance because of this). Fixed allowing people to use worth menu after redeeming.
279 lines
10 KiB
Lua
279 lines
10 KiB
Lua
-- Weapon sets that humans can start with if they choose RANDOM.
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GM.StartLoadouts = {
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{"pshtr", "3pcp", "2pcp", "csknf"},
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{"btlax", "3pcp", "zpaxe", "stone"},
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{"stbbr", "3rcp", "zpcpot", "stone"},
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{"tossr", "3smgcp", "2smgcp", "zpplnk", "stone"},
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{"blstr", "3sgcp", "2sgcp", "csknf"},
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{"owens", "3pcp", "2pcp", "csknf"},
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{"zpcpot", "medkit", "150mkit"},
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{"crklr", "3arcp", "2arcp", "zpplnk", "stone"},
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{"crphmr", "6nails", "hook"},
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{"blstr", "pipe"}
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}
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GM.BossZombies = CreateConVar("zs_bosszombies", "1", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Summon a boss zombie in the middle of each wave break."):GetBool()
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cvars.AddChangeCallback("zs_bosszombies", function(cvar, oldvalue, newvalue)
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GAMEMODE.BossZombies = tonumber(newvalue) == 1
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end)
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GM.OutnumberedHealthBonus = CreateConVar("zs_outnumberedhealthbonus", "4", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Give zombies some extra maximum health if there are less than or equal to this many zombies. 0 to disable."):GetInt()
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cvars.AddChangeCallback("zs_outnumberedhealthbonus", function(cvar, oldvalue, newvalue)
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GAMEMODE.OutnumberedHealthBonus = tonumber(newvalue) or 0
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end)
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GM.PantsMode = CreateConVar("zs_pantsmode", "0", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Only the dead can know peace from this evil."):GetBool()
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cvars.AddChangeCallback("zs_pantsmode", function(cvar, oldvalue, newvalue)
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GAMEMODE:SetPantsMode(tonumber(newvalue) == 1)
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end)
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GM.ClassicMode = CreateConVar("zs_classicmode", "0", FCVAR_ARCHIVE + FCVAR_NOTIFY, "No nails, no class selection, final destination."):GetBool()
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cvars.AddChangeCallback("zs_classicmode", function(cvar, oldvalue, newvalue)
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GAMEMODE:SetClassicMode(tonumber(newvalue) == 1)
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end)
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GM.BabyMode = CreateConVar("zs_babymode", "0", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Babby mode."):GetBool()
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cvars.AddChangeCallback("zs_babymode", function(cvar, oldvalue, newvalue)
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GAMEMODE:SetBabyMode(tonumber(newvalue) == 1)
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end)
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GM.EndWaveHealthBonus = CreateConVar("zs_endwavehealthbonus", "0", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Humans will get this much health after every wave. 0 to disable."):GetInt()
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cvars.AddChangeCallback("zs_endwavehealthbonus", function(cvar, oldvalue, newvalue)
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GAMEMODE.EndWaveHealthBonus = tonumber(newvalue) or 0
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end)
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GM.GibLifeTime = CreateConVar("zs_giblifetime", "25", FCVAR_ARCHIVE, "Specifies how many seconds player gibs will stay in the world if not eaten or destroyed."):GetFloat()
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cvars.AddChangeCallback("zs_giblifetime", function(cvar, oldvalue, newvalue)
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GAMEMODE.GibLifeTime = tonumber(newvalue) or 1
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end)
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GM.GriefForgiveness = math.ceil(100 * CreateConVar("zs_grief_forgiveness", "0.5", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Scales the damage given to griefable objects by this amount. Does not actually prevent damage, it only decides how much of a penalty to give the player. Use smaller values for more forgiving, larger for less forgiving."):GetFloat()) * 0.01
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cvars.AddChangeCallback("zs_grief_forgiveness", function(cvar, oldvalue, newvalue)
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GAMEMODE.GriefForgiveness = math.ceil(100 * (tonumber(newvalue) or 1)) * 0.01
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end)
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GM.GriefStrict = CreateConVar("zs_grief_strict", "1", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Anti-griefing system. Gives points and eventually health penalties to humans who destroy friendly barricades."):GetBool()
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cvars.AddChangeCallback("zs_grief_strict", function(cvar, oldvalue, newvalue)
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GAMEMODE.GriefStrict = tonumber(newvalue) == 1
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end)
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GM.GriefMinimumHealth = CreateConVar("zs_grief_minimumhealth", "100", FCVAR_ARCHIVE + FCVAR_NOTIFY, "The minimum health for an object to be considered griefable."):GetInt()
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cvars.AddChangeCallback("zs_grief_minimumhealth", function(cvar, oldvalue, newvalue)
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GAMEMODE.GriefMinimumHealth = tonumber(newvalue) or 100
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end)
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GM.GriefDamageMultiplier = math.ceil(100 * CreateConVar("zs_grief_damagemultiplier", "0.5", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Multiplies damage done to griefable objects from humans by this amount."):GetFloat()) * 0.01
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cvars.AddChangeCallback("zs_grief_damagemultiplier", function(cvar, oldvalue, newvalue)
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GAMEMODE.GriefDamageMultiplier = math.ceil(100 * (tonumber(newvalue) or 0.5)) * 0.01
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end)
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GM.GriefReflectThreshold = CreateConVar("zs_grief_reflectthreshold", "-5", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Start giving damage if the player has less than this many points."):GetInt()
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cvars.AddChangeCallback("zs_grief_reflectthreshold", function(cvar, oldvalue, newvalue)
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GAMEMODE.GriefReflectThreshold = tonumber(newvalue) or -5
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end)
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GM.MaxPropsInBarricade = CreateConVar("zs_maxpropsinbarricade", "8", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Limits the amount of props that can be in one 'contraption' of nails."):GetInt()
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cvars.AddChangeCallback("zs_maxpropsinbarricade", function(cvar, oldvalue, newvalue)
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GAMEMODE.MaxPropsInBarricade = tonumber(newvalue) or 8
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end)
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GM.MaxDroppedItems = CreateConVar("zs_maxdroppeditems", "32", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Maximum amount of dropped items. Prevents spam or lag when lots of people die."):GetInt()
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cvars.AddChangeCallback("zs_maxdroppeditems", function(cvar, oldvalue, newvalue)
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GAMEMODE.MaxDroppedItems = tonumber(newvalue) or 32
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end)
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GM.NailHealthPerRepair = CreateConVar("zs_nailhealthperrepair", "10", FCVAR_ARCHIVE + FCVAR_NOTIFY, "How much health a nail gets when being repaired."):GetInt()
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cvars.AddChangeCallback("zs_nailhealthperrepair", function(cvar, oldvalue, newvalue)
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GAMEMODE.NailHealthPerRepair = tonumber(newvalue) or 1
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end)
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GM.NoPropDamageFromHumanMelee = CreateConVar("zs_nopropdamagefromhumanmelee", "1", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Melee from humans doesn't damage props."):GetBool()
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cvars.AddChangeCallback("zs_nopropdamagefromhumanmelee", function(cvar, oldvalue, newvalue)
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GAMEMODE.NoPropDamageFromHumanMelee = tonumber(newvalue) == 1
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end)
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GM.MedkitPointsPerHealth = CreateConVar("zs_medkitpointsperhealth", "5", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Specifies the amount of healing for players to be given a point. For use with the medkit and such."):GetInt()
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cvars.AddChangeCallback("zs_medkitpointsperhealth", function(cvar, oldvalue, newvalue)
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GAMEMODE.MedkitPointsPerHealth = tonumber(newvalue) or 1
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end)
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GM.RepairPointsPerHealth = CreateConVar("zs_repairpointsperhealth", "30", FCVAR_ARCHIVE + FCVAR_NOTIFY, "Specifies the amount of repairing for players to be given a point. For use with nails and such."):GetInt()
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cvars.AddChangeCallback("zs_repairpointsperhealth", function(cvar, oldvalue, newvalue)
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GAMEMODE.RepairPointsPerHealth = tonumber(newvalue) or 1
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end)
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local function GetMostKey(key, top)
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top = top or 0
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local toppl
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for _, pl in pairs(player.GetAll()) do
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if pl[key] and pl[key] > top then
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top = pl[key]
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toppl = pl
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end
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end
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if toppl and top > 0 then
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return toppl, top
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end
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end
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local function GetMostFunc(func, top)
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top = top or 0
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local toppl
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for _, pl in pairs(player.GetAll()) do
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local amount = pl[func](pl)
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if amount > top then
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top = amount
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toppl = pl
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end
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end
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if toppl and top > 0 then
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return toppl, top
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end
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end
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GM.HonorableMentions[HM_MOSTZOMBIESKILLED].GetPlayer = function(self)
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return GetMostKey("ZombiesKilled")
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end
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GM.HonorableMentions[HM_MOSTBRAINSEATEN].GetPlayer = function(self)
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return GetMostKey("BrainsEaten")
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end
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GM.HonorableMentions[HM_SCARECROW].GetPlayer = function(self)
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return GetMostKey("CrowKills")
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end
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GM.HonorableMentions[HM_CROWFIGHTER].GetPlayer = function(self)
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return GetMostKey("CrowVsCrowKills")
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end
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GM.HonorableMentions[HM_CROWBARRICADEDAMAGE].GetPlayer = function(self)
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return GetMostKey("CrowBarricadeDamage")
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end
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GM.HonorableMentions[HM_BARRICADEDESTROYER].GetPlayer = function(self)
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return GetMostKey("BarricadeDamage")
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end
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GM.HonorableMentions[HM_SPAWNPOINT].GetPlayer = function(self)
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return GetMostKey("DynamicSpawnedOn")
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end
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GM.HonorableMentions[HM_HANDYMAN].GetPlayer = function(self)
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local pl, amount = GetMostKey("RepairedThisRound")
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if pl and amount then
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return pl, math.ceil(amount)
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end
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end
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GM.HonorableMentions[HM_LASTHUMAN].GetPlayer = function(self)
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if self.TheLastHuman and self.TheLastHuman:IsValid() then return self.TheLastHuman end
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end
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GM.HonorableMentions[HM_MOSTHELPFUL].GetPlayer = function(self)
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return GetMostKey("ZombiesKilledAssists")
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end
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GM.HonorableMentions[HM_GOODDOCTOR].GetPlayer = function(self)
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return GetMostKey("HealedThisRound")
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end
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GM.HonorableMentions[HM_MOSTDAMAGETOUNDEAD].GetPlayer = function(self)
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local top = 0
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local toppl
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for _, pl in pairs(player.GetAll()) do
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if pl.DamageDealt and pl.DamageDealt[TEAM_HUMAN] > top then
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top = pl.DamageDealt[TEAM_HUMAN]
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toppl = pl
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end
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end
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if toppl and top >= 1 then
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return toppl, math.ceil(top)
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end
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end
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GM.HonorableMentions[HM_MOSTDAMAGETOHUMANS].GetPlayer = function(self)
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local top = 0
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local toppl
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for _, pl in pairs(player.GetAll()) do
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if pl.DamageDealt and pl.DamageDealt[TEAM_UNDEAD] > top then
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top = pl.DamageDealt[TEAM_UNDEAD]
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toppl = pl
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end
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end
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if toppl and top >= 1 then
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return toppl, math.ceil(top)
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end
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end
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GM.HonorableMentions[HM_LASTBITE].GetPlayer = function(self)
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if LAST_BITE and LAST_BITE:IsValid() then
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return LAST_BITE
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end
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end
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GM.HonorableMentions[HM_USEFULTOOPPOSITE].GetPlayer = function(self)
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local pl, mag = GetMostFunc("Deaths")
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if mag and mag >= 30 then
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return pl, mag
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end
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end
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GM.HonorableMentions[HM_PACIFIST].GetPlayer = function(self)
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if WINNER == TEAM_HUMAN then
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for _, pl in pairs(player.GetAll()) do
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if pl.ZombiesKilled == 0 and pl:Team() == TEAM_HUMAN then return pl end
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end
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end
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end
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GM.HonorableMentions[HM_STUPID].GetPlayer = function(self)
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local dist = 99999
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local finalpl
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for _, pl in pairs(player.GetAll()) do
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if pl.ZombieSpawnDeathDistance and pl.ZombieSpawnDeathDistance < dist then
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finalpl = pl
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dist = pl.ZombieSpawnDeathDistance
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end
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end
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if finalpl and dist <= 1000 then
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return finalpl, math.ceil(dist / 12)
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end
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end
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GM.HonorableMentions[HM_OUTLANDER].GetPlayer = function(self)
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local dist = 0
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local finalpl
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for _, pl in pairs(player.GetAll()) do
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if pl.ZombieSpawnDeathDistance and dist < pl.ZombieSpawnDeathDistance then
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finalpl = pl
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dist = pl.ZombieSpawnDeathDistance
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end
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end
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if finalpl and 8000 <= dist then
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return finalpl, math.ceil(dist / 12)
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end
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end
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GM.HonorableMentions[HM_SALESMAN].GetPlayer = function(self)
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return GetMostKey("PointsCommission")
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end
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GM.HonorableMentions[HM_WAREHOUSE].GetPlayer = function(self)
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return GetMostKey("ResupplyBoxUsedByOthers")
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end
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GM.HonorableMentions[HM_NESTDESTROYER].GetPlayer = function(self)
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return GetMostKey("NestsDestroyed")
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end
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GM.HonorableMentions[HM_NESTMASTER].GetPlayer = function(self)
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return GetMostKey("NestSpawns")
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end
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