Garry's Mod

Garry's Mod

[GPerks] Offical Perks
 此主题已被置顶,因此可能具有重要性
just_legris.lua  [开发者] 8 月 25 日 上午 2:43
Suggestions
Your Suggestions
< >
正在显示第 1 - 11 条,共 11 条留言
meme machine 8 月 31 日 上午 11:33 
commands (add/remove blood points)
just_legris.lua  [开发者] 8 月 31 日 上午 11:41 
sv_setbp * player name * * bp count *
meme machine 8 月 31 日 下午 10:30 
also make it work on npc's (PLEASE)
Nasty Ned 9 月 4 日 下午 11:17 
Loving this so far, it's definitely setting off my armchair game developer instincts, so I'm going to write them down here.

Magic Pouch: Slowly recover ammo for all HL2 ammo types up to a certain threshold over time (i.e. capped out at 90 SMG ammo, 3 RPG rockets, 12 shotgun shells, etc) if you have less.

Natural Armor: If you are at 100 HP or more, all healing recieved is converted to armor (maybe at 50% efficiency if that seems too strong? Could synergize well with perks like Long Live.)

Hunted and Hunter: If your aura is visible to a player, you can see their aura as well. (Alternatively:when your aura is revealed, the revealing player's aura becomes visible to you for a few seconds, might be less of a headache to implement).

Invictus: Regenerate 1 HP every half second, but only up to a threshold equal to your armor level (i.e. if you have 56 suit power, you only regenerate up to 56 HP.) This will allow players to heal with armor pickups without making them able to outheal damage passively since armor breaks first in fights.
Micdon 9 月 5 日 下午 10:32 
Could we have a blacklist/whitelist function to filter certain perks. Otherwise, very good addon.
CommonSay 9 月 7 日 上午 7:36 
Perk idea: Dependent

Any form of healing unrelated to a perk instantly, and totally heals you, and your maximum health is increased by 25. However, you start to regularly take damage after one minute, with the rate of damage increasing as you fail to heal. Healing perks are also disabled while taking damage from this perk.
chococat 10 月 3 日 上午 2:37 
New Perk Idea: Quaking Tremors

Firmly Plant Your Foot Into The Ground, Locking Yourself In Place, And After A 1.9 Second Wind Up Twist It And Make A Row Of 28 Rock Spikes Shoot Up One At A Time Very Quickly. The Spikes Will Follow The Direction Of Your Camera And You Get Put Into 3rd Person During The Perk. These Spikes Act Like A Wall That You Can Use To Trap People And Hitting People With The Spikes Will Deal 8 Damage And Can Hit One Person 4 Times. After 12 Seconds The Spikes Will Crumble And Sink Into The Ground And The Ability Has A 36 Second Cool Down

(Yes, This Is Literally John Doe's Corrupt Energy, But It's A Cool Move Ok?)
Nasty Ned 10 月 6 日 下午 4:25 
Magic Pouch seems kinda strange to balance since all the ammo types recover at the same speed, I can see why it got heavily nerfed after initial implementation -- it made slower, more powerful weapons effectively infinite. The only problem now is that it is almost useless for pistol, SMG and pulse ammo even though those slower weapons are in a pretty good spot now.
Maybe keep the interval at 10 seconds, but have it restore varying amounts of ammo depending on the type? i.e. 1 RPG/grenade, but also 5 SMG, 4 Pulse, 3 Pistol, and 2 357/shotgun. It wouldn't even need an additional clamp to make sure it regenerates up to exactly the threshold if you don't want to bother coding that, since having 90 SMG ammo versus 94 is really not going to affect a fight's outcome.

I also can't seem to get Natural Armor to function. I've tried pickups, Self Care, Long Live and Eternal Rest but can't seem to restore armor.
I'd like to suggest the following idea for a perk:

"Juggernaut"

The idea is that the player receives a high damage reduction, or a huge amount of health (depending on your choice), in exchange for being quite slow. The icon could be any image of the Juggernaut from MW2.
Nasty Ned 11 月 10 日 下午 7:40 
After using this mod for a while, I find myself with a lot of bloodpoints and nothing to spend them on. What about some perks that actively consume BP for certain benefits?

Some examples:

Pointman: Every 2 seconds, all cooldowns tick an additional second (including other passives that occur every X seconds). Lose 1 Bloodpoint every time this happens.

Breaking Points: A portion of damage you take is taken as Bloodpoints instead (i.e. if you would have taken 100 damage, take 60 and lose 40 bloodpoints).

Pressure Points: Gain +15% damage dealt. Every time you shoot, lose 5 Bloodpoints.

This could also be a balancing tool for some activated abilities.
レン 11 月 22 日 下午 2:26 
I love this mod, i've got some ideas that sounds interesting
here they are-
Blitz bunny: on spawn gains +60 run/walk speed but loses 40 percent of your health and the shield is limited to 75

Ambusher: when you activate this ability the next shot you take does +10% damage dealt and takes -40 run/walk speed of its target for 5 sec (cooldown 47 sec)

Berserker: the more damage you receive you'll get +1.5% damage dealt
< >
正在显示第 1 - 11 条,共 11 条留言
每页显示数: 1530 50