1
0
Fork 0

ASK ME ABOUT MY DINNERS

This commit is contained in:
Akira Olivia Pink 2025-06-18 16:58:23 -03:00
parent 802df9a44f
commit 17622aafc2
402 changed files with 148506 additions and 27111 deletions

View file

@ -170,6 +170,7 @@
},
"active": "9838d81e3d14d8d7",
"lastOpenFiles": [
"3d_models/akira/model 4.13/avatar.png",
"pixel_art/controlstrip_genders.aseprite",
"drawings/junk/akirapink_AuroraBorealisConcept.xcf",
"drawings/akirapink_sharedcollective_higordon.aseprite",
@ -186,7 +187,6 @@
"memes/akirapink_c_ob_fbx_horrorbasement.png",
"drawings/akirapink-FWD-astra_underscore-astraverse.aseprite",
"drawings/net_Akirapink_ppdat.aseprite",
"memes/net.akirapink.gordon_secured_powered_by_the_dragon.xcf",
"TH.md",
"writings/SharedCollective/Obesk Embassy.md",
"writings/SharedCollective/Missy's Talk - Life, Identity, Death.md",

Binary file not shown.

Binary file not shown.

Binary file not shown.

BIN
3d_models/akira/04_coin.ogg Normal file

Binary file not shown.

BIN
3d_models/akira/05_grab.ogg Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View file

Before

Width:  |  Height:  |  Size: 1.4 MiB

After

Width:  |  Height:  |  Size: 1.4 MiB

Binary file not shown.

View file

@ -0,0 +1,155 @@
local IMMUNITIES = {
Movement = false,
Charter = false
}
--- @class MovementAPI
local movement = {}
--- @class CharterIntegration
local CharterIntegration = {}
local page = {
immunities = IMMUNITIES,
movement = function (state, self)
IMMUNITIES.Movement = state
host:actionbar("§fMovement Immunity: " .. tostring(IMMUNITIES.Movement))
end,
charter = function (state, self)
IMMUNITIES.Charter = state
host:actionbar("§6Charter Immunity: " .. tostring(IMMUNITIES.Charter))
end
}
---Divine Dominance's clamping of position. Creates the "stuck in the field" effect.
---@param c1 Vector3
---@param c2 Vector3
---@return boolean; return false to symbolize that you don't want this to happen. Any CI-compliant avatar will cancel upon returning false.
function CharterIntegration:DD_ClampPos(c1, c2)
if IMMUNITIES.Charter or not player:isLoaded() then return false end
local p = player:getPos()
local newVec = vec(
math.clamp(p.x, c1.x, c2.x),
math.clamp(p.y, c1.y, c2.y),
math.clamp(p.z, c1.z, c2.z)
)
if newVec ~= p then
c1 = c1 + 0.01
c2 = c2 - 0.01
newVec = vec(
math.clamp(p.x, c1.x, c2.x),
math.clamp(p.y, c1.y+0.1, c2.y),
math.clamp(p.z, c1.z, c2.z)
)
movement.SetPos(newVec)
if p.y ~= newVec.y then
movement.AddVelocity(0,0.1,0)
end
end
return true
end
---Function that is called when the player is caught in the Divine Dominance's area of effect.
---@param attacker string
---@return boolean; return false to symbolize that you don't want this to happen. Any CI-compliant avatar will cancel upon returning false.
function CharterIntegration:DD_Collapse(attacker)
if IMMUNITIES.Charter or not player:isLoaded() then return false end
movement.AddVelocity(0,60,0)
return true
end
---Function that is called when the player is hit by the Lesser Divinity
---@param attacker string
---@return boolean?; return false to symbolize that you don't want this to happen. Any CI-compliant avatar will cancel upon returning false.
function CharterIntegration:LD_Hit(attacker)
if IMMUNITIES.Charter or not player:isLoaded() then return end
movement.AddVelocity(0,60,0)
return true
end
---Function that is called when the player is hit by the Broken Lesser Divinity
---@param attacker string
---@return boolean?; return false to symbolize that you don't want this to happen. Any CI-compliant avatar will cancel upon returning false.
function CharterIntegration:BLD_Hit(attacker)
if IMMUNITIES.Charter or not player:isLoaded() then return end
movement.AddVelocity(-30 ,30,0)
return true
end
---Adds velocity to the player.
---@param x integer | Vector3
---@param y integer?
---@param z integer?
function movement.AddVelocity(x, y, z)
if IMMUNITIES.Movement or not player:isLoaded() then return end
local velocity
if type(x) == "number" then
velocity = vec(x,y--[[@as number]],z--[[@as number]])
else
velocity = x
end
if host:isHost() and goofy then
goofy:setVelocity((getActualPlayerVelocity() + velocity):clampLength(-60, 60)--[[@as Vector3]])
end
end
---Adds velocity to the player.
---@param x integer | Vector3
---@param y integer?
---@param z integer?
function movement.SetVelocity(x, y, z)
if IMMUNITIES.Movement or not player:isLoaded() then return end
local velocity
if type(x) == "number" then
velocity = vec(x,y--[[@as number]],z--[[@as number]])
else
velocity = x
end
if host:isHost() and goofy then
goofy:setVelocity(velocity:clampLength(-60, 60))
end
end
--- Sets the position of the player.
---@param x integer | Vector3
---@param y integer?
---@param z integer?
function movement.SetPos(x, y, z)
if IMMUNITIES.Movement or not player:isLoaded() then return end
local pos
if type(x) == "number" then
pos = vec(x,y--[[@as number]],z--[[@as number]])
else
pos = x
end
if host:isHost() and goofy then
goofy:setPos(pos)
end
end
--- Sets the position of the player.
---@param x integer | Vector3
---@param y integer?
---@param z integer?
function movement.ThrowToPos(x, y, z)
if IMMUNITIES.Movement or not player:isLoaded() then return end
local pos
if type(x) == "number" then
pos = vec(x,y--[[@as number]],z--[[@as number]])
else
pos = x
end
if host:isHost() and goofy then
goofy:setVelocity((pos - player:getPos()):clampLength(-60, 60))
end
end
function getActualPlayerVelocity()
return vec(table.unpack(player:getNbt().Motion))
end
avatar:store("MovementAPI", movement)
avatar:store("CharterIntegration", CharterIntegration)
return page

View file

@ -1,6 +1,5 @@
-- V1.14 for 0.1.0 and above
-- V2.1 for 0.1.0 and above
-- Made by JimmyHelp
-- Contains Manuel's runLater
local anims = {}
@ -10,16 +9,18 @@ local controllerMT = {__index = controller}
local objects = {}
local exList = {
"idling",
"walking",
"walkingback",
"jumpingup",
"jumpingdown",
"falling",
"sprinting",
"idle",
"walk",
"walkback",
"jumpup",
"jumpdown",
"walkjumpup",
"walkjumpdown",
"fall",
"sprint",
"sprintjumpup",
"sprintjumpdown",
"crouching",
"crouch",
"crouchwalk",
"crouchwalkback",
"crouchjumpup",
@ -27,27 +28,27 @@ local exList = {
"elytra",
"elytradown",
"trident",
"sleeping",
"swimming",
"sitting",
"sleep",
"swim",
"sit",
"sitmove",
"sitmoveback",
"sitjumpup",
"sitjumpdown",
"sitpass",
"crawling",
"crawl",
"crawlstill",
"flying",
"fly",
"flywalk",
"flywalkback",
"flysprint",
"flyup",
"flydown",
"climbing",
"climb",
"climbstill",
"climbdown",
"climbcrouch",
"climbcrouchwalking",
"climbcrouchwalk",
"water",
"waterwalk",
"waterwalkback",
@ -91,12 +92,6 @@ local incList = {
"brushL",
}
--[[local oldList = {} -- simply make the list again
for key, _ in pairs(aList) do
oldList[key] = {active = false}
end]]
local GSAnimBlend
for _, key in ipairs(listFiles(nil,true)) do
if key:find("GSAnimBlend$") then
@ -134,16 +129,28 @@ function controller:setBlendTimes(ex,inc)
return self
end
local function getSeg(name)
local words = {}
for word in name:gmatch("[^_]+") do
words[#words+1] = word
end
return words
end
local flyinit
local function addAnims(bb,o)
local listy = o.aList
for _,anim in pairs(bb) do
for name,animation in pairs(anim) do
if name:find("fly") then flyinit = true end
local words = getSeg(name)
if not flyinit then
if words[1]:find("fly") then
flyinit = true
end
end
for key, _ in pairs(o.aList) do
if name:find(key.."$") then
if words[1] == key then
listy[key].list[#listy[key].list+1] = animation
break
end
end
end
@ -163,26 +170,6 @@ function controller:setAnims(anim,ifFly)
return self
end
---- Run Later by manuel_2867 ----
local tmrs={}
local t=0
---Schedules a function to run after a certain amount of ticks
---@param ticks number|function Amount of ticks to wait, or a predicate function to check each tick until it returns true
---@param next function Function to run after amount of ticks, or after the predicate function returned true
local function wait(ticks,next)
local x=type(ticks)=="number"
table.insert(tmrs,{t=x and t+ticks,p=x and function()end or ticks,n=next})
end
function events.TICK()
t=t+1
for key,timer in pairs(tmrs) do
if timer.p()or(timer.t and t >= timer.t)then
timer.n()
tmrs[key]=nil
end
end
end
local fallVel = -0.6
---@param vel? number
function anims:setFallVel(vel)
@ -286,37 +273,50 @@ function controller:getAnimationStates(spec)
if type(spec) ~= "string" and spec ~= nil then
error("The animation state is a non-string value ("..type(spec).."), must be a string or nil.",2)
end
if spec then
return self.aList[spec].active
else
local states = {}
for k,v in pairs(self.aList) do
states[k] = v.active
end
if spec then return self.aList[spec].active else return states end
return states
end
end
local function setAnimation(anim,override,state,o)
local saved = o.aList[anim]
local exists = true
local words = {}
for _,value in pairs(saved.list) do
if value:getName() == state..anim then
if not saved.active and saved.stop then break end
value:setPlaying(saved.active and not override)
if saved.active and saved.stop and not override then
value:stop():play()
end
if getSeg(value:getName())[2] == state then
exists = false
end
end
for _, value in pairs(saved.list) do
words = getSeg(value:getName())
if not words[2] then words[2] = not exists and "" or state end
if words[2] == "outro" then words[3] = "outro" words[2] = "" end
if words[1] == anim then
if words[3] == "outro" then
if words[2] == state then -- outro anims
value:setPlaying(not saved.active and not override)
else
value:stop()
end
else
if words[2] == state then -- not outro anims
if not saved.active and saved.stop then break end
if saved.active and saved.stop and not override then
value:restart()
end
value:setPlaying(saved.active and not override)
else
value:stop()
end
end
for _,value in pairs(saved.list) do
if exists and value:getName() == anim then
if not saved.active and saved.stop then break end
if saved.active and saved.stop and not override then
value:stop():play()
break
end
value:setPlaying(saved.active and not override)
else
value:stop()
end
end
end
@ -332,6 +332,7 @@ local yvel, grounded, oldgrounded, hasJumped, cFlying, oldcFlying
local cooldown = false
local updateTimer = 0
local toggleDiff
local timer = 10
local function getInfo()
if host:isHost() then
if flyinit then
@ -397,7 +398,13 @@ local function getInfo()
if oldgrounded ~= grounded and not grounded and yvel > 0 then
cooldown = true
wait(10,function() cooldown = false end)
timer = 0
end
if timer < 11 then
timer = timer + 1
end
if timer == 11 then
cooldown = false
end
if (oldgrounded ~= grounded and not grounded and yvel > 0) and canJump then hasJumped = true end
@ -468,7 +475,7 @@ local function getInfo()
ob.flydown.active = creativeFlying and goingDown
ob.flywalk.active = creativeFlying and forward and (not (goingDown or goingUp)) and not sleeping or (ob.flysprint.active and next(ob.flysprint.list)==nil) or (ob.flywalkback.active and next(ob.flywalkback.list)==nil)
or (ob.flyup.active and next(ob.flyup.list)==nil) or (ob.flydown.active and next(ob.flydown.list)==nil)
ob.flying.active = creativeFlying and not sprinting and not moving and standing and not isJumping and (not (goingDown or goingUp)) and not sleeping or (ob.flywalk.active and next(ob.flywalk.list)==nil)
ob.fly.active = creativeFlying and not sprinting and not moving and standing and not isJumping and (not (goingDown or goingUp)) and not sleeping or (ob.flywalk.active and next(ob.flywalk.list)==nil)
ob.watercrouchwalkback.active = inWater and crouching and backward and not goingDown
ob.watercrouchwalk.active = inWater and crouching and forward and not (goingDown or goingUp) or (ob.watercrouchwalkback.active and next(ob.watercrouchwalkback.list)==nil)
@ -486,9 +493,9 @@ local function getInfo()
ob.crawlstill.active = crawling and not moving
ob.crawling.active = crawling and moving or (ob.crawlstill.active and next(ob.crawlstill.list)==nil)
ob.crawl.active = crawling and moving or (ob.crawlstill.active and next(ob.crawlstill.list)==nil)
ob.swimming.active = liquidSwim or (ob.crawling.active and next(ob.crawling.list)==nil)
ob.swim.active = liquidSwim or (ob.crawl.active and next(ob.crawl.list)==nil)
ob.elytradown.active = gliding and goingDown
ob.elytra.active = gliding and not goingDown or (ob.elytradown.active and next(ob.elytradown.list)==nil)
@ -498,37 +505,38 @@ local function getInfo()
ob.sitjumpup.active = sitting and not passenger and jumpingUp and standing or (ob.sitjumpdown.active and next(ob.sitjumpdown.list)==nil)
ob.sitmoveback.active = sitting and not passenger and not isJumping and backwards and standing
ob.sitmove.active = velocity:length() > 0 and not passenger and not backwards and standing and sitting and not isJumping or (ob.sitmoveback.active and next(ob.sitmoveback.list)==nil) or (ob.sitjumpup.active and next(ob.sitjumpup.list)==nil)
ob.sitting.active = sitting and not passenger and velocity:length() == 0 and not isJumping and standing or (ob.sitmove.active and next(ob.sitmove.list)==nil) or (ob.sitpass.active and next(ob.sitpass.list)==nil) or false
ob.sit.active = sitting and not passenger and velocity:length() == 0 and not isJumping and standing or (ob.sitmove.active and next(ob.sitmove.list)==nil) or (ob.sitpass.active and next(ob.sitpass.list)==nil) or false
ob.trident.active = spin
ob.sleeping.active = sleeping
ob.climbcrouchwalking.active = ladder and crouching and not inWater and (moving or yvel ~= 0)
ob.climbcrouch.active = ladder and crouching and hover and not moving or (ob.climbcrouchwalking.active and next(ob.climbcrouchwalking.list)==nil)
ob.sleep.active = sleeping
ob.climbcrouchwalk.active = ladder and crouching and not inWater and (moving or yvel ~= 0)
ob.climbcrouch.active = ladder and crouching and hover and not moving or (ob.climbcrouchwalk.active and next(ob.climbcrouchwalk.list)==nil)
ob.climbdown.active = ladder and goingDown and not crouching
ob.climbstill.active = ladder and not crouching and hover
ob.climbing.active = ladder and goingUp and not crouching or (ob.climbdown.active and next(ob.climbdown.list)==nil) or (ob.climbstill.active and next(ob.climbstill.list)==nil)
ob.climb.active = ladder and goingUp and not crouching or (ob.climbdown.active and next(ob.climbdown.list)==nil) or (ob.climbstill.active and next(ob.climbstill.list)==nil)
ob.crouchjumpdown.active = crouching and jumpingDown and not inWater and not ladder
ob.crouchjumpup.active = crouching and jumpingUp and not inWater and not ladder or (not oneJump and (ob.crouchjumpdown.active and next(ob.crouchjumpdown.list)==nil))
ob.crouchwalkback.active = backward and crouching and not inWater and not ladder or (ob.watercrouchwalkback.active and next(ob.watercrouchwalkback.list)==nil and next(ob.watercrouchwalk.list)==nil and next(ob.watercrouch.list)==nil)
ob.crouchwalk.active = forward and crouching and not (jumpingDown or jumpingUp) and not inWater and not ladder or (ob.crouchwalkback.active and next(ob.crouchwalkback.list)==nil) or (not oneJump and (ob.crouchjumpup.active and next(ob.crouchjumpup.list)==nil)) or ((ob.watercrouchwalk.active and not ob.watercrouchwalkback.active) and next(ob.watercrouchwalk.list)==nil and next(ob.watercrouch.list)==nil)
ob.crouching.active = crouching and not walking and not inWater and not isJumping and not ladder and not cooldown or (ob.crouchwalk.active and next(ob.crouchwalk.list)==nil) or (ob.climbcrouch.active and next(ob.climbcrouch.list)==nil) or ((ob.watercrouch.active and not ob.watercrouchwalk.active) and next(ob.watercrouch.list)==nil)
ob.crouch.active = crouching and not walking and not inWater and not isJumping and not ladder and not cooldown or (ob.crouchwalk.active and next(ob.crouchwalk.list)==nil) or (ob.climbcrouch.active and next(ob.climbcrouch.list)==nil) or ((ob.watercrouch.active and not ob.watercrouchwalk.active) and next(ob.watercrouch.list)==nil)
ob.falling.active = falling and not gliding and not creativeFlying and not sitting
ob.fall.active = falling and not gliding and not creativeFlying and not sitting
ob.sprintjumpdown.active = jumpingDown and sprinting and not creativeFlying and not ladder or false
ob.sprintjumpup.active = jumpingUp and sprinting and not creativeFlying and not ladder or (not oneJump and (ob.sprintjumpdown.active and next(ob.sprintjumpdown.list)==nil)) or false
ob.jumpingdown.active = jumpingDown and not ladder and not sprinting and not crouching and not sitting and not sleeping and not gliding and not creativeFlying and not spin and not inWater or (ob.falling.active and next(ob.falling.list)==nil) or (oneJump and (ob.sprintjumpdown.active and next(ob.sprintjumpdown.list)==nil)) or (oneJump and (ob.crouchjumpdown.active and next(ob.crouchjumpdown.list)==nil))
ob.jumpingup.active = jumpingUp and not ladder and not sprinting and not crouching and not sitting and not creativeFlying and not inWater or (ob.jumpingdown.active and next(ob.jumpingdown.list)==nil) or (ob.trident.active and next(ob.trident.list)==nil) or (oneJump and (ob.sprintjumpup.active and next(ob.sprintjumpup.list)==nil)) or (oneJump and (ob.crouchjumpup.active and next(ob.crouchjumpup.list)==nil))
ob.walkjumpdown.active = jumpingDown and moving and not ladder and not sprinting and not crouching and not sitting and not sleeping and not gliding and not creativeFlying and not spin and not inWater
ob.walkjumpup.active = jumpingUp and moving and not ladder and not sprinting and not crouching and not sitting and not creativeFlying and not inWater or (not oneJump and (ob.walkjumpdown.active and next(ob.walkjumpdown.list)==nil)) or false
ob.jumpdown.active = jumpingDown and not moving and not ladder and not sprinting and not crouching and not sitting and not sleeping and not gliding and not creativeFlying and not spin and not inWater or (ob.fall.active and next(ob.fall.list)==nil) or (oneJump and (ob.sprintjumpdown.active and next(ob.sprintjumpdown.list)==nil)) or (oneJump and (ob.crouchjumpdown.active and next(ob.crouchjumpdown.list)==nil)) or (oneJump and (ob.walkjumpdown.active and next(ob.walkjumpdown.list)==nil))
ob.jumpup.active = jumpingUp and not moving and not ladder and not sprinting and not crouching and not sitting and not creativeFlying and not inWater or (ob.jumpdown.active and next(ob.jumpdown.list)==nil) or (ob.trident.active and next(ob.trident.list)==nil) or (oneJump and (ob.sprintjumpup.active and next(ob.sprintjumpup.list)==nil)) or (oneJump and (ob.walkjumpup.active and next(ob.walkjumpup.list)==nil))
ob.sprinting.active = sprinting and not isJumping and not creativeFlying and not ladder and not cooldown and not inWater or (not oneJump and (ob.sprintjumpup.active and next(ob.sprintjumpup.list)==nil)) or false
ob.walkingback.active = backward and standing and not creativeFlying and not ladder and not inWater or (ob.flywalkback.active and next(ob.flywalkback.list)==nil and next(ob.flywalk.list)==nil and next(ob.flying.list)==nil)
ob.walking.active = forward and standing and not creativeFlying and not ladder and not cooldown and not inWater or (ob.walkingback.active and next(ob.walkingback.list)==nil) or (ob.sprinting.active and next(ob.sprinting.list)==nil) or (ob.climbing.active and next(ob.climbing.list)==nil)
or (ob.swimming.active and next(ob.swimming.list)==nil) or (ob.elytra.active and next(ob.elytra.list)==nil) or (ob.jumpingup.active and next(ob.jumpingup.list)==nil) or (ob.waterwalk.active and (next(ob.waterwalk.list)==nil and next(ob.water.list)==nil)) or ((ob.flywalk.active and not ob.flywalkback.active) and next(ob.flywalk.list)==nil and next(ob.flying.list)==nil)
or (ob.crouchwalk.active and (next(ob.crouchwalk)==nil or next(ob.crouching.list)==nil))
ob.idling.active = not moving and not sprinting and standing and not isJumping and not sitting and not inWater and not creativeFlying and not ladder or (ob.sleeping.active and next(ob.sleeping.list)==nil) or (ob.sitting.active and next(ob.sitting.list)==nil)
or ((ob.water.active and not ob.waterwalk.active) and next(ob.water.list)==nil) or ((ob.flying.active and not ob.flywalk.active) and next(ob.flying.list)==nil) or ((ob.crouching.active and not ob.crouchwalk.active) and next(ob.crouching.list)==nil)
ob.sprint.active = sprinting and not isJumping and not creativeFlying and not ladder and not cooldown and not inWater or (not oneJump and (ob.sprintjumpup.active and next(ob.sprintjumpup.list)==nil)) or false
ob.walkback.active = backward and standing and not creativeFlying and not ladder and not inWater or (ob.flywalkback.active and next(ob.flywalkback.list)==nil and next(ob.flywalk.list)==nil and next(ob.fly.list)==nil)
ob.walk.active = forward and standing and not creativeFlying and not ladder and not cooldown and not inWater or (ob.walkback.active and next(ob.walkback.list)==nil) or (ob.sprint.active and next(ob.sprint.list)==nil) or (ob.climb.active and next(ob.climb.list)==nil)
or (ob.swim.active and next(ob.swim.list)==nil) or (ob.elytra.active and next(ob.elytra.list)==nil) or (ob.waterwalk.active and (next(ob.waterwalk.list)==nil and next(ob.water.list)==nil)) or ((ob.flywalk.active and not ob.flywalkback.active) and next(ob.flywalk.list)==nil and next(ob.fly.list)==nil)
or (ob.crouchwalk.active and (next(ob.crouchwalk)==nil and next(ob.crouch.list)==nil)) or (not oneJump and ob.walkjumpup.active and next(ob.walkjumpup.list)==nil)
ob.idle.active = not moving and not sprinting and standing and not isJumping and not sitting and not inWater and not creativeFlying and not ladder or (ob.sleep.active and next(ob.sleep.list)==nil) or (ob.sit.active and next(ob.sit.list)==nil)
or ((ob.water.active and not ob.waterwalk.active) and next(ob.water.list)==nil) or ((ob.fly.active and not ob.flywalk.active) and next(ob.fly.list)==nil) or ((ob.crouch.active and not ob.crouchwalk.active) and next(ob.crouch.list)==nil) or (ob.jumpup.active and next(ob.jumpup.list)==nil)
ob.death.active = hp <= 0
ob.hurt.active = player:getNbt().HurtTime > 0 and hp > 0

View file

@ -0,0 +1,197 @@
local action_wheel_sounds = {
open={"minecraft:item.bundle.insert", 1.4},
close={"minecraft:item.bundle.remove_one", 0.7},
hover={"minecraft:block.copper_bulb.turn_on", 1.5},
leftClick={"minecraft:block.stone_pressure_plate.click_on", 0.8},
rightClick={"minecraft:block.stone_pressure_plate.click_off", 0.6},
toggle={"minecraft:block.wooden_button.click_on", 0.8},
untoggle={"minecraft:block.wooden_button.click_off", 0.6},
scroll={"minecraft:block.copper_bulb.turn_on"},
}
if host:isHost() then
if false then
---@diagnostic disable: duplicate-set-field, duplicate-doc-field, duplicate-doc-alias
---@diagnostic disable: missing-return, unused-local, lowercase-global, unreachable-code
---@class Action
---The function that is executed when the mouse starts hovering on this action.
---@field hover? function
local Action
---Sets the function that executed when the mouse starts hovering over the action.
---@generic self
---@param self self
---@param func? fun(self?: Action)
---@return self
function Action:setOnHover(func) end
---Sets the function that executed when the mouse starts hovering over the action.
---@generic self
---@param self self
---@param func? fun(self?: Action)
---@return self
function Action:onHover(func) end
---@diagnostic enable: duplicate-set-field, duplicate-doc-field, duplicate-doc-alias
---@diagnostic enable: missing-return, unused-local, lowercase-global, unreachable-code
end
setmetatable(action_wheel_sounds, {
__index={
onLeftClick=action_wheel_sounds.leftClick,
setOnLeftClick=action_wheel_sounds.leftClick,
onRightClick=action_wheel_sounds.rightClick,
setOnRightClick=action_wheel_sounds.rightClick,
onToggle=action_wheel_sounds.toggle,
setOnToggle=action_wheel_sounds.toggle,
onUntoggle=action_wheel_sounds.untoggle,
setOnUntoggle=action_wheel_sounds.untoggle,
onScroll=action_wheel_sounds.scroll,
setOnScroll=action_wheel_sounds.scroll,
}
})
local scroll = 0
local acted = false
local Action__index = figuraMetatables.Action.__index
local Action__newindex = figuraMetatables.Action.__newindex
local hovers = {}
figuraMetatables.Action.__newindex = function(self, key, value)
if key == "leftClick" or key == "rightClick" or key == "toggle" or key == "untoggle" then
return Action__newindex(self, key, function(...)
local nkey = key
if nkey == "toggle" and not (({...})[1]) then
nkey = "untoggle"
end
sounds:playSound(action_wheel_sounds[nkey][1], player:getPos(), 1, action_wheel_sounds[nkey][2])
acted = true
return value(...)
end)
elseif key == "scroll" then
return Action__newindex(self, key, function(...)
scroll = scroll + ({...})[1]
local p1 = math.pow(2,(scroll%24 - 12) / 12)
local p2 = math.pow(2,((scroll+12) % 24 - 12) / 12)
local v1 = (12-math.abs(-12+scroll%24))/12
local v2 = (12-math.abs(-12+((scroll+12)%24)))/12
sounds:playSound(action_wheel_sounds[key][1], player:getPos(), v1, p1)
sounds:playSound(action_wheel_sounds[key][1], player:getPos(), v2, p2)
return value(...)
end)
elseif key == "hover" then
hovers[self] = value
return
end
return Action__newindex(self, key, value)
end
figuraMetatables.Action.__index = function(self, key)
if key == "setOnLeftClick" or key == "onLeftClick" or key == "setOnRightClick" or key == "onRightClick" or key == "onToggle" or key == "setOnToggle" or key == "setOnUntoggle" or key == "onUntoggle" then
return function(slf,callback)
return Action__index(slf, key)(slf, function(...)
local nkey = key
if (nkey == "setOnToggle" or key == "onToggle") and not (({...})[1]) then
nkey = "setOnUntoggle"
end
sounds:playSound(action_wheel_sounds[nkey][1], player:getPos(), 1, action_wheel_sounds[nkey][2])
acted = true
return callback(...)
end)
end
elseif key == "setOnScroll" or key == "onScroll" then
return function(slf,callback)
return Action__index(slf, key)(slf, function(...)
scroll = scroll + ({...})[1]
local p1 = math.pow(2,(scroll%24 - 12) / 12)
local p2 = math.pow(2,((scroll+12) % 24 - 12) / 12)
local v1 = math.abs(math.sin(scroll/7.64))
local v2 = math.abs(math.sin(((scroll+12)%24)/7.64))
sounds:playSound(action_wheel_sounds[key][1], player:getPos(), v1, p1)
sounds:playSound(action_wheel_sounds[key][1], player:getPos(), v2, p2)
return callback(...)
end)
end
elseif key=="hover" then
return hovers[self]
elseif key=="setOnHover" or key=="onHover" then
return function(slf,callback)
hovers[slf] = callback
return slf
end
end
return Action__index(self, key)
end
local e = action_wheel:isEnabled()
local x,y,d,r,_d,_r,c = 0,0,0,0,0,0,0
local function border(n)
return _r <= n and r > n or r <= n and _r > n
end
local regions = {}
local function changedAction()
regions = {}
local dist = 19*client.getGuiScale()
local ret = _d < dist
if c == 0 then
return false
elseif c == 1 then
regions[1] = 360
return d > dist and r > 180 and (_d < dist or border(180))
elseif c%2 == 0 then
for i=1,c do
ret = ret or border(i*(360/c))
regions[i] = i*(360/c)
end
else
for i=1,c do
if i < c/2 then
ret = ret or border(i*(360/(c-1)))
regions[i] = i*(360/(c-1))
else
ret = ret or border((i+1)*(360/(c+1)))
regions[i] = (i+1)*(360/(c+1))
end
end
end
return d > dist and ret
end
function events.MOUSE_MOVE(dx,dy)
x,y = x+dx, y+dy
d = math.sqrt(x*x+y*y)
r = math.deg(math.atan2(x,y))+180
if action_wheel:isEnabled() and changedAction() then
local current = 0
for index, region in ipairs(regions) do
if r <= region then
current = index
break
end
end
local page = action_wheel:getCurrentPage()
if page and current ~= 0 then
current = c - current + 1 + (page:getSlotsShift()-1) * 8
local action = page:getAction(current)
if action.hover then action:hover() end
end
scroll = 0
sounds:playSound(action_wheel_sounds["hover"][1], player:getPos(), 1, action_wheel_sounds["hover"][2])
end
_d, _r = d, r
end
function events.TICK()
if action_wheel:isEnabled() and not e then
x,y,d,r,_d,_r = 0,0,0,0,0,0
sounds:playSound(action_wheel_sounds["open"][1], player:getPos(), 1, action_wheel_sounds["open"][2])
elseif not action_wheel:isEnabled() and e and not acted then
sounds:playSound(action_wheel_sounds["close"][1], player:getPos(), 1, action_wheel_sounds["close"][2])
end
acted = false
e = action_wheel:isEnabled()
local page = action_wheel:getCurrentPage()
if not page then return end
c = #page:getActions()
local s = action_wheel:getCurrentPage():getSlotsShift()
while s > 1 do
c = c - 8
s = s - 1
end
c = math.min(c, 8)
end
end
return action_wheel_sounds

View file

@ -1,28 +1,32 @@
models.akira_eiko_olivia_pink.tauntfx:setPrimaryRenderType("EMISSIVE")
--EMOTES--
local mainPage = action_wheel:newPage()
action_wheel:setPage(mainPage)
function pings.Follow()
animations.akira_olivia_pink.followMe:play()
function pings.Wave()
animations.akira_eiko_olivia_pink.wave:play()
end
---
function pings.Wave()
animations.akira_olivia_pink.wave:play()
function pings.Follow()
animations.akira_eiko_olivia_pink.followMe:play()
end
---
function pings.Clap()
animations.akira_olivia_pink.clap:play()
animations.akira_eiko_olivia_pink.clap:play()
end
---
-- function pings.Gun(state)
-- animations.akira_olivia_pink.ready_gun:setPlaying(state)
-- end
---
function pings.Sitting(state)
animations.akira_olivia_pink.sit_emote:setPlaying(state)
animations.akira_eiko_olivia_pink.sit_emote:setPlaying(state)
end
---
---
-- function pings.Gun(state)
-- animations.akira_eiko_olivia_pink.ready_gun:setPlaying(state)
-- end
--------------------------------------------------------------------
mainPage:newAction()
@ -31,7 +35,6 @@ mainPage:newAction()
:hoverColor(1,1,0)
:onLeftClick(pings.Wave)
mainPage:newAction()
:title("Follow Me")
:item("minecraft:compass")
@ -50,9 +53,114 @@ mainPage:newAction()
:hoverColor(1,1,0)
:onToggle(pings.Sitting)
mainPage:newAction()
:title("Taunt")
:item("minecraft:nether_star")
:hoverColor(1,1,0)
:onLeftClick(function()
if buffer < 5 then return end
pings.action5_click(math.random(#randAnims))
buffer = 0
end)
-- mainPage:newAction()
-- :title("Gun")
-- :item("minecraft:crossbow")
-- :hoverColor(1,1,0)
-- :onToggle(pings.Gun)
soundTable = {
"bookspin",
"punchspin",
"fryspin"
}
-- function pings.action5_click()
-- models.akira_eiko_olivia_pink.preRender = function(delta)
-- if not player:isLoaded() then return end
-- math.random(#randAnims)
-- end
-- end
-- local taunt = keybinds:newKeybind("Taunt", "key.keyboard.b")
-- taunt.press = pings.action5_click
-- CREDIT: grandpa_scout on Figura Discord ( 373116290115829760 )
-- CREDIT: jimmyhelp on Figura Discord ( 1344410975830409441 )
local randAnims = {
animations.akira_eiko_olivia_pink.taunt_01,
animations.akira_eiko_olivia_pink.taunt_02,
animations.akira_eiko_olivia_pink.taunt_03,
animations.akira_eiko_olivia_pink.taunt_04,
animations.akira_eiko_olivia_pink.taunt_05,
animations.akira_eiko_olivia_pink.taunt_06,
animations.akira_eiko_olivia_pink.taunt_07,
animations.akira_eiko_olivia_pink.taunt_08,
animations.akira_eiko_olivia_pink.taunt_09,
animations.akira_eiko_olivia_pink.taunt_10,
animations.akira_eiko_olivia_pink.taunt_11,
animations.akira_eiko_olivia_pink.taunt_12,
-- animations.akira_eiko_olivia_pink.taunt_13,
-- animations.akira_eiko_olivia_pink.taunt_11,
-- animations.akira_eiko_olivia_pink.taunt_14,
-- animations.akira_eiko_olivia_pink.taunt_15,
-- animations.akira_eiko_olivia_pink.taunt_16,
}
buffer = 0
function events.tick()
if buffer < 5 then
buffer = buffer + 1
end
end
function pings.action5_click(number)
if not player:isLoaded() then return end
randAnims[number]:play()
animations.akira_eiko_olivia_pink.taunt_effect:play()
end
local taunt = keybinds:newKeybind("Taunt", "key.keyboard.b")
taunt.press = function()
if buffer < 5 then return end
-- if buffer < 10 then return print("You are being rate limited.") end
pings.action5_click(math.random(#randAnims))
buffer = 0
end
-- CREDIT: Stevelocks on Figura Discord ( 709164804144758814 )
--[[
local mainPage = action_wheel:newPage()
function pings.taunt()
if clock > -5 then return 0 end
renderer:setShadowRadius(0)
local current_anim = anim_table[state.selected_anim]
--print(state.selected_anim)
current_anim:setBlendTime(1)
current_anim:play()
animations.model.taunt:setBlendTime(1)
animations.model.taunt:play()
models.model.center.bBillboardtaunt:setVisible(true)
sounds:playSound("taunt", player:getPos(), 1, 1, false)
models.model.center:setParentType("World")
local playerPos = player:getPos()
local playerRot = player:getRot()
root_part:setPos(playerPos.x * 16, (playerPos.y) * 16, playerPos.z * 16)
root_part:setRot(0, 180 - (playerRot.y % 360), 0)
root_part:setLight(15,15)
clock = 7
end
]]

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 559 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 565 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 942 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 573 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 951 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 548 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.4 KiB

After

Width:  |  Height:  |  Size: 970 B

Binary file not shown.

View file

@ -5,5 +5,10 @@
],
"name": "Akira Eiko Olivia Pink (v4)",
"description":"The Last Human on the Internet",
"color": "#ff73d3"
"color": "#ff73d3",
"customizations": {
"akira_eiko_olivia_pink.root": {
"smooth": false
}
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 459 B

View file

@ -0,0 +1,7 @@
-- local movement = require("CharterIntegration")
-- local explode = keybinds:newKeybind("Explode", "key.keyboard.period")
--
-- function explode.press()
-- movement.setVelocity(0,6,0)
-- sounds:playSound("entity.generic.explode", player:getPos(), 1, 1, false)
-- end

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 737 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 445 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 255 B

View file

@ -1,29 +1,186 @@
require("GSAnimBlend")
local anims = require("EZAnims")
local example = anims:addBBModel(animations.akira_olivia_pink)
local example = anims:addBBModel(animations.akira_eiko_olivia_pink)
vanilla_model.PLAYER:setVisible(false)
vanilla_model.ARMOR:setVisible(false)
vanilla_model.HELD_ITEMS:setVisible(true)
vanilla_model.ELYTRA:setVisible(true)
vanilla_model.CAPE:setVisible(false)
BlendTime = 2
animations.akira_olivia_pink.sit_emote:setBlendTime(2)
vanilla_model.ELYTRA:setVisible(false)
animations.akira_eiko_olivia_pink.sit_emote:setBlendTime(2)
example:addAllOverrider(animations.akira_eiko_olivia_pink.attackL)
example:addAllOverrider(animations.akira_eiko_olivia_pink.attackR)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_01)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_02)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_03)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_04)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_05)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_06)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_07)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_08)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_09)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_10)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_11)
example:addAllOverrider(animations.akira_eiko_olivia_pink.taunt_12)
-- nameplate.All:setText('[{"text":"akirapink","color":"#ff73d3"}]')
models.akira_eiko_olivia_pink.root.RightArm.RightForeArm.RightHand.RightCamera:setPrimaryTexture("Custom", textures["camera"])
--end
function events.entity_init() -- when the avatar first loads...
curxp = player:getExperienceLevel() -- set it once so there's not immediately an error
local MovementAPI = player:getVariable().MovementAPI
end
-- models.akira_olivia_pink.root.RightArm
-- :copy("RightArmCopy") -- Create a copy of the arm
-- :setParentType("models.akira_olivia_pink.root.Torso.RightArm") -- Set the parent type of the copy
-- :moveTo(models.akira_olivia_pink.root.Torso) -- Move it to some location in the model
--
--function events.RENDER(_, context)
-- local is_firstperson = context == "FIRST_PERSON"f
-- models.akira_olivia_pink.root.Torso.RightArm:setVisible(not is_firstperson)
-- models.akira_olivia_pink.root.Torso:setVisible(not is_firstperson)
-- models.akira_olivia_pink.root.Torso.backpack:setVisible(not is_firstperson)
-- models.akira_olivia_pink.root.Torso.RightArmCopy:setVisible(is_firstperson)
-- bladeHeld = false
-- local sword = keybinds:newKeybind("Show Sword", "key.keyboard.p")
-- function sword.press()
-- bladeHeld = not bladeHeld
-- end
-- local afkMod = require("FOXAPI.api").afk -- Require FOXAPI's AFK module
local camera = keybinds:newKeybind("Show Camcorder", "key.keyboard.z")
local keyHeld = false
function camera.press()
sounds:playSound("item.spyglass.use", player:getPos(), 1, 1, false)
models.akira_eiko_olivia_pink.root.RightArm.RightForeArm.RightHand.RightCamera:setVisible(true)
animations.akira_eiko_olivia_pink.spyglog2:setPlaying(true)
keyHeld = true
end
function camera.release()
sounds:playSound("item.spyglass.stop", player:getPos(), 1, 1, false)
models.akira_eiko_olivia_pink.root.RightArm.RightForeArm.RightHand.RightCamera:setVisible(false)
animations.akira_eiko_olivia_pink.spyglog2:setPlaying(false)
keyHeld = false
end
-- afkMod.config.timeUntilAFK = 40
---@param dirVec Vector3
---@return Vector3
local function directionToEuler(dirVec)
local yaw = math.atan2(dirVec.x, dirVec.z)
local pitch = math.atan2(dirVec.y, dirVec.xz:length())
return vec(-pitch, -yaw, 0)
end
---@param dirVec Vector3
---@return Vector3
local function directionToEulerDegree(dirVec)
local yaw = math.atan2(dirVec.x, dirVec.z)
local pitch = math.atan2(dirVec.y, dirVec.xz:length())
return vec(-math.deg(pitch), -math.deg(yaw), 0)
end
function events.render(delta,context)
local firstPerson = context == "FIRST_PERSON"
models.akira_eiko_olivia_pink.root.Head:setVisible(not (renderer:isFirstPerson() and context == "OTHER"))
if keyHeld then
models.akira_eiko_olivia_pink.root.RightArm:setVisible(not (renderer:isFirstPerson() and context == "OTHER"))
end
end
function events.tick() -- every tick...
if curxp < player:getExperienceLevel() then -- ...compare LV to what it was, and if it's higher...
sounds:playSound("levelup", player:getPos(), 0.15, 1) -- ... Your LOVE increased! (plays the sound)
end
curxp = player:getExperienceLevel() -- set the value again so it doesn't play constantly
-- if wasAFK ~= afkMod.isAFK then
-- animations.akira_eiko_olivia_pink.afk_loop:setPlaying(afkMod.isAFK) -- Animation to play when you become AFK
-- animations.akira_eiko_olivia_pink.afk_end:setPlaying(not afkMod.isAFK) -- Animation to play when you stop being AFK
-- end
end
-- wasAFK = afkMod.isAFKlocal
randAnims = {
animations.akira_eiko_olivia_pink.taunt_01,
animations.akira_eiko_olivia_pink.taunt_02,
animations.akira_eiko_olivia_pink.taunt_03,
animations.akira_eiko_olivia_pink.taunt_04,
animations.akira_eiko_olivia_pink.taunt_05,
animations.akira_eiko_olivia_pink.taunt_06,
animations.akira_eiko_olivia_pink.taunt_07,
animations.akira_eiko_olivia_pink.taunt_08,
animations.akira_eiko_olivia_pink.taunt_09,
animations.akira_eiko_olivia_pink.taunt_10,
animations.akira_eiko_olivia_pink.taunt_11,
animations.akira_eiko_olivia_pink.taunt_12,
-- animations.akira_eiko_olivia_pink.taunt_13,
-- animations.akira_eiko_olivia_pink.taunt_11,
-- animations.akira_eiko_olivia_pink.taunt_14,
-- animations.akira_eiko_olivia_pink.taunt_15,
-- animations.akira_eiko_olivia_pink.taunt_16,
}
function models.akira_eiko_olivia_pink.preRender()
if keyHeld then
models.akira_eiko_olivia_pink.root.RightArm:setOffsetRot(vanilla_model.HEAD:getOriginRot())
else
models.akira_eiko_olivia_pink.root.RightArm:setOffsetRot(0)
end
end
--change nameplate
function events.POST_RENDER(delta)
-- Get the world-space position of the head plus the offset of the nameplate.
local head_pos = models.akira_eiko_olivia_pink.root.Head:partToWorldMatrix():apply():add(0, 0.89375)
-- Get the offset Minecraft uses to determine where the nameplate goes.
local plate_offset = vec(0, player:getBoundingBox().y + 0.5, 0)
-- Combine the player's position with that offset to get the plate's world position.
local plate_pos = player:getPos(delta):add(plate_offset)
-- Add the difference between the head and plates world positions to the plate offset.
nameplate.ENTITY:setPivot(plate_offset:add(head_pos:sub(plate_pos)))
end
local bladeHeld = false
function pings.examplePing(state)
bladeHeld = state
end
local exampleKey = keybinds:newKeybind("Show Rose Gold Rapier", "key.keyboard.p")
exampleKey.press = function()
bladeHeld = not bladeHeld
pings.examplePing(bladeHeld)
end
function events.item_render(item)
if item:getName()=="Rose Gold Rapier" or bladeHeld then
return models.akira_eiko_olivia_pink.ItemRapier
else if item:getName()=="Pool Noodle" then
return models.akira_eiko_olivia_pink.ItemNoodle
end
end
end
-- animations.akira_eiko_olivia_pink.spyglassL:setBlendTime(0)
-- animations.akira_eiko_olivia_pink.spyglassR:setBlendTime(0)
--replaces Spyglass with custom Camera
-- CREDIT: asteroidandroid on Figura Discord ( 316032015097135114 )
--[[
function events.item_render(item, mode, pos, rot, scale, left)
if mode:find("LEFT") then
if item.id:find("spyglass") then
models.akira_eiko_olivia_pink.root.LeftArm.LeftForeArm.LeftHand.LeftCamera:setVisible(true)
models.akira_eiko_olivia_pink.root.RightArm.RightForeArm.RightHand.RightCamera:setVisible(false)
return models.akira_eiko_olivia_pink.ItemSpyglass
end
else
if item.id:find("spyglass") then
models.akira_eiko_olivia_pink.root.LeftArm.LeftForeArm.LeftHand.LeftCamera:setVisible(false)
models.akira_eiko_olivia_pink.root.RightArm.RightForeArm.RightHand.RightCamera:setVisible(true)
return models.akira_eiko_olivia_pink.ItemSpyglass
end
end
end
]]
--hide vanilla elytra model
vanilla_model.ELYTRA:setVisible(false)

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

View file

Before

Width:  |  Height:  |  Size: 1.8 MiB

After

Width:  |  Height:  |  Size: 1.8 MiB

File diff suppressed because one or more lines are too long

View file

@ -0,0 +1,707 @@
{
"meta": {
"format_version": "4.10",
"model_format": "free",
"box_uv": false
},
"name": "rose_gold_rapier",
"model_identifier": "",
"visible_box": [1, 1, 0],
"variable_placeholders": "",
"variable_placeholder_buttons": [],
"timeline_setups": [],
"unhandled_root_fields": {},
"resolution": {
"width": 16,
"height": 16
},
"elements": [
{
"name": "cube",
"box_uv": false,
"rescale": false,
"locked": false,
"light_emission": 0,
"render_order": "default",
"allow_mirror_modeling": true,
"from": [-8, 0, 0],
"to": [8, 16, 0],
"autouv": 0,
"color": 2,
"rotation": [0, 0, -45],
"origin": [0, 8, 0],
"faces": {
"north": {
"uv": [0, 0, 16, 16],
"texture": 0
},
"east": {
"uv": [0, 0, 2, 16],
"texture": 0
},
"south": {
"uv": [16, 0, 0, 16],
"texture": 0
},
"west": {
"uv": [0, 0, 2, 16],
"texture": 0
},
"up": {
"uv": [0, 0, 16, 2],
"texture": 0
},
"down": {
"uv": [0, 0, 16, 2],
"texture": 0
}
},
"type": "cube",
"uuid": "052db693-c868-d28b-90ae-afa5264d3d55"
},
{
"name": "cube",
"color": 7,
"origin": [0, 0, 0],
"rotation": [0, 0, 0],
"export": true,
"visibility": true,
"locked": false,
"render_order": "default",
"allow_mirror_modeling": true,
"vertices": {
"y0YO": [2.35858, 3.35858, 0.5],
"2nwt": [2.35858, 3.35858, -0.5],
"5ijk": [1.65147, 2.65147, 0.5],
"6E7e": [1.65147, 2.65147, -0.5],
"OHUt": [-2.28284, 4.63137, 0.5],
"Et9g": [-2.28284, 4.63137, -0.5],
"d00m": [-2.98995, 3.92426, 0.5],
"87kM": [-2.98995, 3.92426, -0.5],
"5J2h": [-1.1, 3, 0.5],
"feTH": [-1.1, 4, 0.5],
"5ryg": [1.6, 3, 0.5],
"meiQ": [1.6, 4, 0.5],
"LUan": [-1.1, 4, -0.5],
"IV3H": [1.6, 4, -0.5],
"eeYz": [-1.1, 3, -0.5],
"CoLG": [1.6, 3, -0.5],
"iw79": [-0.6, 4.5, 0.5],
"PTHx": [-0.6, 4.5, -0.5],
"b6jv": [1.1, 4.5, 0.5],
"0q39": [1.1, 4.5, -0.5],
"dE0V": [-0.175, 4.5, 0.5],
"z4W7": [-0.175, 4.5, -0.5],
"BYKR": [0.675, 4.5, 0.5],
"Bgrj": [0.675, 4.5, -0.5],
"bOCL": [0.25, 17, 0.25],
"5B9K": [0.75, 17, 0.25],
"bFsm": [0.25, 17, -0.25],
"iv9a": [0.75, 17, -0.25],
"0McI": [-0.2, 3, -0.5],
"k62d": [-0.2, 3, 0.5],
"II3b": [0.7, 3, -0.5],
"R2Ar": [0.7, 3, 0.5],
"7qdP": [-0.2, 4, 0.5],
"BsRE": [0.7, 4, 0.5],
"B0zT": [-0.2, 4, -0.5],
"WuJC": [0.7, 4, -0.5],
"oaCv": [2.71213, 2.29792, -0.5],
"PN36": [2.71213, 2.29792, 0.5],
"CP5w": [1.71213, 2.29792, -0.5],
"FzCw": [1.71213, 2.29792, 0.5],
"jbWo": [2.21213, 1.29792, -0.5],
"24MH": [2.21213, 1.29792, 0.5],
"lwWH": [1.50503, 2.00503, -0.5],
"fNIZ": [1.50503, 2.00503, 0.5],
"KS44": [0.85147, 0.44437, -0.5],
"gqIN": [0.85147, 0.44437, 0.5],
"5yfO": [0.85147, 1.44437, -0.5],
"wDm6": [0.85147, 1.44437, 0.5],
"cUEI": [-0.2, 0, -0.5],
"HeS1": [0.7, 0, -0.5],
"FnkL": [0.7, 0, 0.5],
"KG6f": [-0.2, 0, 0.5]
},
"faces": {
"ngFzdlma": {
"uv": {
"KS44": [6, 38],
"gqIN": [5, 38],
"5yfO": [6, 40],
"wDm6": [5, 40]
},
"vertices": ["KS44", "gqIN", "5yfO", "wDm6"],
"texture": 1
},
"iAytqgE7": {
"uv": {
"87kM": [5, 40],
"d00m": [6, 40],
"Et9g": [5, 38],
"OHUt": [6, 38]
},
"vertices": ["OHUt", "Et9g", "d00m", "87kM"],
"texture": 1
},
"SBxs5SAx": {
"uv": {
"y0YO": [5, 38],
"2nwt": [5, 39],
"IV3H": [6, 39],
"meiQ": [6, 38]
},
"vertices": ["2nwt", "meiQ", "IV3H", "y0YO"],
"texture": 1
},
"B0UCV0o6": {
"uv": {
"6E7e": [9.00711, 35.99289],
"5ijk": [5.99289, 35.99289],
"5ryg": [5.99289, 36.39574],
"CoLG": [9.00711, 36.39574]
},
"vertices": ["5ijk", "CoLG", "5ryg", "6E7e"],
"texture": 1
},
"bhJ2INFx": {
"uv": {
"5ijk": [10, 40],
"y0YO": [10, 38],
"meiQ": [9, 38],
"5ryg": [9, 40]
},
"vertices": ["y0YO", "5ryg", "meiQ", "5ijk"],
"texture": 1
},
"0jtSBLvA": {
"uv": {
"6E7e": [5, 40],
"2nwt": [5, 38],
"CoLG": [6, 40],
"IV3H": [6, 38]
},
"vertices": ["6E7e", "IV3H", "CoLG", "2nwt"],
"texture": 1
},
"6t6fco1K": {
"uv": {
"d00m": [5, 40],
"OHUt": [5, 38],
"feTH": [6, 38],
"5J2h": [6, 40]
},
"vertices": ["d00m", "5J2h", "feTH", "OHUt"],
"texture": 1
},
"vjOjtUmP": {
"uv": {
"OHUt": [10, 38],
"Et9g": [10, 39],
"LUan": [9, 39],
"feTH": [9, 38]
},
"vertices": ["OHUt", "feTH", "LUan", "Et9g"],
"texture": 1
},
"oAaroQv2": {
"uv": {
"87kM": [10, 40],
"Et9g": [10, 38],
"eeYz": [9, 40],
"LUan": [9, 38]
},
"vertices": ["Et9g", "LUan", "eeYz", "87kM"],
"texture": 1
},
"st9yoHhC": {
"uv": {
"87kM": [5.99289, 36.59289],
"d00m": [9.00711, 36.59289],
"5J2h": [9.00711, 36.99574],
"eeYz": [5.99289, 36.99574]
},
"vertices": ["87kM", "eeYz", "5J2h", "d00m"],
"texture": 1
},
"4nLzXggj": {
"uv": {
"PTHx": [9.18519, 37],
"iw79": [9.81481, 37],
"feTH": [10, 38],
"LUan": [9, 38]
},
"vertices": ["iw79", "PTHx", "LUan", "feTH"],
"texture": 1
},
"3fEII5kK": {
"uv": {
"0q39": [9.81481, 37],
"b6jv": [9.18519, 37],
"IV3H": [10, 38],
"meiQ": [9, 38]
},
"vertices": ["0q39", "b6jv", "meiQ", "IV3H"],
"texture": 1
},
"NnnxXn7s": {
"uv": {
"5ryg": [9.00711, 38.00426],
"CoLG": [5.99289, 38.00426],
"R2Ar": [8.00237, 37.87093],
"II3b": [6.99763, 37.87093]
},
"vertices": ["5ryg", "II3b", "R2Ar", "CoLG"],
"texture": 1
},
"iGzTZIu6": {
"uv": {
"meiQ": [9, 38],
"5ryg": [9, 40],
"BsRE": [8, 38],
"R2Ar": [8, 40]
},
"vertices": ["meiQ", "R2Ar", "BsRE", "5ryg"],
"texture": 1
},
"P2pb7mmD": {
"uv": {
"b6jv": [8.44444, 37],
"meiQ": [9, 38],
"BsRE": [8, 38],
"BYKR": [7.81481, 37]
},
"vertices": ["b6jv", "BsRE", "BYKR", "meiQ"],
"texture": 1
},
"wpdTZtMC": {
"uv": {
"CoLG": [6, 40],
"IV3H": [6, 38],
"II3b": [7, 40],
"WuJC": [7, 38]
},
"vertices": ["CoLG", "WuJC", "II3b", "IV3H"],
"texture": 1
},
"9FhSfmrQ": {
"uv": {
"IV3H": [6, 38],
"0q39": [6.55556, 37],
"WuJC": [7, 38],
"Bgrj": [7.18519, 37]
},
"vertices": ["IV3H", "Bgrj", "WuJC", "0q39"],
"texture": 1
},
"KqIyAZ0s": {
"uv": {
"Bgrj": [7.425, 36],
"0q39": [7, 36],
"iv9a": [7, 20]
},
"vertices": ["iv9a", "0q39", "Bgrj"],
"texture": 1
},
"rCehPVVl": {
"uv": {
"b6jv": [8.425, 22],
"BYKR": [8, 22],
"5B9K": [8, 21]
},
"vertices": ["5B9K", "BYKR", "b6jv"],
"texture": 1
},
"zCPLDxPO": {
"uv": {
"0q39": [7, 37],
"b6jv": [6, 37],
"5B9K": [6, 4],
"iv9a": [7, 4]
},
"vertices": ["iv9a", "5B9K", "b6jv", "0q39"],
"texture": 1
},
"I7UZ367N": {
"uv": {
"bOCL": [7, 4],
"BYKR": [7.85, 20],
"dE0V": [7, 20],
"5B9K": [7.85, 4]
},
"vertices": ["5B9K", "bOCL", "dE0V", "BYKR"],
"texture": 1
},
"9MCez7oE": {
"uv": {
"z4W7": [7.85, 36],
"Bgrj": [7, 36],
"bFsm": [7.85, 4],
"iv9a": [7, 4]
},
"vertices": ["bFsm", "iv9a", "Bgrj", "z4W7"],
"texture": 1
},
"0BsCORS3": {
"uv": {
"bOCL": [7.425, 4],
"dE0V": [7.425, 20],
"iw79": [7, 20]
},
"vertices": ["bOCL", "iw79", "dE0V"],
"texture": 1
},
"gLVPYVad": {
"uv": {
"PTHx": [8.425, 23],
"z4W7": [8, 23],
"bFsm": [8, 22]
},
"vertices": ["bFsm", "z4W7", "PTHx"],
"texture": 1
},
"rlaX6F9K": {
"uv": {
"iw79": [9, 37],
"PTHx": [8, 37],
"bOCL": [9, 4],
"bFsm": [8, 4]
},
"vertices": ["bOCL", "bFsm", "PTHx", "iw79"],
"texture": 1
},
"4WZONxYN": {
"uv": {
"bFsm": [5.75, 39],
"bOCL": [5.75, 38],
"5B9K": [5.25, 38],
"iv9a": [5.25, 39]
},
"vertices": ["5B9K", "iv9a", "bOCL", "bFsm"],
"texture": 1
},
"PgMXIpwJ": {
"uv": {
"5J2h": [5.99289, 37.60426],
"k62d": [6.99763, 37.7376],
"0McI": [8.00237, 37.7376],
"eeYz": [9.00711, 37.60426]
},
"vertices": ["eeYz", "0McI", "k62d", "5J2h"],
"texture": 1
},
"NpIw2NXQ": {
"uv": {
"cUEI": [8.00237, 37.7376],
"HeS1": [6.99763, 37.87093],
"FnkL": [8.00237, 37.87093],
"KG6f": [6.99763, 37.7376]
},
"vertices": ["cUEI", "HeS1", "FnkL", "KG6f"],
"texture": 1
},
"T0JG1bsC": {
"uv": {
"feTH": [6, 38],
"7qdP": [7, 38],
"k62d": [7, 40],
"5J2h": [6, 40]
},
"vertices": ["5J2h", "k62d", "7qdP", "feTH"],
"texture": 1
},
"KGAtFrnV": {
"uv": {
"7qdP": [7, 38],
"BsRE": [8, 38],
"R2Ar": [8, 40],
"k62d": [7, 40]
},
"vertices": ["k62d", "R2Ar", "BsRE", "7qdP"],
"texture": 1
},
"WpfZQ5B0": {
"uv": {
"iw79": [6.55556, 37],
"7qdP": [7, 38],
"feTH": [6, 38],
"dE0V": [7.18519, 37]
},
"vertices": ["feTH", "7qdP", "dE0V", "iw79"],
"texture": 1
},
"jt5ZQCoW": {
"uv": {
"BsRE": [8, 38],
"7qdP": [7, 38],
"BYKR": [7.81481, 37],
"dE0V": [7.18519, 37]
},
"vertices": ["7qdP", "BsRE", "BYKR", "dE0V"],
"texture": 1
},
"Tv17n5sz": {
"uv": {
"eeYz": [9, 40],
"0McI": [8, 40],
"B0zT": [8, 38],
"LUan": [9, 38]
},
"vertices": ["LUan", "B0zT", "0McI", "eeYz"],
"texture": 1
},
"WM8bYnLA": {
"uv": {
"0McI": [8, 40],
"II3b": [7, 40],
"WuJC": [7, 38],
"B0zT": [8, 38]
},
"vertices": ["B0zT", "WuJC", "II3b", "0McI"],
"texture": 1
},
"By8twF7Y": {
"uv": {
"LUan": [9, 38],
"B0zT": [8, 38],
"PTHx": [8.44444, 37],
"z4W7": [7.81481, 37]
},
"vertices": ["PTHx", "z4W7", "B0zT", "LUan"],
"texture": 1
},
"8pBc2D3f": {
"uv": {
"B0zT": [8, 38],
"WuJC": [7, 38],
"Bgrj": [7.18519, 37],
"z4W7": [7.81481, 37]
},
"vertices": ["z4W7", "Bgrj", "WuJC", "B0zT"],
"texture": 1
},
"mfSs2Nm9": {
"uv": {
"CP5w": [3, 19.99999],
"oaCv": [3, 19],
"2nwt": [3.99999, 19],
"6E7e": [3.99999, 19.99999]
},
"vertices": ["oaCv", "CP5w", "6E7e", "2nwt"],
"texture": 1
},
"D7jhVLsL": {
"uv": {
"PN36": [3, 19],
"oaCv": [4, 19],
"y0YO": [3, 18],
"2nwt": [4, 18]
},
"vertices": ["PN36", "oaCv", "2nwt", "y0YO"],
"texture": 1
},
"yurv1Zsl": {
"uv": {
"FzCw": [2, 19.99999],
"PN36": [2.99999, 19.99999],
"5ijk": [2, 19],
"y0YO": [2.99999, 19]
},
"vertices": ["FzCw", "PN36", "y0YO", "5ijk"],
"texture": 1
},
"VTlfIGkS": {
"uv": {
"FzCw": [4, 20],
"CP5w": [3, 20],
"6E7e": [3, 19],
"5ijk": [4, 19]
},
"vertices": ["CP5w", "FzCw", "5ijk", "6E7e"],
"texture": 1
},
"o8UMQZWl": {
"uv": {
"lwWH": [3, 20],
"jbWo": [2, 20],
"oaCv": [2, 19],
"CP5w": [3, 19]
},
"vertices": ["jbWo", "lwWH", "CP5w", "oaCv"],
"texture": 1
},
"faaa7zP5": {
"uv": {
"24MH": [3, 20],
"jbWo": [4, 20],
"PN36": [3, 19],
"oaCv": [4, 19]
},
"vertices": ["24MH", "jbWo", "oaCv", "PN36"],
"texture": 1
},
"t2xyoJIy": {
"uv": {
"fNIZ": [2, 20],
"24MH": [3, 20],
"FzCw": [2, 19],
"PN36": [3, 19]
},
"vertices": ["fNIZ", "24MH", "PN36", "FzCw"],
"texture": 1
},
"YQEz17vK": {
"uv": {
"fNIZ": [4, 21],
"lwWH": [3, 21],
"CP5w": [3, 20],
"FzCw": [4, 20]
},
"vertices": ["lwWH", "fNIZ", "FzCw", "CP5w"],
"texture": 1
},
"50lCWbPl": {
"uv": {
"5yfO": [2.99999, 19.99999],
"KS44": [2, 19.99999],
"jbWo": [2, 19],
"lwWH": [2.99999, 19]
},
"vertices": ["KS44", "5yfO", "lwWH", "jbWo"],
"texture": 1
},
"0aiazfqz": {
"uv": {
"gqIN": [3, 20],
"KS44": [4, 20],
"24MH": [3, 19],
"jbWo": [4, 19]
},
"vertices": ["gqIN", "KS44", "jbWo", "24MH"],
"texture": 1
},
"i4viwk27": {
"uv": {
"wDm6": [2, 19],
"gqIN": [2, 19.99999],
"fNIZ": [2.99999, 19],
"24MH": [2.99999, 19.99999]
},
"vertices": ["wDm6", "gqIN", "24MH", "fNIZ"],
"texture": 1
},
"GzSWVV8p": {
"uv": {
"wDm6": [4, 21],
"5yfO": [3, 21],
"lwWH": [3, 20],
"fNIZ": [4, 20]
},
"vertices": ["5yfO", "wDm6", "fNIZ", "lwWH"],
"texture": 1
},
"tjRnRdN8": {
"uv": {
"HeS1": [3, 19],
"cUEI": [3.9, 19],
"II3b": [3, 18],
"0McI": [3.9, 18]
},
"vertices": ["HeS1", "cUEI", "0McI", "II3b"],
"texture": 1
},
"3kuxg3K1": {
"uv": {
"FnkL": [4, 19],
"HeS1": [5, 19],
"R2Ar": [4, 18],
"II3b": [5, 18]
},
"vertices": ["FnkL", "HeS1", "II3b", "R2Ar"],
"texture": 1
},
"AwG5Hznw": {
"uv": {
"KG6f": [3, 19],
"FnkL": [3.9, 19],
"k62d": [3, 18],
"R2Ar": [3.9, 18]
},
"vertices": ["KG6f", "FnkL", "R2Ar", "k62d"],
"texture": 1
},
"g6yFT1Xf": {
"uv": {
"KG6f": [5, 19],
"cUEI": [4, 19],
"0McI": [4, 18],
"k62d": [5, 18]
},
"vertices": ["cUEI", "KG6f", "k62d", "0McI"],
"texture": 1
}
},
"type": "mesh",
"uuid": "ffb30c21-c19e-28da-b80f-b8ebcc577bac"
}
],
"outliner": ["052db693-c868-d28b-90ae-afa5264d3d55", "ffb30c21-c19e-28da-b80f-b8ebcc577bac"],
"textures": [
{
"path": "/home/akirapink/Documents/made-in-akira/3d_models/akira/model 4.13/rose_gold_rapier_handheld.png",
"name": "rose_gold_rapier_handheld.png",
"folder": "",
"namespace": "",
"id": "2",
"group": "",
"width": 32,
"height": 32,
"uv_width": 16,
"uv_height": 16,
"particle": false,
"use_as_default": false,
"layers_enabled": false,
"sync_to_project": "",
"render_mode": "default",
"render_sides": "auto",
"pbr_channel": "color",
"frame_time": 1,
"frame_order_type": "loop",
"frame_order": "",
"frame_interpolate": false,
"visible": true,
"internal": false,
"saved": true,
"uuid": "fc384b37-eb65-ef88-ff43-00008d1a316e",
"relative_path": "rose_gold_rapier_handheld.png"
},
{
"path": "/home/akirapink/Documents/made-in-akira/3d_models/akira/model 4.13/rose_gold_rapier_upright.png",
"name": "rose_gold_rapier_upright.png",
"folder": "",
"namespace": "",
"id": "1",
"group": "",
"width": 16,
"height": 48,
"uv_width": 16,
"uv_height": 48,
"particle": false,
"use_as_default": false,
"layers_enabled": false,
"sync_to_project": "",
"render_mode": "default",
"render_sides": "auto",
"pbr_channel": "color",
"frame_time": 1,
"frame_order_type": "loop",
"frame_order": "",
"frame_interpolate": false,
"visible": true,
"internal": false,
"saved": true,
"uuid": "76207701-c0de-62b7-54a5-7abc5ec84097",
"relative_path": "rose_gold_rapier_upright.png"
}
]
}

File diff suppressed because it is too large Load diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 781 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 842 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 979 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.5 MiB

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,73 @@
--EMOTES--
local mainPage = action_wheel:newPage()
action_wheel:setPage(mainPage)
function pings.Sippy()
animations.player_model.sipulacrum:play()
end
---
function pings.Yeah()
animations.player_model.yes:play()
end
---
function pings.No()
animations.player_model.no:play()
end
---
function pings.NoNoNo(state)
animations.player_model.noNoNo:play()
end
---
function pings.Wave(state)
animations.player_model.wave:play()
end
---
function pings.FollowMe(state)
animations.player_model.followMe:play()
end
---
function pings.Sitting(state)
animations.player_model.sitting:setPlaying(state)
end
--------------------------------------------------------------------
mainPage:newAction()
:title("Sippy")
:item('minecraft:potion{Potion:"minecraft:fire_resistance"}')
:hoverColor(1,1,0)
:onLeftClick(pings.Sippy)
mainPage:newAction()
:title("Yeah")
:item("minecraft:lime_concrete")
:hoverColor(1,1,0)
:onLeftClick(pings.Yeah)
mainPage:newAction()
:title("No")
:item("minecraft:red_concrete")
:hoverColor(1,1,0)
:onLeftClick(pings.No)
mainPage:newAction()
:title("No No No")
:item("minecraft:red_terracotta")
:hoverColor(1,1,0)
:onLeftClick(pings.NoNoNo)
mainPage:newAction()
:title("Wave")
:item("minecraft:lantern")
:hoverColor(1,1,0)
:onLeftClick(pings.Wave)
mainPage:newAction()
:title("Follow Me")
:item("minecraft:compass")
:hoverColor(1,1,0)
:onLeftClick(pings.FollowMe)
mainPage:newAction()
:title("Sit")
:item("minecraft:purpur_stairs")
:hoverColor(1,1,0)
:onToggle(pings.Sitting)

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.8 KiB

View file

@ -0,0 +1,13 @@
{
"authors": [
"oatmealine",
"akirapink"
],
"name": "Akizetesche qou Jokzi",
"description":"§e§lINHERITED CONTEXT::
§r§e+'vaznian surrealist influence'
+'mark of oltazni' : 'let fly the eyes!'
+'vel receptors, curled'
+'cousinly eyes' : 'i just think they are cool'
+'self-designed signature'"
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

File diff suppressed because one or more lines are too long

View file

@ -0,0 +1,14 @@
-- Autogenerated Essential => Figura script
require("GSAnimBlend")
vanilla_model.PLAYER:setVisible(false)
vanilla_model.ARMOR:setVisible(false)
models.player_model:setVisible(true)
vanilla_model.HELD_ITEMS:setVisible(true)
vanilla_model.ELYTRA:setVisible(true)
BlendTime = 2
animations.player_model.followMe:setBlendTime(BlendTime)
animations.player_model.wave:setBlendTime(BlendTime)
animations.player_model.sitting:setBlendTime(BlendTime)
animations.player_model.yes:setBlendTime(BlendTime)
animations.player_model.no:setBlendTime(BlendTime)
animations.player_model.noNoNo:setBlendTime(BlendTime)

View file

@ -0,0 +1 @@
-- Autogenerated Essential => Figura script

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,924 @@
-- + Made by Jimmy Hellp
-- + V6 for 0.1.0 and above
-- + Thank you GrandpaScout for helping with the library stuff!
-- + Automatically compatible with GSAnimBlend for automatic smooth animation blending
-- + Also includes Manuel's Run Later script
local animsList = {
-- Exclusive Animations
idle="idling",
walk="walking",
walkback="walking backwards",
jumpup="jumping up caused via the jump key",
jumpdown="jumping down after a jump up",
fall="falling after a while",
sprint = "sprinting",
sprintjumpup="sprinting and jumping up caused via the jump key",
sprintjumpdown="sprinting and jumping down after a jump up",
crouch = "crouching",
crouchwalk = "crouching and walking",
crouchwalkback = "crouching and walking backwards",
crouchjumpup = "crouching and jumping up caused via the jump key",
crouchjumpdown = "crouching and jumping down after a jump up",
elytra = "elytra flying",
elytradown = "flying down/diving while elytra flying",
trident = "riptide trident lunging",
sleep = "sleeping",
swim = "while swimming",
sit = "while in any vehicle or modded sitting",
sitmove = "while in any vehicle and moving",
sitmoveback = "while in any vehicle and moving backwards",
sitjumpup = "while in any vehicle and jumping up",
sitjumpdown = "while in any vehicle and jumping down",
sitpass = "while in any vehicle as a passenger",
crawl = "crawling and moving",
crawlstill = "crawling and still",
fly = "creative flying",
flywalk = "flying and moving",
flywalkback = "flying and moving backwards",
flysprint = "flying and sprinting",
flyup = "flying and going up",
flydown = "flying and going down",
climb = "climbing a ladder",
climbstill = "not moving on a ladder without crouching (hitting a ceiling usually)",
climbdown = "going down a ladder",
climbcrouch = "crouching on a ladder",
climbcrouchwalk = "crouching on a ladder and moving",
water = "being in water without swimming",
waterwalk = "in water and moving",
waterwalkback = "in water and moving backwards",
waterup = "in water and going up",
waterdown = "in water and going down",
watercrouch = "in water and crouching",
watercrouchwalk = "in water and crouching and walking",
watercrouchwalkback = "in water and crouching and walking backwards",
watercrouchdown = "in water and crouching and going down",
watercrouchup = "in water and crouching and going up. only possible in bubble columns",
hurt = "MUST BE IN PLAY ONCE LOOP MODE. when hurt",
death = "dying",
-- Inclusive Animations:
attackR = "MUST BE IN PLAY ONCE LOOP MODE. attacking with the right hand",
attackL = "MUST BE IN PLAY ONCE LOOP MODE. attacking with the left hand",
mineR = "MUST BE IN PLAY ONCE LOOP MODE. mining with the right hand",
mineL = "MUST BE IN PLAY ONCE LOOP MODE. mining with the left hand",
eatR = "eating from the right hand",
eatL = "eating from the left hand",
drinkR = "drinking from the right hand",
drinkL = "drinking from the left hand",
blockR = "blocking from the right hand",
blockL = "blocking from the left hand",
bowR = "drawing back a bow from the right hand",
bowL = "drawing back a bow from the left hand",
loadR = "loading a crossbow from the right hand",
loadL = "loading a crossbow from the left hand",
crossbowR = "holding a loaded crossbow in the right hand",
crossbowL = "holding a loaded crossbow in the left hand",
spearR = "holding up a trident in the right hand",
spearL = "holding up a trident in the left hand",
spyglassR = "holding up a spyglass from the right hand",
spyglassL = "holding up a spyglass from the left hand",
hornR = "using a horn in the right hand",
hornL = "using a horn in the left hand",
brushR = "using a brush in the right hand",
brushL = "using a brush in the left hand",
holdR = "holding an item in the right hand",
holdL = "holding an item in the left hand",
}
------------------------------------------------------------------------------------------------------------------------
local function errors(paths,dismiss)
assert(
next(paths),
"§aCustom Script Warning: §6No blockbench models were found, or the blockbench model found contained no animations. \n" .." Check that there are no typos in the given bbmodel name, or that the bbmodel has animations by using this line of code at the top of your script: \n"
.."§f logTable(animations.BBMODEL_NAME_HERE) \n ".."§6If this returns nil your bbmodel name is wrong or it has no animations. You can use \n".."§f logTable(models:getChildren()) \n".."§6 to get the name of every bbmodel in your avatar.§c"
)
for _, path in pairs(paths) do
for _, anim in pairs(path) do
if anim:getName():find("%.") and not dismiss then
error(
"§aCustom Script Warning: §6The animation §b'"..anim:getName().."'§6 has a period ( . ) in its name, the handler can't use that animation and it must be renamed to fit the handler's accepted animation names. \n" ..
" If the animation isn't meant for the handler, you can dismiss this error by adding §fanims.dismiss = true§6 after the require but before setting the bbmodel.§c")
end
end
end
end
local setAllOnVar = true
local setIncluOnVar = true
local setExcluOnVar = true
local allAnims = {}
local excluAnims = {}
local incluAnims = {}
local animsTable= {
allVar = false,
excluVar = false,
incluVar = false
}
local excluState
local incluState
local holdRanims = {}
local holdLanims = {}
local attackRanims = {}
local attackLanims = {}
local mineRanims = {}
local mineLanims = {}
local hasJumped = false
local oneJump = false
local hitBlock
local cFlying = false
local oldcFlying = cFlying
local flying = false
local updateTimer = 0
local flyinit = false
local distinit = false
local dist = 4.5
local oldDist = dist
local reach = 4.5
local yvel
local cooldown
local grounded
local oldgrounded
local fallVel = -0.6
-- wait code from Manuel
local timers = {}
local function wait(ticks,next)
table.insert(timers,{t=world.getTime()+ticks,n=next})
end
events.TICK:register(function()
for key,timer in pairs(timers) do
if world.getTime() >= timer.t then
timer.n()
timers[key] = nil
end
end
end)
--
local bbmodels = {} -- don't put things in here
function pings.JimmyAnims_cFly(x)
flying = x
end
function pings.JimmyAnims_Distance(x)
reach = x
end
function pings.JimmyAnims_Update(fly,dis)
flying = fly
reach = dis
end
local prev
local function JimmyAnims_Swing(anim)
-- test how this works with multiple bbmodels
for _,path in pairs(bbmodels) do
if path[prev] then path[prev]:stop() end
if path[anim] then path[anim]:play() end
prev = anim
end
end
local function anims()
for _, value in ipairs(allAnims) do
if value:isPlaying() then
animsTable.allVar = true
break
else
animsTable.allVar = false or not setAllOnVar
end
end
if next(allAnims) == nil then
animsTable.allVar = not setAllOnVar
end
for _, value in ipairs(excluAnims) do
if value:isPlaying() then
animsTable.excluVar = true
break
else
animsTable.excluVar = false or not setExcluOnVar
end
end
if next(excluAnims) == nil then
animsTable.excluVar = not setExcluOnVar
end
for _, value in ipairs(incluAnims) do
if value:isPlaying() then
animsTable.incluVar = true
break
else
animsTable.incluVar = false or not setIncluOnVar
end
end
if next(incluAnims) == nil then
animsTable.incluVar = not setIncluOnVar
end
excluState = not animsTable.allVar and not animsTable.excluVar
incluState = not animsTable.allVar and not animsTable.incluVar
if host:isHost() then
if flyinit and not distinit then
cFlying = host:isFlying()
if cFlying ~= oldcFlying then
pings.JimmyAnims_cFly(cFlying)
end
oldcFlying = cFlying
updateTimer = updateTimer + 1
if updateTimer % 200 == 0 then
pings.JimmyAnims_cFly(cFlying)
end
elseif distinit and not flyinit then
dist = host:getReachDistance()
if dist ~= oldDist then
pings.JimmyAnims_Distance(dist)
end
oldDist = dist
updateTimer = updateTimer + 1
if updateTimer % 200 == 0 then
pings.JimmyAnims_Distance(dist)
end
elseif distinit and flyinit then
cFlying = host:isFlying()
if cFlying ~= oldcFlying then
pings.JimmyAnims_cFly(cFlying)
end
oldcFlying = cFlying
dist = host:getReachDistance()
if dist ~= oldDist then
pings.JimmyAnims_Distance(dist)
end
oldDist = dist
updateTimer = updateTimer + 1
if updateTimer % 200 == 0 then
pings.JimmyAnims_Update(cFlying,dist)
end
end
end
local pose = player:getPose()
local velocity = player:getVelocity()
local moving = velocity.xz:length() > 0.01
local sprinty = player:isSprinting()
local vehicle = player:getVehicle()
local sitting = vehicle ~= nil or pose == "SITTING" -- if you're reading this code and see this, "SITTING" isn't a vanilla pose, this is for mods
local passenger = vehicle and vehicle:getControllingPassenger() ~= player
local creativeFlying = flying and not sitting
local standing = pose == "STANDING"
local crouching = pose == "CROUCHING" and not creativeFlying
local gliding = pose == "FALL_FLYING"
local spin = pose == "SPIN_ATTACK"
local sleeping = pose == "SLEEPING"
local swimming = pose == "SWIMMING"
local inWater = player:isUnderwater() and not sitting
local inLiquid = player:isInWater() or player:isInLava()
local liquidSwim = swimming and inLiquid
local crawling = swimming and not inLiquid
-- hasJumped stuff
yvel = velocity.y
local hover = yvel < .01 and yvel > -.01
local goingUp = yvel > .01
local goingDown = yvel < -.01
local falling = yvel < fallVel
local playerGround = world.getBlockState(player:getPos():add(0,-.1,0))
local vehicleGround = sitting and world.getBlockState(vehicle:getPos():add(0,-.1,0))
oldgrounded = grounded
grounded = playerGround:isSolidBlock() or player:isOnGround() or (sitting and vehicleGround:isSolidBlock() or sitting and vehicle:isOnGround())
local pv = velocity:mul(1, 0, 1):normalize()
local pl = models:partToWorldMatrix():applyDir(0,0,-1):mul(1, 0, 1):normalize()
local fwd = pv:dot(pl)
local backwards = fwd < -.8
--local sideways = pv:cross(pl)
--local right = sideways.y > .6
--local left = sideways.y < -.6
-- canJump stuff
local webbed = world.getBlockState(player:getPos()).id == "minecraft:cobweb"
local ladder = player:isClimbing() and not grounded and not flying
local canJump = not (inLiquid or webbed or grounded)
local hp = player:getHealth() + player:getAbsorptionAmount()
if oldgrounded ~= grounded and not grounded and yvel > 0 then
cooldown = true
wait(10,function() cooldown = false end)
end
if (oldgrounded ~= grounded and not grounded and yvel > 0) and canJump then hasJumped = true end
if (grounded and (yvel <= 0 and yvel > -0.1)) or (gliding or inLiquid) then hasJumped = false end
local neverJump = not (gliding or spin or sleeping or swimming or ladder)
local jumpingUp = hasJumped and goingUp and neverJump
local jumpingDown = hasJumped and goingDown and not falling and neverJump or (cooldown and not jumpingUp)
local isJumping = jumpingUp or jumpingDown or falling
local sprinting = sprinty and standing and not inLiquid and not sitting
local walking = moving and not sprinting and not isJumping and not sitting
local forward = walking and not backwards
local backward = walking and backwards
-- we be holding items tho
local handedness = player:isLeftHanded()
local rightActive = handedness and "OFF_HAND" or "MAIN_HAND"
local leftActive = not handedness and "OFF_HAND" or "MAIN_HAND"
local activeness = player:getActiveHand()
local using = player:isUsingItem()
local rightSwing = player:getSwingArm() == rightActive and not sleeping
local leftSwing = player:getSwingArm() == leftActive and not sleeping
local targetEntity = type(player:getTargetedEntity()) == "PlayerAPI" or type(player:getTargetedEntity()) == "LivingEntityAPI"
local targetBlock = player:getTargetedBlock(true, reach)
local swingTime = player:getSwingTime() == 1
local success, result = pcall(targetBlock.getTextures, targetBlock)
if success then hitBlock = not (next(result) == nil) else hitBlock = true end
local rightMine = rightSwing and hitBlock and not targetEntity
local leftMine = leftSwing and hitBlock and not targetEntity
local rightAttack = rightSwing and (not hitBlock or targetEntity)
local leftAttack = leftSwing and (not hitBlock or targetEntity)
local rightItem = player:getHeldItem(handedness)
local leftItem = player:getHeldItem(not handedness)
local usingR = activeness == rightActive and rightItem:getUseAction()
local usingL = activeness == leftActive and leftItem:getUseAction()
local crossR = rightItem.tag and rightItem.tag["Charged"] == 1
local crossL = leftItem.tag and leftItem.tag["Charged"] == 1
local drinkRState = using and usingR == "DRINK"
local drinkLState = using and usingL == "DRINK"
local eatRState = using and usingR == "EAT"
local eatLState = using and usingL == "EAT"
local blockRState = using and usingR == "BLOCK"
local blockLState = using and usingL == "BLOCK"
local bowRState = using and usingR == "BOW"
local bowLState = using and usingL == "BOW"
local spearRState = using and usingR == "SPEAR"
local spearLState = using and usingL == "SPEAR"
local spyglassRState = using and usingR == "SPYGLASS"
local spyglassLState = using and usingL == "SPYGLASS"
local hornRState = using and usingR == "TOOT_HORN"
local hornLState = using and usingL == "TOOT_HORN"
local loadRState = using and usingR == "CROSSBOW"
local loadLState = using and usingL == "CROSSBOW"
local brushRState = using and usingR == "BRUSH"
local brushLState = using and usingL == "BRUSH"
local exclude = not (using or crossR or crossL)
local rightHoldState = rightItem.id ~= "minecraft:air" and exclude
local leftHoldState = leftItem.id ~= "minecraft:air" and exclude
-- anim states
for _, path in pairs(bbmodels) do
local flywalkbackState = creativeFlying and backward and (not (goingDown or goingUp))
local flysprintState = creativeFlying and sprinting and not isJumping and (not (goingDown or goingUp))
local flyupState = creativeFlying and goingUp
local flydownState = creativeFlying and goingDown
local flywalkState = creativeFlying and forward and (not (goingDown or goingUp)) and not sleeping or (flysprintState and not path.flysprint) or (flywalkbackState and not path.flywalkback)
or (flyupState and not path.flyup) or (flydownState and not path.flydown)
local flyState = creativeFlying and not sprinting and not moving and standing and not isJumping and (not (goingDown or goingUp)) and not sleeping or (flywalkState and not path.flywalk)
local watercrouchwalkbackState = inWater and crouching and backward and not goingDown
local watercrouchwalkState = inWater and crouching and forward and not (goingDown or goingUp) or (watercrouchwalkbackState and not path.watercrouchwalkback)
local watercrouchupState = inWater and crouching and goingUp
local watercrouchdownState = inWater and crouching and goingDown or (watercrouchupState and not path.watercrouchup)
local watercrouchState = inWater and crouching and not moving and not (goingDown or goingUp) or (watercrouchdownState and not path.watercrouchdown) or (watercrouchwalkState and not path.watercrouchwalk)
local waterdownState = inWater and goingDown and not falling and standing and not creativeFlying
local waterupState = inWater and goingUp and standing and not creativeFlying
local waterwalkbackState = inWater and backward and hover and standing and not creativeFlying
local waterwalkState = inWater and forward and hover and standing and not creativeFlying or (waterwalkbackState and not path.waterwalkback) or (waterdownState and not path.waterdown)
or (waterupState and not path.waterup)
local waterState = inWater and not moving and standing and hover and not creativeFlying or (waterwalkState and not path.waterwalk)
local crawlstillState = crawling and not moving
local crawlState = crawling and moving or (crawlstillState and not path.crawlstill)
local swimState = liquidSwim or (crawlState and not path.crawl)
local elytradownState = gliding and goingDown
local elytraState = gliding and not goingDown or (elytradownState and not path.elytradown)
local sitpassState = passenger and standing
local sitjumpdownState = sitting and not passenger and standing and (jumpingDown or falling)
local sitjumpupState = sitting and not passenger and jumpingUp and standing or (sitjumpdownState and not path.sitjumpdown)
local sitmovebackState = sitting and not passenger and not isJumping and backwards and standing
local sitmoveState = velocity:length() > 0 and not passenger and not backwards and standing and sitting and not isJumping or (sitmovebackState and not path.sitmoveback) or (sitjumpupState and not path.sitjumpup)
local sitState = sitting and not passenger and velocity:length() == 0 and not isJumping and standing or (sitmoveState and not path.sitmove) or (sitpassState and not path.sitpass)
local tridentState = spin
local sleepState = sleeping
local climbcrouchwalkState = ladder and crouching and (moving or yvel ~= 0)
local climbcrouchState = ladder and crouching and hover and not moving or (climbcrouchwalkState and not path.climbcrouchwalk)
local climbdownState = ladder and goingDown
local climbstillState = ladder and not crouching and hover
local climbState = ladder and goingUp and not crouching or (climbdownState and not path.climbdown) or (climbstillState and not path.climbstill)
local crouchjumpdownState = crouching and jumpingDown and not ladder and not inWater
local crouchjumpupState = crouching and jumpingUp and not ladder or (not oneJump and (crouchjumpdownState and not path.crouchjumpdown))
local crouchwalkbackState = backward and crouching and not ladder and not inWater or (watercrouchwalkbackState and not path.watercrouchwalkback and not path.watercrouchwalk and not path.watercrouch)
local crouchwalkState = forward and crouching and not ladder and not inWater or (crouchwalkbackState and not path.crouchwalkback) or (not oneJump and (crouchjumpupState and not path.crouchjumpup)) or ((watercrouchwalkState and not watercrouchwalkbackState) and not path.watercrouchwalk and not path.watercrouch)
local crouchState = crouching and not walking and not isJumping and not ladder and not inWater and not cooldown or (crouchwalkState and not path.crouchwalk) or (climbcrouchState and not path.climbcrouch) or ((watercrouchState and not watercrouchwalkState) and not path.watercrouch)
local fallState = falling and not gliding and not creativeFlying and not sitting
local sprintjumpdownState = jumpingDown and sprinting and not creativeFlying and not ladder
local sprintjumpupState = jumpingUp and sprinting and not creativeFlying and not ladder or (not oneJump and (sprintjumpdownState and not path.sprintjumpdown))
local jumpdownState = jumpingDown and not sprinting and not crouching and not sitting and not gliding and not creativeFlying and not spin and not inWater or (fallState and not path.fall) or (oneJump and (sprintjumpdownState and not path.sprintjumpdown)) or (oneJump and (crouchjumpdownState and not path.crouchjumpdown))
local jumpupState = jumpingUp and not sprinting and not crouching and not sitting and not creativeFlying and not inWater or (jumpdownState and not path.jumpdown) or (tridentState and not path.trident) or (oneJump and (sprintjumpupState and not path.sprintjumpup)) or (oneJump and (crouchjumpupState and not path.crouchjumpup))
local sprintState = sprinting and not isJumping and not creativeFlying and not ladder and not cooldown or (not oneJump and (sprintjumpupState and not path.sprintjumpup))
local walkbackState = backward and standing and not creativeFlying and not ladder and not inWater or (flywalkbackState and not path.flywalkback and not path.flywalk and not path.fly)
local walkState = forward and standing and not creativeFlying and not ladder and not inWater and not cooldown or (walkbackState and not path.walkback) or (sprintState and not path.sprint) or (climbState and not path.climb)
or (swimState and not path.swim) or (elytraState and not path.elytra) or (jumpupState and not path.jumpup) or (waterwalkState and (not path.waterwalk and not path.water)) or ((flywalkState and not flywalkbackState) and not path.flywalk and not path.fly)
or (crouchwalkState and not path.crouch)
local idleState = not moving and not sprinting and standing and not isJumping and not sitting and not creativeFlying and not ladder and not inWater or (sleepState and not path.sleep) or (sitState and not path.sit)
or ((waterState and not waterwalkState) and not path.water) or ((flyState and not flywalkState) and not path.fly) or ((crouchState and not crouchwalkState) and not path.crouch)
local deadState = hp <= 0
if path.death then path.death:playing(excluState and deadState) end
-- anim play testing
if path.hurt and player:getNbt().HurtTime == 9 then
path.hurt:restart()
end
if path.idle then path.idle:playing(excluState and idleState) end
if path.walk then path.walk:playing(excluState and walkState) end
if path.walkback then path.walkback:playing(excluState and walkbackState) end
if path.sprint then path.sprint:playing(excluState and sprintState) end
if path.sprintjumpup then path.sprintjumpup:playing(excluState and sprintjumpupState) end
if path.sprintjumpdown then path.sprintjumpdown:playing(excluState and sprintjumpdownState) end
if path.crouch then path.crouch:playing(excluState and crouchState) end
if path.crouchwalk then path.crouchwalk:playing(excluState and crouchwalkState) end
if path.crouchwalkback then path.crouchwalkback:playing(excluState and crouchwalkbackState) end
if path.crouchjumpup then path.crouchjumpup:playing(excluState and crouchjumpupState) end
if path.crouchjumpdown then path.crouchjumpdown:playing(excluState and crouchjumpdownState) end
if path.jumpup then path.jumpup:playing(excluState and jumpupState) end
if path.jumpdown then path.jumpdown:playing(excluState and jumpdownState) end
if path.fall then path.fall:playing(excluState and fallState) end
if path.elytra then path.elytra:playing(excluState and elytraState) end
if path.elytradown then path.elytradown:playing(excluState and elytradownState) end
if path.trident then path.trident:playing(excluState and tridentState) end
if path.sleep then path.sleep:playing(excluState and sleepState) end
if path.swim then path.swim:playing(excluState and swimState) end
if path.sit then path.sit:playing(excluState and sitState) end
if path.sitmove then path.sitmove:playing(excluState and sitmoveState) end
if path.sitmoveback then path.sitmoveback:playing(excluState and sitmovebackState) end
if path.sitjumpup then path.sitjumpup:playing(excluState and sitjumpupState) end
if path.sitjumpdown then path.sitjumpdown:playing(excluState and sitjumpdownState) end
if path.sitpass then path.sitpass:playing(excluState and sitpassState) end
if path.crawl then path.crawl:playing(excluState and crawlState) end
if path.crawlstill then path.crawlstill:playing(excluState and crawlstillState) end
if path.fly then path.fly:playing(excluState and flyState) end
if path.flywalk then path.flywalk:playing(excluState and flywalkState) end
if path.flywalkback then path.flywalkback:playing(excluState and flywalkbackState) end
if path.flysprint then path.flysprint:playing(excluState and flysprintState) end
if path.flyup then path.flyup:playing(excluState and flyupState) end
if path.flydown then path.flydown:playing(excluState and flydownState) end
if path.climb then path.climb:playing(excluState and climbState) end
if path.climbstill then path.climbstill:playing(excluState and climbstillState) end
if path.climbdown then path.climbdown:playing(excluState and climbdownState) end
if path.climbcrouch then path.climbcrouch:playing(excluState and climbcrouchState) end
if path.climbcrouchwalk then path.climbcrouchwalk:playing(excluState and climbcrouchwalkState) end
if path.water then path.water:playing(excluState and waterState) end
if path.waterwalk then path.waterwalk:playing(excluState and waterwalkState) end
if path.waterwalkback then path.waterwalkback:playing(excluState and waterwalkbackState) end
if path.waterup then path.waterup:playing(excluState and waterupState) end
if path.waterdown then path.waterdown:playing(excluState and waterdownState) end
if path.watercrouch then path.watercrouch:playing(excluState and watercrouchState) end
if path.watercrouchwalk then path.watercrouchwalk:playing(excluState and watercrouchwalkState) end
if path.watercrouchwalkback then path.watercrouchwalkback:playing(excluState and watercrouchwalkbackState) end
if path.watercrouchdown then path.watercrouchdown:playing(excluState and watercrouchdownState) end
if path.watercrouchup then path.watercrouchup:playing(excluState and watercrouchupState) end
if path.eatR then path.eatR:playing(incluState and eatRState or (drinkRState and not path.drinkR)) end
if path.eatL then path.eatL:playing(incluState and eatLState or (drinkLState and not path.drinkL)) end
if path.drinkR then path.drinkR:playing(incluState and drinkRState) end
if path.drinkL then path.drinkL:playing(incluState and drinkLState) end
if path.blockR then path.blockR:playing(incluState and blockRState) end
if path.blockL then path.blockL:playing(incluState and blockLState) end
if path.bowR then path.bowR:playing(incluState and bowRState) end
if path.bowL then path.bowL:playing(incluState and bowLState) end
if path.loadR then path.loadR:playing(incluState and loadRState) end
if path.loadL then path.loadL:playing(incluState and loadLState) end
if path.crossbowR then path.crossbowR:playing(incluState and crossR) end
if path.crossbowL then path.crossbowL:playing(incluState and crossL) end
if path.spearR then path.spearR:playing(incluState and spearRState) end
if path.spearL then path.spearL:playing(incluState and spearLState) end
if path.spyglassR then path.spyglassR:playing(incluState and spyglassRState) end
if path.spyglassL then path.spyglassL:playing(incluState and spyglassLState) end
if path.hornR then path.hornR:playing(incluState and hornRState) end
if path.hornL then path.hornL:playing(incluState and hornLState) end
if path.brushR then path.brushR:playing(incluState and brushRState) end
if path.brushL then path.brushL:playing(incluState and brushLState) end
if path.holdR then path.holdR:playing(incluState and rightHoldState) end
if path.holdL then path.holdL:playing(incluState and leftHoldState) end
end
if swingTime then
local specialAttack = false
if rightAttack and incluState then
for _, value in pairs(attackRanims) do
if value:getName():find("ID_") then
if rightItem.id:find(value:getName():gsub("_attackR",""):gsub("ID_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
elseif value:getName():find("Name_") then
if rightItem:getName():find(value:getName():gsub("_attackR",""):gsub("Name_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
end
end
if not specialAttack then
JimmyAnims_Swing("attackR")
end
elseif leftAttack and incluState then
for _, value in pairs(attackLanims) do
if value:getName():find("ID_") then
if leftItem.id:find(value:getName():gsub("_attackL",""):gsub("ID_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
elseif value:getName():find("Name_") then
if leftItem:getName():find(value:getName():gsub("_attackL",""):gsub("Name_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
end
end
if specialAttack == false then
JimmyAnims_Swing("attackL")
end
elseif rightMine and incluState then
for _, value in pairs(mineRanims) do
if value:getName():find("ID_") then
if rightItem.id:find(value:getName():gsub("_mineR",""):gsub("ID_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
elseif value:getName():find("Name_") then
if rightItem:getName():find(value:getName():gsub("_mineR",""):gsub("Name_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
end
end
if not specialAttack then
JimmyAnims_Swing("mineR")
end
elseif leftMine and incluState then
for _, value in pairs(mineLanims) do
if value:getName():find("ID_") then
if leftItem.id:find(value:getName():gsub("_mineL",""):gsub("ID_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
elseif value:getName():find("Name_") then
if leftItem:getName():find(value:getName():gsub("_mineL",""):gsub("Name_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
end
end
if not specialAttack then
JimmyAnims_Swing("mineL")
end
end
end
for _,value in pairs(holdRanims) do
if value:getName():find("ID_") then
value:setPlaying(rightItem.id:find(value:getName():gsub("_holdR",""):gsub("ID_","")) and incluState and exclude)
elseif value:getName():find("Name_") then
value:setPlaying(rightItem:getName():find(value:getName():gsub("_holdR",""):gsub("Name_","")) and incluState and exclude)
end
if value:isPlaying() then
for _, path in pairs(bbmodels) do
if path.holdR then path.holdR:stop() end
end
end
end
for _,value in pairs(holdLanims) do
if value:getName():find("ID_") then
value:setPlaying(leftItem.id:find(value:getName():gsub("_holdL",""):gsub("ID_","")) and incluState and exclude)
elseif value:getName():find("Name_") then
value:setPlaying(leftItem:getName():find(value:getName():gsub("_holdL",""):gsub("Name_","")) and incluState and exclude)
end
if value:isPlaying() then
for _, path in pairs(bbmodels) do
if path.holdL then path.holdL:stop() end
end
end
end
end
local attackinit = true
local function animInit()
for _, path in pairs(bbmodels) do
for _,anim in pairs(path) do
if (anim:getName():find("attackR") or anim:getName():find("attackL") or anim:getName():find("mineR") or anim:getName():find("mineL")) and attackinit then
attackinit = false
distinit = true
end
if anim:getName():find("^fly") then
flyinit = true
end
if anim:getName():find("_holdR") then
holdRanims[#holdRanims+1] = anim
end
if anim:getName():find("_holdL") then
holdLanims[#holdLanims+1] = anim
end
if anim:getName():find("_attackR") then
attackRanims[#attackRanims+1] = anim
end
if anim:getName():find("_attackL") then
attackLanims[#attackLanims+1] = anim
end
if anim:getName():find("_mineR") then
mineRanims[#mineRanims+1] = anim
end
if anim:getName():find("_mineL") then
mineLanims[#mineLanims+1] = anim
end
end
end
end
local function tick()
anims()
end
local GSAnimBlend
for _, key in ipairs(listFiles(nil,true)) do
if key:find("GSAnimBlend$") then
GSAnimBlend = require(key)
break
end
end
if GSAnimBlend then GSAnimBlend.safe = false end
local function blend(paths, time, itemTime)
if not GSAnimBlend then return end
for _, path in pairs(paths) do
if path.walk then path.walk:blendTime(time) end
if path.idle then path.idle:blendTime(time) end
if path.crouch then path.crouch:blendTime(time) end
if path.walkback then path.walkback:blendTime(time) end
if path.sprint then path.sprint:blendTime(time) end
if path.crouchwalk then path.crouchwalk:blendTime(time) end
if path.crouchwalkback then path.crouchwalkback:blendTime(time) end
if path.elytra then path.elytra:blendTime(time) end
if path.elytradown then path.elytradown:blendTime(time) end
if path.fly then path.fly:blendTime(time) end
if path.flywalk then path.flywalk:blendTime(time) end
if path.flywalkback then path.flywalkback:blendTime(time) end
if path.flysprint then path.flysprint:blendTime(time) end
if path.flyup then path.flyup:blendTime(time) end
if path.flydown then path.flydown:blendTime(time) end
if path.sit then path.sit:blendTime(time) end
if path.sitmove then path.sitmove:blendTime(time) end
if path.sitmoveback then path.sitmoveback:blendTime(time) end
if path.sitjumpup then path.sitjumpup:blendTime(time) end
if path.sitjumpdown then path.sitjumpdown:blendTime(time) end
if path.sitpass then path.sitpass:blendTime(time) end
if path.sleep then path.sleep:blendTime(time) end
if path.climb then path.climb:blendTime(time) end
if path.climbstill then path.climbstill:blendTime(time) end
if path.climbdown then path.climbdown:blendTime(time) end
if path.climbcrouch then path.climbcrouch:blendTime(time) end
if path.climbcrouchwalk then path.climbcrouchwalk:blendTime(time) end
if path.swim then path.swim:blendTime(time) end
if path.crawl then path.crawl:blendTime(time) end
if path.crawlstill then path.crawlstill:blendTime(time) end
if path.fall then path.fall:blendTime(time) end
if path.jumpup then path.jumpup:blendTime(time) end
if path.jumpdown then path.jumpdown:blendTime(time) end
if path.sprintjumpup then path.sprintjumpup:blendTime(time) end
if path.sprintjumpdown then path.sprintjumpdown:blendTime(time) end
if path.crouchjumpup then path.crouchjumpup:blendTime(time) end
if path.crouchjumpdown then path.crouchjumpdown:blendTime(time) end
if path.trident then path.trident:blendTime(time) end
if path.death then path.death:blendTime(time) end
if path.water then path.water:blendTime(time) end
if path.waterwalk then path.waterwalk:blendTime(time) end
if path.waterwalkback then path.waterwalkback:blendTime(time) end
if path.waterup then path.waterup:blendTime(time) end
if path.waterdown then path.waterdown:blendTime(time) end
if path.watercrouch then path.watercrouch:blendTime(time) end
if path.watercrouchwalk then path.watercrouchwalk:blendTime(time) end
if path.watercrouchwakback then path.watercrouchwakback:blendTime(time) end
if path.watercrouchdown then path.watercrouchdown:blendTime(time) end
if path.watercrouchup then path.watercrouchup:blendTime(time) end
if path.eatR then path.eatR:blendTime(itemTime) end
if path.eatL then path.eatL:blendTime(itemTime) end
if path.drinkR then path.drinkR:blendTime(itemTime) end
if path.drinkL then path.drinkL:blendTime(itemTime) end
if path.blockR then path.blockR:blendTime(itemTime) end
if path.blockL then path.blockL:blendTime(itemTime) end
if path.bowR then path.bowR:blendTime(itemTime) end
if path.bowL then path.bowL:blendTime(itemTime) end
if path.crossbowR then path.crossbowR:blendTime(itemTime) end
if path.crossbowL then path.crossbowL:blendTime(itemTime) end
if path.loadR then path.loadR:blendTime(itemTime) end
if path.loadL then path.loadL:blendTime(itemTime) end
if path.spearR then path.spearR:blendTime(itemTime) end
if path.spearL then path.spearL:blendTime(itemTime) end
if path.spyglassR then path.spyglassR:blendTime(itemTime) end
if path.spyglassL then path.spyglassL:blendTime(itemTime) end
if path.hornR then path.hornR:blendTime(itemTime) end
if path.hornL then path.hornL:blendTime(itemTime) end
if path.brushR then path.brushR:blendTime(itemTime) end
if path.brushL then path.brushL:blendTime(itemTime) end
if path.attackR then path.attackR:blendTime(itemTime) end
if path.attackL then path.attackL:blendTime(itemTime) end
if path.mineR then path.mineR:blendTime(itemTime) end
if path.mineL then path.mineL:blendTime(itemTime) end
if path.holdR then path.holdR:blendTime(itemTime) end
if path.holdL then path.holdL:blendTime(itemTime) end
end
for _,value in pairs(holdRanims) do
value:blendTime(itemTime)
end
for _,value in pairs(holdLanims) do
value:blendTime(itemTime)
end
for _,value in pairs(attackRanims) do
value:blendTime(itemTime)
end
for _,value in pairs(attackLanims) do
value:blendTime(itemTime)
end
for _,value in pairs(mineRanims) do
value:blendTime(itemTime)
end
for _,value in pairs(mineLanims) do
value:blendTime(itemTime)
end
end
wait(20,function()
assert(
next(bbmodels),
"§aCustom Script Warning: §6JimmyAnims isn't being required, or a blockbench model isn't being provided to it. \n".."§6 Put this code in a DIFFERENT script to use JimmyAnims: \n".."§flocal anims = require('JimmyAnims') \n"..
"§fanims(animations.BBMODEL_NAME_HERE) \n".."§6 Where you replace BBMODEL_NAME_HERE with the name of your bbmodel. \n".."§6 Or go to the top of the script or to the top of the Discord forum for more complete instructions.".."§c")
end)
local init = false
local animMT = {__call = function(self, ...)
local paths = {...}
local should_blend = true
if self.autoBlend ~= nil then should_blend = self.autoBlend end
if self.fall ~= nil then fallVel = self.fall end
errors(paths,self.dismiss)
for _, v in ipairs(paths) do
bbmodels[#bbmodels+1] = v
end
if #bbmodels >= 64 then
error(
"§aCustom Script Warning: §6You've reached the max limit of 64 bbmodels that can be added to JimmyAnims. To save your FPS the script has been stopped. \n"..
"To prevent this from happening accidentally you should move the function call out of any function it is in.§c"
,2
)
end
-- Init stuff.
if init then return end
animInit()
if should_blend then blend(paths, self.excluBlendTime or 4, self.incluBlendTime or 4) end
events.TICK:register(tick)
init = true
end}
local function addAllAnimsController(...)
if #allAnims >= 1024 then
error(
"§aCustom Script Warning: §6You've reached the max limit of 1024 animations that can be added to the addAllAnimsController. To save your FPS the script has been stopped. \n"..
"To prevent this from happening accidentally you should move the function call out of any function it is in.§c"
,2
)
end
for _, v in ipairs{...} do
assert(
type(v) == "Animation",
"§aCustom Script Warning: §6addAllAnimsController was given something that isn't an animation, check its spelling for errors.§c")
allAnims[#allAnims+1] = v
end
end
local function addExcluAnimsController(...)
if #excluAnims >= 1024 then
error(
"§aCustom Script Warning: §6You've reached the max limit of 1024 animations that can be added to the addExcluAnimsController. To save your FPS the script has been stopped. \n"..
"To prevent this from happening accidentally you should move the function call out of any function it is in.§c"
,2
)
end
for _, v in ipairs{...} do
assert(
type(v) == "Animation",
"§aCustom Script Warning: §6addExcluAnimsController was given something that isn't an animation, check its spelling for errors.§c")
excluAnims[#excluAnims+1] = v
end
end
local function addIncluAnimsController(...)
if #incluAnims >= 1024 then
error(
"§aCustom Script Warning: §6You've reached the max limit of 1024 animations that can be added to the addIncluAnimsController. To save your FPS the script has been stopped. \n"..
"To prevent this from happening accidentally you should move the function call out of any function it is in.§c"
,2
)
end
for _, v in ipairs{...} do
assert(
type(v) == "Animation",
"§aCustom Script Warning: §6addIncluAnimsController was given something that isn't an animation, check its spelling for errors.§c")
incluAnims[#incluAnims+1] = v
end
end
local function setAllOn(x)
setAllOnVar = x
end
local function setExcluOn(x)
setExcluOnVar = x
end
local function setIncluOn(x)
setIncluOnVar = x
end
local function oneJumpFunc(x)
oneJump = x
end
-- If you're choosing to edit this script, don't put anything beneath the return line
return setmetatable(
{
animsList = animsList,
addAllAnimsController = addAllAnimsController,
addExcluAnimsController = addExcluAnimsController,
addIncluAnimsController = addIncluAnimsController,
setAllOn = setAllOn,
setExcluOn = setExcluOn,
setIncluOn = setIncluOn,
oneJump = oneJumpFunc,
},
animMT
)

View file

@ -0,0 +1,16 @@
--EMOTES--
local mainPage = action_wheel:newPage()
action_wheel:setPage(mainPage)
function pings.Emote(state)
animations.player_model.animation:setPlaying(state)
end
--------------------------------------------------------------------
mainPage:newAction()
:title("Emote")
:item("minecraft:lantern")
:hoverColor(1,1,0)
:onToggle(pings.Emote)

View file

Before

Width:  |  Height:  |  Size: 2.6 KiB

After

Width:  |  Height:  |  Size: 2.6 KiB

View file

@ -0,0 +1,13 @@
{
"authors": [
"oatmealine",
"akirapink"
],
"name": "Akizetesche qou Jokzi (V2)",
"description":"§e§lINHERITED CONTEXT::
§r§e+'vaznian surrealist influence'
+'mark of oltazni' : 'let fly the eyes!'
+'vel receptors, curled'
+'cousinly eyes' : 'i just think they are cool'
+'self-designed signature'"
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

View file

@ -0,0 +1,9 @@
-- Autogenerated Essential => Figura script
local anims = require('JimmyAnims')
anims(animations.player_model)
vanilla_model.PLAYER:setVisible(false)
vanilla_model.ARMOR:setVisible(false)
models.player_model:setVisible(true)
vanilla_model.HELD_ITEMS:setVisible(true)
vanilla_model.ELYTRA:setVisible(true)

View file

@ -0,0 +1 @@
-- Autogenerated Essential => Figura script

View file

@ -0,0 +1,708 @@
-- V2.1 for 0.1.0 and above
-- Made by JimmyHelp
local anims = {}
local controller = {}
local controllerMT = {__index = controller}
local objects = {}
local exList = {
"idle",
"walk",
"walkback",
"jumpup",
"jumpdown",
"walkjumpup",
"walkjumpdown",
"fall",
"sprint",
"sprintjumpup",
"sprintjumpdown",
"crouch",
"crouchwalk",
"crouchwalkback",
"crouchjumpup",
"crouchjumpdown",
"elytra",
"elytradown",
"trident",
"sleep",
"swim",
"sit",
"sitmove",
"sitmoveback",
"sitjumpup",
"sitjumpdown",
"sitpass",
"crawl",
"crawlstill",
"fly",
"flywalk",
"flywalkback",
"flysprint",
"flyup",
"flydown",
"climb",
"climbstill",
"climbdown",
"climbcrouch",
"climbcrouchwalk",
"water",
"waterwalk",
"waterwalkback",
"waterup",
"waterdown",
"watercrouch",
"watercrouchwalk",
"watercrouchwalkback",
"watercrouchup",
"watercrouchdown",
"hurt",
"death"
}
local incList = {
"attackR",
"attackL",
"mineR",
"mineL",
"holdR",
"holdL",
"eatR",
"eatL",
"drinkR",
"drinkL",
"blockR",
"blockL",
"bowR",
"bowL",
"loadR",
"loadL",
"crossR",
"crossL",
"spearR",
"spearL",
"spyglassR",
"spyglassL",
"hornR",
"hornL",
"brushR",
"brushL",
}
local GSAnimBlend
for _, key in ipairs(listFiles(nil,true)) do
if key:find("GSAnimBlend$") then
GSAnimBlend = require(key)
break
end
end
if GSAnimBlend then GSAnimBlend.safe = false end
local function setBlendTime(ex,inc,o)
for _,list in pairs(o.aList) do
for _,value in pairs(list.list) do
value:setBlendTime(list.type == "excluAnims" and ex or inc)
end
end
end
---@param ex? number
---@param inc? number
function controller:setBlendTimes(ex,inc)
if not GSAnimBlend then error("GSAnimBlend was not found in the avatar, and this function is for interacting with GSAnimBlend.",2) end
if type(ex) ~= "number" and ex ~= nil then
error("The first arg is a non-number value ("..type(ex).."), must be a number or nil.",2)
end
if type(inc) ~= "number" and inc ~= nil then
error("The second arg is a non-number value ("..type(inc).."), must be a number or nil.",2)
end
if ex == nil then
ex = 0
end
if inc == nil then
inc = ex
end
setBlendTime(ex,inc,self)
return self
end
local function getSeg(name)
local words = {}
for word in name:gmatch("[^_]+") do
words[#words+1] = word
end
return words
end
local flyinit
local function addAnims(bb,o)
local listy = o.aList
for _,anim in pairs(bb) do
for name,animation in pairs(anim) do
local words = getSeg(name)
if not flyinit then
if words[1]:find("fly") then
flyinit = true
end
end
for key, _ in pairs(o.aList) do
if words[1] == key then
listy[key].list[#listy[key].list+1] = animation
end
end
end
end
if GSAnimBlend then setBlendTime(4,4,o) end
end
---@param anim table
---@param ifFly? boolean
function controller:setAnims(anim,ifFly)
flyinit = ifFly
for key, value in pairs(anim) do
self.aList[key].list = value
end
if GSAnimBlend then setBlendTime(4,4,self) end
return self
end
local fallVel = -0.6
---@param vel? number
function anims:setFallVel(vel)
if type(vel) ~= "number" and vel ~= nil then
error("Tried to set the velocity to a non-number value ("..type(vel)..").")
end
fallVel = vel or -0.6
return self
end
local oneJump = false
---@param state? boolean
function anims:setOneJump(state)
oneJump = state or false
return self
end
local auto = true
function anims:disableAutoSearch()
auto = false
return self
end
local function getPlay(anim)
local exists, hold = pcall(anim.isHolding,anim)
return anim:isPlaying() or (exists and hold)
end
local function getOverriders(type,o)
return o.overrideStates[type] or o.overrideStates.allAnims
end
local function addOverriders(self,type,...)
for _, value in pairs({...}) do
if #self.overriders[type] == 64 then
error("The max amount of overriding animations for "..type.." (64) was reached. Do not put the code for adding overriding animations in a function, it will infinitely add animations.",3)
end
self.overriders[type][#self.overriders[type]+1] = value
end
end
---@param state? boolean
function controller:setAllOff(state)
self.setOverrides.allAnims = state
return self
end
---@param state? boolean
function controller:setExcluOff(state)
self.setOverrides.excluAnims = state
return self
end
---@param state? boolean
function controller:setIncluOff(state)
self.setOverrides.incluAnims = state
return self
end
---@param ... Animation
function controller:addExcluOverrider(...)
addOverriders(self,"excluAnims",...)
return self
end
---@param ... Animation
function controller:addIncluOverrider(...)
addOverriders(self,"incluAnims",...)
return self
end
---@param ... Animation
function controller:addAllOverrider(...)
addOverriders(self,"allAnims",...)
return self
end
---@param exState? string
---@param inState? string
function controller:setState(exState,inState)
if type(exState) ~= "string" and exState ~= nil then
error("The first arg is a non-string value ("..type(exState).."), must be a string or nil.",2)
end
if type(inState) ~= "string" and inState ~= nil then
error("The second arg is a non-string value ("..type(inState).."), must be a string or nil.",2)
end
self.toggleState = {excluAnims = exState or "",incluAnims = inState or exState or ""}
return self
end
function controller:getState()
return self.toggleState
end
local function getStates(type,o)
return o.toggleState[type]
end
---@param spec? string
function controller:getAnimationStates(spec)
if type(spec) ~= "string" and spec ~= nil then
error("The animation state is a non-string value ("..type(spec).."), must be a string or nil.",2)
end
if spec then
return self.aList[spec].active
else
local states = {}
for k,v in pairs(self.aList) do
states[k] = v.active
end
return states
end
end
local function setAnimation(anim,override,state,o)
local saved = o.aList[anim]
local exists = true
local words = {}
for _,value in pairs(saved.list) do
if getSeg(value:getName())[2] == state then
exists = false
end
end
for _, value in pairs(saved.list) do
words = getSeg(value:getName())
if not words[2] then words[2] = not exists and "" or state end
if words[2] == "outro" then words[3] = "outro" words[2] = "" end
if words[1] == anim then
if words[3] == "outro" then
if words[2] == state then -- outro anims
value:setPlaying(not saved.active and not override)
else
value:stop()
end
else
if words[2] == state then -- not outro anims
if not saved.active and saved.stop then break end
if saved.active and saved.stop and not override then
value:restart()
end
value:setPlaying(saved.active and not override)
else
value:stop()
end
end
else
value:stop()
end
end
end
local flying
function pings.EZAnims_cFly(x)
flying = x
end
local diff = false
local rightResult, leftResult, targetEntity, rightMine, leftMine, rightAttack, leftAttack, oldhitBlock, targetBlock, blockSuccess, blockResult, hitBlock
local yvel, grounded, oldgrounded, hasJumped, cFlying, oldcFlying
local cooldown = false
local updateTimer = 0
local toggleDiff
local timer = 10
local function getInfo()
if host:isHost() then
if flyinit then
cFlying = host:isFlying()
if cFlying ~= oldcFlying then
pings.EZAnims_cFly(cFlying)
end
oldcFlying = cFlying
updateTimer = updateTimer + 1
if updateTimer % 200 == 0 then
pings.EZAnims_cFly(cFlying)
end
end
end
local pose = player:getPose()
local velocity = player:getVelocity()
local moving = velocity.xz:length() > 0.01
local sprinty = player:isSprinting()
local vehicle = player:getVehicle()
local sitting = vehicle ~= nil or pose == "SITTING" -- if you're reading this code and see this, "SITTING" isn't a vanilla pose, this is for mods
local passenger = vehicle and vehicle:getControllingPassenger() ~= player
local creativeFlying = (flying or false) and not sitting
local standing = pose == "STANDING"
local crouching = pose == "CROUCHING" and not creativeFlying
local gliding = pose == "FALL_FLYING"
local spin = pose == "SPIN_ATTACK"
local sleeping = pose == "SLEEPING"
local swimming = pose == "SWIMMING"
local inWater = player:isUnderwater() and not sitting
local inLiquid = player:isInWater() or player:isInLava()
local liquidSwim = swimming and inLiquid
local crawling = swimming and not inLiquid
-- hasJumped stuff
yvel = velocity.y
local hover = yvel < .01 and yvel > -.01
local goingUp = yvel > .01
local goingDown = yvel < -.01
local falling = yvel < fallVel
local playerGround = world.getBlockState(player:getPos():add(0,-.1,0))
local vehicleGround = sitting and world.getBlockState(vehicle:getPos():add(0,-.1,0))
oldgrounded = grounded
grounded = playerGround:isSolidBlock() or player:isOnGround() or (sitting and vehicleGround:isSolidBlock() or sitting and vehicle:isOnGround())
local pv = velocity:mul(1, 0, 1):normalize()
local pl = models:partToWorldMatrix():applyDir(0,0,-1):mul(1, 0, 1):normalize()
local fwd = pv:dot(pl)
local backwards = fwd < -.8
--local sideways = pv:cross(pl)
--local right = sideways.y > .6
--local left = sideways.y < -.6
-- canJump stuff
local webbed = world.getBlockState(player:getPos()).id == "minecraft:cobweb"
local ladder = player:isClimbing() and not grounded and not flying
local canJump = not (inLiquid or webbed or grounded)
local hp = player:getHealth() + player:getAbsorptionAmount()
if oldgrounded ~= grounded and not grounded and yvel > 0 then
cooldown = true
timer = 0
end
if timer < 11 then
timer = timer + 1
end
if timer == 11 then
cooldown = false
end
if (oldgrounded ~= grounded and not grounded and yvel > 0) and canJump then hasJumped = true end
if (grounded and (yvel <= 0 and yvel > -0.1)) or (gliding or inLiquid) then hasJumped = false end
local neverJump = not (gliding or spin or sleeping or swimming or ladder)
local jumpingUp = hasJumped and goingUp and neverJump
local jumpingDown = hasJumped and goingDown and not falling and neverJump or (cooldown and not jumpingUp)
local isJumping = jumpingUp or jumpingDown or falling
local sprinting = sprinty and standing and not inLiquid and not sitting
local walking = moving and not sprinting and not isJumping and not sitting
local forward = walking and not backwards
local backward = walking and backwards
local handedness = player:isLeftHanded()
local rightItem = player:getHeldItem(handedness)
local leftItem = player:getHeldItem(not handedness)
local rightActive = handedness and "OFF_HAND" or "MAIN_HAND"
local leftActive = not handedness and "OFF_HAND" or "MAIN_HAND"
local activeness = player:getActiveHand()
local using = player:isUsingItem()
local rightSuccess = pcall(rightItem.getUseAction,rightItem)
if rightSuccess then rightResult = rightItem:getUseAction() else rightResult = "NONE" end
local usingR = using and activeness == rightActive and rightResult
local leftSuccess = pcall(leftItem.getUseAction,leftItem)
if leftSuccess then leftResult = leftItem:getUseAction() else leftResult = "NONE" end
local usingL = using and activeness == leftActive and leftResult
local swing = player:getSwingTime()
local arm = swing == 1 and not sleeping and player:getSwingArm()
local rTag= rightItem.tag
local lTag = leftItem.tag
local crossR = rTag and (rTag["Charged"] == 1 or (rTag["ChargedProjectiles"] and next(rTag["ChargedProjectiles"])~= nil)) or false
local crossL = lTag and (lTag["Charged"] == 1 or (lTag["ChargedProjectiles"] and next(lTag["ChargedProjectiles"])~= nil)) or false
local exclude = not (crossR or crossL or using)
local game = player:getGamemode()
local reach = game and 6 or 3
if swing == 1 then
targetEntity = type(player:getTargetedEntity(reach)) == "PlayerAPI" or type(player:getTargetedEntity(reach)) == "LivingEntityAPI"
rightMine = oldhitBlock and not targetEntity
leftMine = oldhitBlock and not targetEntity
rightAttack = (not oldhitBlock or targetEntity)
leftAttack = (not oldhitBlock or targetEntity)
end
for _,o in pairs(objects) do
o.diff = false
for types, tabs in pairs(o.overriders) do
o.overrideStates[types] = o.setOverrides[types] or false
for _, value in pairs(tabs) do
if getPlay(value) then
o.overrideStates[types] = true
break
end
end
if o.oldoverStates[types] ~= o.overrideStates[types] then
o.diff = true
end
o.oldoverStates[types] = o.overrideStates[types]
end
local ob = o.aList
ob.flywalkback.active = creativeFlying and backward and (not (goingDown or goingUp))
ob.flysprint.active = creativeFlying and sprinting and not isJumping and (not (goingDown or goingUp))
ob.flyup.active = creativeFlying and goingUp
ob.flydown.active = creativeFlying and goingDown
ob.flywalk.active = creativeFlying and forward and (not (goingDown or goingUp)) and not sleeping or (ob.flysprint.active and next(ob.flysprint.list)==nil) or (ob.flywalkback.active and next(ob.flywalkback.list)==nil)
or (ob.flyup.active and next(ob.flyup.list)==nil) or (ob.flydown.active and next(ob.flydown.list)==nil)
ob.fly.active = creativeFlying and not sprinting and not moving and standing and not isJumping and (not (goingDown or goingUp)) and not sleeping or (ob.flywalk.active and next(ob.flywalk.list)==nil)
ob.watercrouchwalkback.active = inWater and crouching and backward and not goingDown
ob.watercrouchwalk.active = inWater and crouching and forward and not (goingDown or goingUp) or (ob.watercrouchwalkback.active and next(ob.watercrouchwalkback.list)==nil)
ob.watercrouchup.active = inWater and crouching and goingUp
ob.watercrouchdown.active = inWater and crouching and goingDown or (ob.watercrouchup.active and next(ob.watercrouchup.list)==nil)
ob.watercrouch.active = inWater and crouching and not moving and not (goingDown or goingUp) or (ob.watercrouchdown.active and next(ob.watercrouchdown.list)==nil) or (ob.watercrouchwalk.active and next(ob.watercrouchwalk.list)==nil)
ob.waterdown.active = inWater and goingDown and not falling and standing and not creativeFlying
ob.waterup.active = inWater and goingUp and standing and not creativeFlying
ob.waterwalkback.active = inWater and backward and hover and standing and not creativeFlying
ob.waterwalk.active = inWater and forward and hover and standing and not creativeFlying or (ob.waterwalkback.active and next(ob.waterwalkback.list)==nil) or (ob.waterdown.active and next(ob.waterdown.list)==nil)
or (ob.waterup.active and next(ob.waterup.list)==nil)
ob.water.active = inWater and not moving and standing and hover and not creativeFlying or (ob.waterwalk.active and next(ob.waterwalk.list)==nil)
ob.crawlstill.active = crawling and not moving
ob.crawl.active = crawling and moving or (ob.crawlstill.active and next(ob.crawlstill.list)==nil)
ob.swim.active = liquidSwim or (ob.crawl.active and next(ob.crawl.list)==nil)
ob.elytradown.active = gliding and goingDown
ob.elytra.active = gliding and not goingDown or (ob.elytradown.active and next(ob.elytradown.list)==nil)
ob.sitpass.active = passenger and standing or false
ob.sitjumpdown.active = sitting and not passenger and standing and (jumpingDown or falling)
ob.sitjumpup.active = sitting and not passenger and jumpingUp and standing or (ob.sitjumpdown.active and next(ob.sitjumpdown.list)==nil)
ob.sitmoveback.active = sitting and not passenger and not isJumping and backwards and standing
ob.sitmove.active = velocity:length() > 0 and not passenger and not backwards and standing and sitting and not isJumping or (ob.sitmoveback.active and next(ob.sitmoveback.list)==nil) or (ob.sitjumpup.active and next(ob.sitjumpup.list)==nil)
ob.sit.active = sitting and not passenger and velocity:length() == 0 and not isJumping and standing or (ob.sitmove.active and next(ob.sitmove.list)==nil) or (ob.sitpass.active and next(ob.sitpass.list)==nil) or false
ob.trident.active = spin
ob.sleep.active = sleeping
ob.climbcrouchwalk.active = ladder and crouching and not inWater and (moving or yvel ~= 0)
ob.climbcrouch.active = ladder and crouching and hover and not moving or (ob.climbcrouchwalk.active and next(ob.climbcrouchwalk.list)==nil)
ob.climbdown.active = ladder and goingDown and not crouching
ob.climbstill.active = ladder and not crouching and hover
ob.climb.active = ladder and goingUp and not crouching or (ob.climbdown.active and next(ob.climbdown.list)==nil) or (ob.climbstill.active and next(ob.climbstill.list)==nil)
ob.crouchjumpdown.active = crouching and jumpingDown and not inWater and not ladder
ob.crouchjumpup.active = crouching and jumpingUp and not inWater and not ladder or (not oneJump and (ob.crouchjumpdown.active and next(ob.crouchjumpdown.list)==nil))
ob.crouchwalkback.active = backward and crouching and not inWater and not ladder or (ob.watercrouchwalkback.active and next(ob.watercrouchwalkback.list)==nil and next(ob.watercrouchwalk.list)==nil and next(ob.watercrouch.list)==nil)
ob.crouchwalk.active = forward and crouching and not (jumpingDown or jumpingUp) and not inWater and not ladder or (ob.crouchwalkback.active and next(ob.crouchwalkback.list)==nil) or (not oneJump and (ob.crouchjumpup.active and next(ob.crouchjumpup.list)==nil)) or ((ob.watercrouchwalk.active and not ob.watercrouchwalkback.active) and next(ob.watercrouchwalk.list)==nil and next(ob.watercrouch.list)==nil)
ob.crouch.active = crouching and not walking and not inWater and not isJumping and not ladder and not cooldown or (ob.crouchwalk.active and next(ob.crouchwalk.list)==nil) or (ob.climbcrouch.active and next(ob.climbcrouch.list)==nil) or ((ob.watercrouch.active and not ob.watercrouchwalk.active) and next(ob.watercrouch.list)==nil)
ob.fall.active = falling and not gliding and not creativeFlying and not sitting
ob.sprintjumpdown.active = jumpingDown and sprinting and not creativeFlying and not ladder or false
ob.sprintjumpup.active = jumpingUp and sprinting and not creativeFlying and not ladder or (not oneJump and (ob.sprintjumpdown.active and next(ob.sprintjumpdown.list)==nil)) or false
ob.walkjumpdown.active = jumpingDown and moving and not ladder and not sprinting and not crouching and not sitting and not sleeping and not gliding and not creativeFlying and not spin and not inWater
ob.walkjumpup.active = jumpingUp and moving and not ladder and not sprinting and not crouching and not sitting and not creativeFlying and not inWater or (not oneJump and (ob.walkjumpdown.active and next(ob.walkjumpdown.list)==nil)) or false
ob.jumpdown.active = jumpingDown and not moving and not ladder and not sprinting and not crouching and not sitting and not sleeping and not gliding and not creativeFlying and not spin and not inWater or (ob.fall.active and next(ob.fall.list)==nil) or (oneJump and (ob.sprintjumpdown.active and next(ob.sprintjumpdown.list)==nil)) or (oneJump and (ob.crouchjumpdown.active and next(ob.crouchjumpdown.list)==nil)) or (oneJump and (ob.walkjumpdown.active and next(ob.walkjumpdown.list)==nil))
ob.jumpup.active = jumpingUp and not moving and not ladder and not sprinting and not crouching and not sitting and not creativeFlying and not inWater or (ob.jumpdown.active and next(ob.jumpdown.list)==nil) or (ob.trident.active and next(ob.trident.list)==nil) or (oneJump and (ob.sprintjumpup.active and next(ob.sprintjumpup.list)==nil)) or (oneJump and (ob.walkjumpup.active and next(ob.walkjumpup.list)==nil))
ob.sprint.active = sprinting and not isJumping and not creativeFlying and not ladder and not cooldown and not inWater or (not oneJump and (ob.sprintjumpup.active and next(ob.sprintjumpup.list)==nil)) or false
ob.walkback.active = backward and standing and not creativeFlying and not ladder and not inWater or (ob.flywalkback.active and next(ob.flywalkback.list)==nil and next(ob.flywalk.list)==nil and next(ob.fly.list)==nil)
ob.walk.active = forward and standing and not creativeFlying and not ladder and not cooldown and not inWater or (ob.walkback.active and next(ob.walkback.list)==nil) or (ob.sprint.active and next(ob.sprint.list)==nil) or (ob.climb.active and next(ob.climb.list)==nil)
or (ob.swim.active and next(ob.swim.list)==nil) or (ob.elytra.active and next(ob.elytra.list)==nil) or (ob.waterwalk.active and (next(ob.waterwalk.list)==nil and next(ob.water.list)==nil)) or ((ob.flywalk.active and not ob.flywalkback.active) and next(ob.flywalk.list)==nil and next(ob.fly.list)==nil)
or (ob.crouchwalk.active and (next(ob.crouchwalk)==nil and next(ob.crouch.list)==nil)) or (not oneJump and ob.walkjumpup.active and next(ob.walkjumpup.list)==nil)
ob.idle.active = not moving and not sprinting and standing and not isJumping and not sitting and not inWater and not creativeFlying and not ladder or (ob.sleep.active and next(ob.sleep.list)==nil) or (ob.sit.active and next(ob.sit.list)==nil)
or ((ob.water.active and not ob.waterwalk.active) and next(ob.water.list)==nil) or ((ob.fly.active and not ob.flywalk.active) and next(ob.fly.list)==nil) or ((ob.crouch.active and not ob.crouchwalk.active) and next(ob.crouch.list)==nil) or (ob.jumpup.active and next(ob.jumpup.list)==nil)
ob.death.active = hp <= 0
ob.hurt.active = player:getNbt().HurtTime > 0 and hp > 0
ob.attackR.active = arm == rightActive and rightAttack
ob.attackL.active = arm == leftActive and leftAttack
ob.mineR.active = arm == rightActive and rightMine
ob.mineL.active = arm == leftActive and leftMine
ob.holdR.active = rightItem.id~="minecraft:air" and exclude
ob.holdL.active = leftItem.id~="minecraft:air" and exclude
ob.eatR.active = usingR == "EAT"
ob.eatL.active = usingL == "EAT"
ob.drinkR.active = usingR == "DRINK"
ob.drinkL.active = usingL == "DRINK"
ob.blockR.active = usingR == "BLOCK"
ob.blockL.active = usingL == "BLOCK"
ob.bowR.active = usingR == "BOW"
ob.bowL.active = usingL == "BOW"
ob.loadR.active = usingR == "CROSSBOW"
ob.loadL.active = usingL == "CROSSBOW"
ob.crossR.active = crossR
ob.crossL.active = crossL
ob.spearR.active = usingR == "SPEAR"
ob.spearL.active = usingL == "SPEAR"
ob.spyglassR.active = usingR == "SPYGLASS"
ob.spyglassL.active = usingL == "SPYGLASS"
ob.hornR.active = usingR == "TOOT_HORN"
ob.hornL.active = usingL == "TOOT_HORN"
ob.brushR.active = usingR == "BRUSH"
ob.brushL.active = usingL == "BRUSH"
for key,value in pairs(o.aList) do
if (value.active ~= o.oldList[key].active) then
setAnimation(key,getOverriders(value.type,o),getStates(value.type,o),o)
end
if (o.toggleDiff or o.diff) and value.active then
setAnimation(key,getOverriders(value.type,o),getStates(value.type,o),o)
end
o.oldList[key].active = value.active
end
o.toggleDiff = false
for key,_ in pairs(o.toggleState) do
if o.oldToggle[key] ~= o.toggleState[key] then
o.toggleDiff = true
end
o.oldToggle[key] = o.toggleState[key]
end
end
oldhitBlock = hitBlock
targetBlock = player:getTargetedBlock(true, game and 5 or 4.5)
blockSuccess, blockResult = pcall(targetBlock.getTextures, targetBlock)
if blockSuccess then hitBlock = not (next(blockResult) == nil) else hitBlock = true end
end
function events.tick()
getInfo()
end
local function getBBModels()
local bbmodels = {}
for _,layer in pairs(models:getChildren()) do
local name = layer:getName()
if animations[name] then
bbmodels[name] = animations[name]
else
for _,layer2 in pairs(layer:getChildren()) do
local name2 = name.."."..layer2:getName()
bbmodels[name2] = animations[name2]
end
end
end
if next(bbmodels) == nil then
error("No blockbench models containing animations were found.")
end
local aList = {}
local oldList = {}
for _, value in pairs(exList) do
aList[value] = {active = false,list = {},type = "excluAnims"}
oldList[value] = {active = false}
end
for _, value in pairs(incList) do
aList[value] = {active = false,list = {},type = "incluAnims"}
oldList[value] = {active = false}
end
aList.attackR.stop = true
aList.attackL.stop = true
aList.mineR.stop = true
aList.mineL.stop = true
aList.hurt.stop = true
local o = setmetatable(
{
bbmodels=bbmodels,
aList=aList,
oldList=oldList,
toggleState = {excluAnims="",incluAnims=""},
oldToggle = {excluAnims="",incluAnims=""},
toggleDiff = toggleDiff,
overriders = {excluAnims = {},incluAnims = {}, allAnims = {}},
overrideStates = {excluAnims = false,incluAnims = false, allAnims = false},
oldoverStates = {excluAnims = false,incluAnims = false, allAnims = false},
setOverrides = {excluAnims = false,incluAnims = false, allAnims = false},
diff = diff
},
controllerMT)
objects[1] = o
addAnims(bbmodels,o)
end
function events.entity_init()
if #objects == 0 then getBBModels() end
end
local firstRun = true
---@param ... table
function anims:addBBModel(...)
local bbmodels = {...}
if next(bbmodels) == nil then
error("The blockbench model provided couldn't be found because it has no animations, or because of a typo or some other mistake.",2)
end
local aList = {}
local oldList = {}
for _, value in pairs(exList) do
aList[value] = {active = false,list = {},type = "excluAnims"}
oldList[value] = {active = false}
end
for _, value in pairs(incList) do
aList[value] = {active = false,list = {},type = "incluAnims"}
oldList[value] = {active = false}
end
aList.attackR.stop = true
aList.attackL.stop = true
aList.mineR.stop = true
aList.mineL.stop = true
aList.hurt.stop = true
local o = setmetatable(
{
bbmodels=bbmodels,
aList=aList,
oldList=oldList,
toggleState = {excluAnims="",incluAnims=""},
oldToggle = {excluAnims="",incluAnims=""},
toggleDiff = toggleDiff,
overriders = {excluAnims = {},incluAnims = {}, allAnims = {}},
overrideStates = {excluAnims = false,incluAnims = false, allAnims = false},
oldoverStates = {excluAnims = false,incluAnims = false, allAnims = false},
setOverrides = {excluAnims = false,incluAnims = false, allAnims = false},
diff = diff
},
controllerMT)
objects[#objects+1] = o
if #objects == 16 then
error("The max amount of blockbench models (16) was reached. Do not put the code for adding blockbench models in a function, it will infinitely add blockbench models.",3)
end
if auto then addAnims(bbmodels,o) end
return o
end
anims.controller = controller
return anims

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,16 @@
--EMOTES--
local mainPage = action_wheel:newPage()
action_wheel:setPage(mainPage)
function pings.Emote(state)
animations.player_model.animation:setPlaying(state)
end
--------------------------------------------------------------------
mainPage:newAction()
:title("Emote")
:item("minecraft:lantern")
:hoverColor(1,1,0)
:onToggle(pings.Emote)

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.6 KiB

View file

@ -0,0 +1,13 @@
{
"authors": [
"oatmealine",
"akirapink"
],
"name": "Akizetesche qou Jokzi (V2)",
"description":"§e§lINHERITED CONTEXT::
§r§e+'vaznian surrealist influence'
+'mark of oltazni' : 'let fly the eyes!'
+'vel receptors, curled'
+'cousinly eyes' : 'i just think they are cool'
+'self-designed signature'"
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 610 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 926 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,8 @@
-- Autogenerated Essential => Figura script
local anims = require("EZAnims")
local example = anims:addBBModel(animations.player_model)
vanilla_model.PLAYER:setVisible(false)
vanilla_model.ARMOR:setVisible(false)
models.player_model:setVisible(true)
vanilla_model.HELD_ITEMS:setVisible(true)
vanilla_model.ELYTRA:setVisible(false)

View file

@ -0,0 +1 @@
-- Autogenerated Essential => Figura script

File diff suppressed because it is too large Load diff

View file

Before

Width:  |  Height:  |  Size: 1.4 MiB

After

Width:  |  Height:  |  Size: 1.4 MiB

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,924 @@
-- + Made by Jimmy Hellp
-- + V6 for 0.1.0 and above
-- + Thank you GrandpaScout for helping with the library stuff!
-- + Automatically compatible with GSAnimBlend for automatic smooth animation blending
-- + Also includes Manuel's Run Later script
local animsList = {
-- Exclusive Animations
idle="idling",
walk="walking",
walkback="walking backwards",
jumpup="jumping up caused via the jump key",
jumpdown="jumping down after a jump up",
fall="falling after a while",
sprint = "sprinting",
sprintjumpup="sprinting and jumping up caused via the jump key",
sprintjumpdown="sprinting and jumping down after a jump up",
crouch = "crouching",
crouchwalk = "crouching and walking",
crouchwalkback = "crouching and walking backwards",
crouchjumpup = "crouching and jumping up caused via the jump key",
crouchjumpdown = "crouching and jumping down after a jump up",
elytra = "elytra flying",
elytradown = "flying down/diving while elytra flying",
trident = "riptide trident lunging",
sleep = "sleeping",
swim = "while swimming",
sit = "while in any vehicle or modded sitting",
sitmove = "while in any vehicle and moving",
sitmoveback = "while in any vehicle and moving backwards",
sitjumpup = "while in any vehicle and jumping up",
sitjumpdown = "while in any vehicle and jumping down",
sitpass = "while in any vehicle as a passenger",
crawl = "crawling and moving",
crawlstill = "crawling and still",
fly = "creative flying",
flywalk = "flying and moving",
flywalkback = "flying and moving backwards",
flysprint = "flying and sprinting",
flyup = "flying and going up",
flydown = "flying and going down",
climb = "climbing a ladder",
climbstill = "not moving on a ladder without crouching (hitting a ceiling usually)",
climbdown = "going down a ladder",
climbcrouch = "crouching on a ladder",
climbcrouchwalk = "crouching on a ladder and moving",
water = "being in water without swimming",
waterwalk = "in water and moving",
waterwalkback = "in water and moving backwards",
waterup = "in water and going up",
waterdown = "in water and going down",
watercrouch = "in water and crouching",
watercrouchwalk = "in water and crouching and walking",
watercrouchwalkback = "in water and crouching and walking backwards",
watercrouchdown = "in water and crouching and going down",
watercrouchup = "in water and crouching and going up. only possible in bubble columns",
hurt = "MUST BE IN PLAY ONCE LOOP MODE. when hurt",
death = "dying",
-- Inclusive Animations:
attackR = "MUST BE IN PLAY ONCE LOOP MODE. attacking with the right hand",
attackL = "MUST BE IN PLAY ONCE LOOP MODE. attacking with the left hand",
mineR = "MUST BE IN PLAY ONCE LOOP MODE. mining with the right hand",
mineL = "MUST BE IN PLAY ONCE LOOP MODE. mining with the left hand",
eatR = "eating from the right hand",
eatL = "eating from the left hand",
drinkR = "drinking from the right hand",
drinkL = "drinking from the left hand",
blockR = "blocking from the right hand",
blockL = "blocking from the left hand",
bowR = "drawing back a bow from the right hand",
bowL = "drawing back a bow from the left hand",
loadR = "loading a crossbow from the right hand",
loadL = "loading a crossbow from the left hand",
crossbowR = "holding a loaded crossbow in the right hand",
crossbowL = "holding a loaded crossbow in the left hand",
spearR = "holding up a trident in the right hand",
spearL = "holding up a trident in the left hand",
spyglassR = "holding up a spyglass from the right hand",
spyglassL = "holding up a spyglass from the left hand",
hornR = "using a horn in the right hand",
hornL = "using a horn in the left hand",
brushR = "using a brush in the right hand",
brushL = "using a brush in the left hand",
holdR = "holding an item in the right hand",
holdL = "holding an item in the left hand",
}
------------------------------------------------------------------------------------------------------------------------
local function errors(paths,dismiss)
assert(
next(paths),
"§aCustom Script Warning: §6No blockbench models were found, or the blockbench model found contained no animations. \n" .." Check that there are no typos in the given bbmodel name, or that the bbmodel has animations by using this line of code at the top of your script: \n"
.."§f logTable(animations.BBMODEL_NAME_HERE) \n ".."§6If this returns nil your bbmodel name is wrong or it has no animations. You can use \n".."§f logTable(models:getChildren()) \n".."§6 to get the name of every bbmodel in your avatar.§c"
)
for _, path in pairs(paths) do
for _, anim in pairs(path) do
if anim:getName():find("%.") and not dismiss then
error(
"§aCustom Script Warning: §6The animation §b'"..anim:getName().."'§6 has a period ( . ) in its name, the handler can't use that animation and it must be renamed to fit the handler's accepted animation names. \n" ..
" If the animation isn't meant for the handler, you can dismiss this error by adding §fanims.dismiss = true§6 after the require but before setting the bbmodel.§c")
end
end
end
end
local setAllOnVar = true
local setIncluOnVar = true
local setExcluOnVar = true
local allAnims = {}
local excluAnims = {}
local incluAnims = {}
local animsTable= {
allVar = false,
excluVar = false,
incluVar = false
}
local excluState
local incluState
local holdRanims = {}
local holdLanims = {}
local attackRanims = {}
local attackLanims = {}
local mineRanims = {}
local mineLanims = {}
local hasJumped = false
local oneJump = false
local hitBlock
local cFlying = false
local oldcFlying = cFlying
local flying = false
local updateTimer = 0
local flyinit = false
local distinit = false
local dist = 4.5
local oldDist = dist
local reach = 4.5
local yvel
local cooldown
local grounded
local oldgrounded
local fallVel = -0.6
-- wait code from Manuel
local timers = {}
local function wait(ticks,next)
table.insert(timers,{t=world.getTime()+ticks,n=next})
end
events.TICK:register(function()
for key,timer in pairs(timers) do
if world.getTime() >= timer.t then
timer.n()
timers[key] = nil
end
end
end)
--
local bbmodels = {} -- don't put things in here
function pings.JimmyAnims_cFly(x)
flying = x
end
function pings.JimmyAnims_Distance(x)
reach = x
end
function pings.JimmyAnims_Update(fly,dis)
flying = fly
reach = dis
end
local prev
local function JimmyAnims_Swing(anim)
-- test how this works with multiple bbmodels
for _,path in pairs(bbmodels) do
if path[prev] then path[prev]:stop() end
if path[anim] then path[anim]:play() end
prev = anim
end
end
local function anims()
for _, value in ipairs(allAnims) do
if value:isPlaying() then
animsTable.allVar = true
break
else
animsTable.allVar = false or not setAllOnVar
end
end
if next(allAnims) == nil then
animsTable.allVar = not setAllOnVar
end
for _, value in ipairs(excluAnims) do
if value:isPlaying() then
animsTable.excluVar = true
break
else
animsTable.excluVar = false or not setExcluOnVar
end
end
if next(excluAnims) == nil then
animsTable.excluVar = not setExcluOnVar
end
for _, value in ipairs(incluAnims) do
if value:isPlaying() then
animsTable.incluVar = true
break
else
animsTable.incluVar = false or not setIncluOnVar
end
end
if next(incluAnims) == nil then
animsTable.incluVar = not setIncluOnVar
end
excluState = not animsTable.allVar and not animsTable.excluVar
incluState = not animsTable.allVar and not animsTable.incluVar
if host:isHost() then
if flyinit and not distinit then
cFlying = host:isFlying()
if cFlying ~= oldcFlying then
pings.JimmyAnims_cFly(cFlying)
end
oldcFlying = cFlying
updateTimer = updateTimer + 1
if updateTimer % 200 == 0 then
pings.JimmyAnims_cFly(cFlying)
end
elseif distinit and not flyinit then
dist = host:getReachDistance()
if dist ~= oldDist then
pings.JimmyAnims_Distance(dist)
end
oldDist = dist
updateTimer = updateTimer + 1
if updateTimer % 200 == 0 then
pings.JimmyAnims_Distance(dist)
end
elseif distinit and flyinit then
cFlying = host:isFlying()
if cFlying ~= oldcFlying then
pings.JimmyAnims_cFly(cFlying)
end
oldcFlying = cFlying
dist = host:getReachDistance()
if dist ~= oldDist then
pings.JimmyAnims_Distance(dist)
end
oldDist = dist
updateTimer = updateTimer + 1
if updateTimer % 200 == 0 then
pings.JimmyAnims_Update(cFlying,dist)
end
end
end
local pose = player:getPose()
local velocity = player:getVelocity()
local moving = velocity.xz:length() > 0.01
local sprinty = player:isSprinting()
local vehicle = player:getVehicle()
local sitting = vehicle ~= nil or pose == "SITTING" -- if you're reading this code and see this, "SITTING" isn't a vanilla pose, this is for mods
local passenger = vehicle and vehicle:getControllingPassenger() ~= player
local creativeFlying = flying and not sitting
local standing = pose == "STANDING"
local crouching = pose == "CROUCHING" and not creativeFlying
local gliding = pose == "FALL_FLYING"
local spin = pose == "SPIN_ATTACK"
local sleeping = pose == "SLEEPING"
local swimming = pose == "SWIMMING"
local inWater = player:isUnderwater() and not sitting
local inLiquid = player:isInWater() or player:isInLava()
local liquidSwim = swimming and inLiquid
local crawling = swimming and not inLiquid
-- hasJumped stuff
yvel = velocity.y
local hover = yvel < .01 and yvel > -.01
local goingUp = yvel > .01
local goingDown = yvel < -.01
local falling = yvel < fallVel
local playerGround = world.getBlockState(player:getPos():add(0,-.1,0))
local vehicleGround = sitting and world.getBlockState(vehicle:getPos():add(0,-.1,0))
oldgrounded = grounded
grounded = playerGround:isSolidBlock() or player:isOnGround() or (sitting and vehicleGround:isSolidBlock() or sitting and vehicle:isOnGround())
local pv = velocity:mul(1, 0, 1):normalize()
local pl = models:partToWorldMatrix():applyDir(0,0,-1):mul(1, 0, 1):normalize()
local fwd = pv:dot(pl)
local backwards = fwd < -.8
--local sideways = pv:cross(pl)
--local right = sideways.y > .6
--local left = sideways.y < -.6
-- canJump stuff
local webbed = world.getBlockState(player:getPos()).id == "minecraft:cobweb"
local ladder = player:isClimbing() and not grounded and not flying
local canJump = not (inLiquid or webbed or grounded)
local hp = player:getHealth() + player:getAbsorptionAmount()
if oldgrounded ~= grounded and not grounded and yvel > 0 then
cooldown = true
wait(10,function() cooldown = false end)
end
if (oldgrounded ~= grounded and not grounded and yvel > 0) and canJump then hasJumped = true end
if (grounded and (yvel <= 0 and yvel > -0.1)) or (gliding or inLiquid) then hasJumped = false end
local neverJump = not (gliding or spin or sleeping or swimming or ladder)
local jumpingUp = hasJumped and goingUp and neverJump
local jumpingDown = hasJumped and goingDown and not falling and neverJump or (cooldown and not jumpingUp)
local isJumping = jumpingUp or jumpingDown or falling
local sprinting = sprinty and standing and not inLiquid and not sitting
local walking = moving and not sprinting and not isJumping and not sitting
local forward = walking and not backwards
local backward = walking and backwards
-- we be holding items tho
local handedness = player:isLeftHanded()
local rightActive = handedness and "OFF_HAND" or "MAIN_HAND"
local leftActive = not handedness and "OFF_HAND" or "MAIN_HAND"
local activeness = player:getActiveHand()
local using = player:isUsingItem()
local rightSwing = player:getSwingArm() == rightActive and not sleeping
local leftSwing = player:getSwingArm() == leftActive and not sleeping
local targetEntity = type(player:getTargetedEntity()) == "PlayerAPI" or type(player:getTargetedEntity()) == "LivingEntityAPI"
local targetBlock = player:getTargetedBlock(true, reach)
local swingTime = player:getSwingTime() == 1
local success, result = pcall(targetBlock.getTextures, targetBlock)
if success then hitBlock = not (next(result) == nil) else hitBlock = true end
local rightMine = rightSwing and hitBlock and not targetEntity
local leftMine = leftSwing and hitBlock and not targetEntity
local rightAttack = rightSwing and (not hitBlock or targetEntity)
local leftAttack = leftSwing and (not hitBlock or targetEntity)
local rightItem = player:getHeldItem(handedness)
local leftItem = player:getHeldItem(not handedness)
local usingR = activeness == rightActive and rightItem:getUseAction()
local usingL = activeness == leftActive and leftItem:getUseAction()
local crossR = rightItem.tag and rightItem.tag["Charged"] == 1
local crossL = leftItem.tag and leftItem.tag["Charged"] == 1
local drinkRState = using and usingR == "DRINK"
local drinkLState = using and usingL == "DRINK"
local eatRState = using and usingR == "EAT"
local eatLState = using and usingL == "EAT"
local blockRState = using and usingR == "BLOCK"
local blockLState = using and usingL == "BLOCK"
local bowRState = using and usingR == "BOW"
local bowLState = using and usingL == "BOW"
local spearRState = using and usingR == "SPEAR"
local spearLState = using and usingL == "SPEAR"
local spyglassRState = using and usingR == "SPYGLASS"
local spyglassLState = using and usingL == "SPYGLASS"
local hornRState = using and usingR == "TOOT_HORN"
local hornLState = using and usingL == "TOOT_HORN"
local loadRState = using and usingR == "CROSSBOW"
local loadLState = using and usingL == "CROSSBOW"
local brushRState = using and usingR == "BRUSH"
local brushLState = using and usingL == "BRUSH"
local exclude = not (using or crossR or crossL)
local rightHoldState = rightItem.id ~= "minecraft:air" and exclude
local leftHoldState = leftItem.id ~= "minecraft:air" and exclude
-- anim states
for _, path in pairs(bbmodels) do
local flywalkbackState = creativeFlying and backward and (not (goingDown or goingUp))
local flysprintState = creativeFlying and sprinting and not isJumping and (not (goingDown or goingUp))
local flyupState = creativeFlying and goingUp
local flydownState = creativeFlying and goingDown
local flywalkState = creativeFlying and forward and (not (goingDown or goingUp)) and not sleeping or (flysprintState and not path.flysprint) or (flywalkbackState and not path.flywalkback)
or (flyupState and not path.flyup) or (flydownState and not path.flydown)
local flyState = creativeFlying and not sprinting and not moving and standing and not isJumping and (not (goingDown or goingUp)) and not sleeping or (flywalkState and not path.flywalk)
local watercrouchwalkbackState = inWater and crouching and backward and not goingDown
local watercrouchwalkState = inWater and crouching and forward and not (goingDown or goingUp) or (watercrouchwalkbackState and not path.watercrouchwalkback)
local watercrouchupState = inWater and crouching and goingUp
local watercrouchdownState = inWater and crouching and goingDown or (watercrouchupState and not path.watercrouchup)
local watercrouchState = inWater and crouching and not moving and not (goingDown or goingUp) or (watercrouchdownState and not path.watercrouchdown) or (watercrouchwalkState and not path.watercrouchwalk)
local waterdownState = inWater and goingDown and not falling and standing and not creativeFlying
local waterupState = inWater and goingUp and standing and not creativeFlying
local waterwalkbackState = inWater and backward and hover and standing and not creativeFlying
local waterwalkState = inWater and forward and hover and standing and not creativeFlying or (waterwalkbackState and not path.waterwalkback) or (waterdownState and not path.waterdown)
or (waterupState and not path.waterup)
local waterState = inWater and not moving and standing and hover and not creativeFlying or (waterwalkState and not path.waterwalk)
local crawlstillState = crawling and not moving
local crawlState = crawling and moving or (crawlstillState and not path.crawlstill)
local swimState = liquidSwim or (crawlState and not path.crawl)
local elytradownState = gliding and goingDown
local elytraState = gliding and not goingDown or (elytradownState and not path.elytradown)
local sitpassState = passenger and standing
local sitjumpdownState = sitting and not passenger and standing and (jumpingDown or falling)
local sitjumpupState = sitting and not passenger and jumpingUp and standing or (sitjumpdownState and not path.sitjumpdown)
local sitmovebackState = sitting and not passenger and not isJumping and backwards and standing
local sitmoveState = velocity:length() > 0 and not passenger and not backwards and standing and sitting and not isJumping or (sitmovebackState and not path.sitmoveback) or (sitjumpupState and not path.sitjumpup)
local sitState = sitting and not passenger and velocity:length() == 0 and not isJumping and standing or (sitmoveState and not path.sitmove) or (sitpassState and not path.sitpass)
local tridentState = spin
local sleepState = sleeping
local climbcrouchwalkState = ladder and crouching and (moving or yvel ~= 0)
local climbcrouchState = ladder and crouching and hover and not moving or (climbcrouchwalkState and not path.climbcrouchwalk)
local climbdownState = ladder and goingDown
local climbstillState = ladder and not crouching and hover
local climbState = ladder and goingUp and not crouching or (climbdownState and not path.climbdown) or (climbstillState and not path.climbstill)
local crouchjumpdownState = crouching and jumpingDown and not ladder and not inWater
local crouchjumpupState = crouching and jumpingUp and not ladder or (not oneJump and (crouchjumpdownState and not path.crouchjumpdown))
local crouchwalkbackState = backward and crouching and not ladder and not inWater or (watercrouchwalkbackState and not path.watercrouchwalkback and not path.watercrouchwalk and not path.watercrouch)
local crouchwalkState = forward and crouching and not ladder and not inWater or (crouchwalkbackState and not path.crouchwalkback) or (not oneJump and (crouchjumpupState and not path.crouchjumpup)) or ((watercrouchwalkState and not watercrouchwalkbackState) and not path.watercrouchwalk and not path.watercrouch)
local crouchState = crouching and not walking and not isJumping and not ladder and not inWater and not cooldown or (crouchwalkState and not path.crouchwalk) or (climbcrouchState and not path.climbcrouch) or ((watercrouchState and not watercrouchwalkState) and not path.watercrouch)
local fallState = falling and not gliding and not creativeFlying and not sitting
local sprintjumpdownState = jumpingDown and sprinting and not creativeFlying and not ladder
local sprintjumpupState = jumpingUp and sprinting and not creativeFlying and not ladder or (not oneJump and (sprintjumpdownState and not path.sprintjumpdown))
local jumpdownState = jumpingDown and not sprinting and not crouching and not sitting and not gliding and not creativeFlying and not spin and not inWater or (fallState and not path.fall) or (oneJump and (sprintjumpdownState and not path.sprintjumpdown)) or (oneJump and (crouchjumpdownState and not path.crouchjumpdown))
local jumpupState = jumpingUp and not sprinting and not crouching and not sitting and not creativeFlying and not inWater or (jumpdownState and not path.jumpdown) or (tridentState and not path.trident) or (oneJump and (sprintjumpupState and not path.sprintjumpup)) or (oneJump and (crouchjumpupState and not path.crouchjumpup))
local sprintState = sprinting and not isJumping and not creativeFlying and not ladder and not cooldown or (not oneJump and (sprintjumpupState and not path.sprintjumpup))
local walkbackState = backward and standing and not creativeFlying and not ladder and not inWater or (flywalkbackState and not path.flywalkback and not path.flywalk and not path.fly)
local walkState = forward and standing and not creativeFlying and not ladder and not inWater and not cooldown or (walkbackState and not path.walkback) or (sprintState and not path.sprint) or (climbState and not path.climb)
or (swimState and not path.swim) or (elytraState and not path.elytra) or (jumpupState and not path.jumpup) or (waterwalkState and (not path.waterwalk and not path.water)) or ((flywalkState and not flywalkbackState) and not path.flywalk and not path.fly)
or (crouchwalkState and not path.crouch)
local idleState = not moving and not sprinting and standing and not isJumping and not sitting and not creativeFlying and not ladder and not inWater or (sleepState and not path.sleep) or (sitState and not path.sit)
or ((waterState and not waterwalkState) and not path.water) or ((flyState and not flywalkState) and not path.fly) or ((crouchState and not crouchwalkState) and not path.crouch)
local deadState = hp <= 0
if path.death then path.death:playing(excluState and deadState) end
-- anim play testing
if path.hurt and player:getNbt().HurtTime == 9 then
path.hurt:restart()
end
if path.idle then path.idle:playing(excluState and idleState) end
if path.walk then path.walk:playing(excluState and walkState) end
if path.walkback then path.walkback:playing(excluState and walkbackState) end
if path.sprint then path.sprint:playing(excluState and sprintState) end
if path.sprintjumpup then path.sprintjumpup:playing(excluState and sprintjumpupState) end
if path.sprintjumpdown then path.sprintjumpdown:playing(excluState and sprintjumpdownState) end
if path.crouch then path.crouch:playing(excluState and crouchState) end
if path.crouchwalk then path.crouchwalk:playing(excluState and crouchwalkState) end
if path.crouchwalkback then path.crouchwalkback:playing(excluState and crouchwalkbackState) end
if path.crouchjumpup then path.crouchjumpup:playing(excluState and crouchjumpupState) end
if path.crouchjumpdown then path.crouchjumpdown:playing(excluState and crouchjumpdownState) end
if path.jumpup then path.jumpup:playing(excluState and jumpupState) end
if path.jumpdown then path.jumpdown:playing(excluState and jumpdownState) end
if path.fall then path.fall:playing(excluState and fallState) end
if path.elytra then path.elytra:playing(excluState and elytraState) end
if path.elytradown then path.elytradown:playing(excluState and elytradownState) end
if path.trident then path.trident:playing(excluState and tridentState) end
if path.sleep then path.sleep:playing(excluState and sleepState) end
if path.swim then path.swim:playing(excluState and swimState) end
if path.sit then path.sit:playing(excluState and sitState) end
if path.sitmove then path.sitmove:playing(excluState and sitmoveState) end
if path.sitmoveback then path.sitmoveback:playing(excluState and sitmovebackState) end
if path.sitjumpup then path.sitjumpup:playing(excluState and sitjumpupState) end
if path.sitjumpdown then path.sitjumpdown:playing(excluState and sitjumpdownState) end
if path.sitpass then path.sitpass:playing(excluState and sitpassState) end
if path.crawl then path.crawl:playing(excluState and crawlState) end
if path.crawlstill then path.crawlstill:playing(excluState and crawlstillState) end
if path.fly then path.fly:playing(excluState and flyState) end
if path.flywalk then path.flywalk:playing(excluState and flywalkState) end
if path.flywalkback then path.flywalkback:playing(excluState and flywalkbackState) end
if path.flysprint then path.flysprint:playing(excluState and flysprintState) end
if path.flyup then path.flyup:playing(excluState and flyupState) end
if path.flydown then path.flydown:playing(excluState and flydownState) end
if path.climb then path.climb:playing(excluState and climbState) end
if path.climbstill then path.climbstill:playing(excluState and climbstillState) end
if path.climbdown then path.climbdown:playing(excluState and climbdownState) end
if path.climbcrouch then path.climbcrouch:playing(excluState and climbcrouchState) end
if path.climbcrouchwalk then path.climbcrouchwalk:playing(excluState and climbcrouchwalkState) end
if path.water then path.water:playing(excluState and waterState) end
if path.waterwalk then path.waterwalk:playing(excluState and waterwalkState) end
if path.waterwalkback then path.waterwalkback:playing(excluState and waterwalkbackState) end
if path.waterup then path.waterup:playing(excluState and waterupState) end
if path.waterdown then path.waterdown:playing(excluState and waterdownState) end
if path.watercrouch then path.watercrouch:playing(excluState and watercrouchState) end
if path.watercrouchwalk then path.watercrouchwalk:playing(excluState and watercrouchwalkState) end
if path.watercrouchwalkback then path.watercrouchwalkback:playing(excluState and watercrouchwalkbackState) end
if path.watercrouchdown then path.watercrouchdown:playing(excluState and watercrouchdownState) end
if path.watercrouchup then path.watercrouchup:playing(excluState and watercrouchupState) end
if path.eatR then path.eatR:playing(incluState and eatRState or (drinkRState and not path.drinkR)) end
if path.eatL then path.eatL:playing(incluState and eatLState or (drinkLState and not path.drinkL)) end
if path.drinkR then path.drinkR:playing(incluState and drinkRState) end
if path.drinkL then path.drinkL:playing(incluState and drinkLState) end
if path.blockR then path.blockR:playing(incluState and blockRState) end
if path.blockL then path.blockL:playing(incluState and blockLState) end
if path.bowR then path.bowR:playing(incluState and bowRState) end
if path.bowL then path.bowL:playing(incluState and bowLState) end
if path.loadR then path.loadR:playing(incluState and loadRState) end
if path.loadL then path.loadL:playing(incluState and loadLState) end
if path.crossbowR then path.crossbowR:playing(incluState and crossR) end
if path.crossbowL then path.crossbowL:playing(incluState and crossL) end
if path.spearR then path.spearR:playing(incluState and spearRState) end
if path.spearL then path.spearL:playing(incluState and spearLState) end
if path.spyglassR then path.spyglassR:playing(incluState and spyglassRState) end
if path.spyglassL then path.spyglassL:playing(incluState and spyglassLState) end
if path.hornR then path.hornR:playing(incluState and hornRState) end
if path.hornL then path.hornL:playing(incluState and hornLState) end
if path.brushR then path.brushR:playing(incluState and brushRState) end
if path.brushL then path.brushL:playing(incluState and brushLState) end
if path.holdR then path.holdR:playing(incluState and rightHoldState) end
if path.holdL then path.holdL:playing(incluState and leftHoldState) end
end
if swingTime then
local specialAttack = false
if rightAttack and incluState then
for _, value in pairs(attackRanims) do
if value:getName():find("ID_") then
if rightItem.id:find(value:getName():gsub("_attackR",""):gsub("ID_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
elseif value:getName():find("Name_") then
if rightItem:getName():find(value:getName():gsub("_attackR",""):gsub("Name_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
end
end
if not specialAttack then
JimmyAnims_Swing("attackR")
end
elseif leftAttack and incluState then
for _, value in pairs(attackLanims) do
if value:getName():find("ID_") then
if leftItem.id:find(value:getName():gsub("_attackL",""):gsub("ID_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
elseif value:getName():find("Name_") then
if leftItem:getName():find(value:getName():gsub("_attackL",""):gsub("Name_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
end
end
if specialAttack == false then
JimmyAnims_Swing("attackL")
end
elseif rightMine and incluState then
for _, value in pairs(mineRanims) do
if value:getName():find("ID_") then
if rightItem.id:find(value:getName():gsub("_mineR",""):gsub("ID_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
elseif value:getName():find("Name_") then
if rightItem:getName():find(value:getName():gsub("_mineR",""):gsub("Name_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
end
end
if not specialAttack then
JimmyAnims_Swing("mineR")
end
elseif leftMine and incluState then
for _, value in pairs(mineLanims) do
if value:getName():find("ID_") then
if leftItem.id:find(value:getName():gsub("_mineL",""):gsub("ID_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
elseif value:getName():find("Name_") then
if leftItem:getName():find(value:getName():gsub("_mineL",""):gsub("Name_","")) then
JimmyAnims_Swing(value:getName())
specialAttack = true
end
end
end
if not specialAttack then
JimmyAnims_Swing("mineL")
end
end
end
for _,value in pairs(holdRanims) do
if value:getName():find("ID_") then
value:setPlaying(rightItem.id:find(value:getName():gsub("_holdR",""):gsub("ID_","")) and incluState and exclude)
elseif value:getName():find("Name_") then
value:setPlaying(rightItem:getName():find(value:getName():gsub("_holdR",""):gsub("Name_","")) and incluState and exclude)
end
if value:isPlaying() then
for _, path in pairs(bbmodels) do
if path.holdR then path.holdR:stop() end
end
end
end
for _,value in pairs(holdLanims) do
if value:getName():find("ID_") then
value:setPlaying(leftItem.id:find(value:getName():gsub("_holdL",""):gsub("ID_","")) and incluState and exclude)
elseif value:getName():find("Name_") then
value:setPlaying(leftItem:getName():find(value:getName():gsub("_holdL",""):gsub("Name_","")) and incluState and exclude)
end
if value:isPlaying() then
for _, path in pairs(bbmodels) do
if path.holdL then path.holdL:stop() end
end
end
end
end
local attackinit = true
local function animInit()
for _, path in pairs(bbmodels) do
for _,anim in pairs(path) do
if (anim:getName():find("attackR") or anim:getName():find("attackL") or anim:getName():find("mineR") or anim:getName():find("mineL")) and attackinit then
attackinit = false
distinit = true
end
if anim:getName():find("^fly") then
flyinit = true
end
if anim:getName():find("_holdR") then
holdRanims[#holdRanims+1] = anim
end
if anim:getName():find("_holdL") then
holdLanims[#holdLanims+1] = anim
end
if anim:getName():find("_attackR") then
attackRanims[#attackRanims+1] = anim
end
if anim:getName():find("_attackL") then
attackLanims[#attackLanims+1] = anim
end
if anim:getName():find("_mineR") then
mineRanims[#mineRanims+1] = anim
end
if anim:getName():find("_mineL") then
mineLanims[#mineLanims+1] = anim
end
end
end
end
local function tick()
anims()
end
local GSAnimBlend
for _, key in ipairs(listFiles(nil,true)) do
if key:find("GSAnimBlend$") then
GSAnimBlend = require(key)
break
end
end
if GSAnimBlend then GSAnimBlend.safe = false end
local function blend(paths, time, itemTime)
if not GSAnimBlend then return end
for _, path in pairs(paths) do
if path.walk then path.walk:blendTime(time) end
if path.idle then path.idle:blendTime(time) end
if path.crouch then path.crouch:blendTime(time) end
if path.walkback then path.walkback:blendTime(time) end
if path.sprint then path.sprint:blendTime(time) end
if path.crouchwalk then path.crouchwalk:blendTime(time) end
if path.crouchwalkback then path.crouchwalkback:blendTime(time) end
if path.elytra then path.elytra:blendTime(time) end
if path.elytradown then path.elytradown:blendTime(time) end
if path.fly then path.fly:blendTime(time) end
if path.flywalk then path.flywalk:blendTime(time) end
if path.flywalkback then path.flywalkback:blendTime(time) end
if path.flysprint then path.flysprint:blendTime(time) end
if path.flyup then path.flyup:blendTime(time) end
if path.flydown then path.flydown:blendTime(time) end
if path.sit then path.sit:blendTime(time) end
if path.sitmove then path.sitmove:blendTime(time) end
if path.sitmoveback then path.sitmoveback:blendTime(time) end
if path.sitjumpup then path.sitjumpup:blendTime(time) end
if path.sitjumpdown then path.sitjumpdown:blendTime(time) end
if path.sitpass then path.sitpass:blendTime(time) end
if path.sleep then path.sleep:blendTime(time) end
if path.climb then path.climb:blendTime(time) end
if path.climbstill then path.climbstill:blendTime(time) end
if path.climbdown then path.climbdown:blendTime(time) end
if path.climbcrouch then path.climbcrouch:blendTime(time) end
if path.climbcrouchwalk then path.climbcrouchwalk:blendTime(time) end
if path.swim then path.swim:blendTime(time) end
if path.crawl then path.crawl:blendTime(time) end
if path.crawlstill then path.crawlstill:blendTime(time) end
if path.fall then path.fall:blendTime(time) end
if path.jumpup then path.jumpup:blendTime(time) end
if path.jumpdown then path.jumpdown:blendTime(time) end
if path.sprintjumpup then path.sprintjumpup:blendTime(time) end
if path.sprintjumpdown then path.sprintjumpdown:blendTime(time) end
if path.crouchjumpup then path.crouchjumpup:blendTime(time) end
if path.crouchjumpdown then path.crouchjumpdown:blendTime(time) end
if path.trident then path.trident:blendTime(time) end
if path.death then path.death:blendTime(time) end
if path.water then path.water:blendTime(time) end
if path.waterwalk then path.waterwalk:blendTime(time) end
if path.waterwalkback then path.waterwalkback:blendTime(time) end
if path.waterup then path.waterup:blendTime(time) end
if path.waterdown then path.waterdown:blendTime(time) end
if path.watercrouch then path.watercrouch:blendTime(time) end
if path.watercrouchwalk then path.watercrouchwalk:blendTime(time) end
if path.watercrouchwakback then path.watercrouchwakback:blendTime(time) end
if path.watercrouchdown then path.watercrouchdown:blendTime(time) end
if path.watercrouchup then path.watercrouchup:blendTime(time) end
if path.eatR then path.eatR:blendTime(itemTime) end
if path.eatL then path.eatL:blendTime(itemTime) end
if path.drinkR then path.drinkR:blendTime(itemTime) end
if path.drinkL then path.drinkL:blendTime(itemTime) end
if path.blockR then path.blockR:blendTime(itemTime) end
if path.blockL then path.blockL:blendTime(itemTime) end
if path.bowR then path.bowR:blendTime(itemTime) end
if path.bowL then path.bowL:blendTime(itemTime) end
if path.crossbowR then path.crossbowR:blendTime(itemTime) end
if path.crossbowL then path.crossbowL:blendTime(itemTime) end
if path.loadR then path.loadR:blendTime(itemTime) end
if path.loadL then path.loadL:blendTime(itemTime) end
if path.spearR then path.spearR:blendTime(itemTime) end
if path.spearL then path.spearL:blendTime(itemTime) end
if path.spyglassR then path.spyglassR:blendTime(itemTime) end
if path.spyglassL then path.spyglassL:blendTime(itemTime) end
if path.hornR then path.hornR:blendTime(itemTime) end
if path.hornL then path.hornL:blendTime(itemTime) end
if path.brushR then path.brushR:blendTime(itemTime) end
if path.brushL then path.brushL:blendTime(itemTime) end
if path.attackR then path.attackR:blendTime(itemTime) end
if path.attackL then path.attackL:blendTime(itemTime) end
if path.mineR then path.mineR:blendTime(itemTime) end
if path.mineL then path.mineL:blendTime(itemTime) end
if path.holdR then path.holdR:blendTime(itemTime) end
if path.holdL then path.holdL:blendTime(itemTime) end
end
for _,value in pairs(holdRanims) do
value:blendTime(itemTime)
end
for _,value in pairs(holdLanims) do
value:blendTime(itemTime)
end
for _,value in pairs(attackRanims) do
value:blendTime(itemTime)
end
for _,value in pairs(attackLanims) do
value:blendTime(itemTime)
end
for _,value in pairs(mineRanims) do
value:blendTime(itemTime)
end
for _,value in pairs(mineLanims) do
value:blendTime(itemTime)
end
end
wait(20,function()
assert(
next(bbmodels),
"§aCustom Script Warning: §6JimmyAnims isn't being required, or a blockbench model isn't being provided to it. \n".."§6 Put this code in a DIFFERENT script to use JimmyAnims: \n".."§flocal anims = require('JimmyAnims') \n"..
"§fanims(animations.BBMODEL_NAME_HERE) \n".."§6 Where you replace BBMODEL_NAME_HERE with the name of your bbmodel. \n".."§6 Or go to the top of the script or to the top of the Discord forum for more complete instructions.".."§c")
end)
local init = false
local animMT = {__call = function(self, ...)
local paths = {...}
local should_blend = true
if self.autoBlend ~= nil then should_blend = self.autoBlend end
if self.fall ~= nil then fallVel = self.fall end
errors(paths,self.dismiss)
for _, v in ipairs(paths) do
bbmodels[#bbmodels+1] = v
end
if #bbmodels >= 64 then
error(
"§aCustom Script Warning: §6You've reached the max limit of 64 bbmodels that can be added to JimmyAnims. To save your FPS the script has been stopped. \n"..
"To prevent this from happening accidentally you should move the function call out of any function it is in.§c"
,2
)
end
-- Init stuff.
if init then return end
animInit()
if should_blend then blend(paths, self.excluBlendTime or 4, self.incluBlendTime or 4) end
events.TICK:register(tick)
init = true
end}
local function addAllAnimsController(...)
if #allAnims >= 1024 then
error(
"§aCustom Script Warning: §6You've reached the max limit of 1024 animations that can be added to the addAllAnimsController. To save your FPS the script has been stopped. \n"..
"To prevent this from happening accidentally you should move the function call out of any function it is in.§c"
,2
)
end
for _, v in ipairs{...} do
assert(
type(v) == "Animation",
"§aCustom Script Warning: §6addAllAnimsController was given something that isn't an animation, check its spelling for errors.§c")
allAnims[#allAnims+1] = v
end
end
local function addExcluAnimsController(...)
if #excluAnims >= 1024 then
error(
"§aCustom Script Warning: §6You've reached the max limit of 1024 animations that can be added to the addExcluAnimsController. To save your FPS the script has been stopped. \n"..
"To prevent this from happening accidentally you should move the function call out of any function it is in.§c"
,2
)
end
for _, v in ipairs{...} do
assert(
type(v) == "Animation",
"§aCustom Script Warning: §6addExcluAnimsController was given something that isn't an animation, check its spelling for errors.§c")
excluAnims[#excluAnims+1] = v
end
end
local function addIncluAnimsController(...)
if #incluAnims >= 1024 then
error(
"§aCustom Script Warning: §6You've reached the max limit of 1024 animations that can be added to the addIncluAnimsController. To save your FPS the script has been stopped. \n"..
"To prevent this from happening accidentally you should move the function call out of any function it is in.§c"
,2
)
end
for _, v in ipairs{...} do
assert(
type(v) == "Animation",
"§aCustom Script Warning: §6addIncluAnimsController was given something that isn't an animation, check its spelling for errors.§c")
incluAnims[#incluAnims+1] = v
end
end
local function setAllOn(x)
setAllOnVar = x
end
local function setExcluOn(x)
setExcluOnVar = x
end
local function setIncluOn(x)
setIncluOnVar = x
end
local function oneJumpFunc(x)
oneJump = x
end
-- If you're choosing to edit this script, don't put anything beneath the return line
return setmetatable(
{
animsList = animsList,
addAllAnimsController = addAllAnimsController,
addExcluAnimsController = addExcluAnimsController,
addIncluAnimsController = addIncluAnimsController,
setAllOn = setAllOn,
setExcluOn = setExcluOn,
setIncluOn = setIncluOn,
oneJump = oneJumpFunc,
},
animMT
)

View file

@ -0,0 +1,38 @@
--EMOTES--
local mainPage = action_wheel:newPage()
action_wheel:setPage(mainPage)
function pings.Emote(state)
animations.player_model.animation:setPlaying(state)
end
function pings.Disguise()
models.player_model:setPrimaryTexture("CUSTOM", textures["gordon-mk1"])
end
function pings.HEV()
models.player_model:setPrimaryTexture("CUSTOM", textures["gordon-nojacket"])
end
--------------------------------------------------------------------
mainPage:newAction()
:title("Emote")
:item("minecraft:lantern")
:hoverColor(1,1,0)
:onToggle(pings.Emote)
mainPage:newAction()
:title("Disguise")
:item("minecraft:brown_terracotta")
:hoverColor(1,1,0)
:onLeftClick(pings.Disguise)
mainPage:newAction()
:title("H.E.V.")
:item("minecraft:orange_wool")
:hoverColor(1,1,0)
:onLeftClick(pings.HEV)

View file

@ -0,0 +1,7 @@
{
"authors": [
"akirapink"
],
"name": "Gordon Freeman",
"description":"From Half Life"
}

File diff suppressed because one or more lines are too long

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,10 @@
-- Autogenerated Essential => Figura script
require("GSAnimBlend")
local anims = require('JimmyAnims')
anims(animations.player_model)
vanilla_model.PLAYER:setVisible(false)
vanilla_model.ARMOR:setVisible(false)
models.player_model:setVisible(true)
vanilla_model.HELD_ITEMS:setVisible(true)
vanilla_model.ELYTRA:setVisible(true)

View file

@ -0,0 +1,8 @@
{
"authors": [
"oatmealine",
"akirapink"
],
"name": "Jillo",
"description":"Is the goop? That"
}

File diff suppressed because one or more lines are too long

View file

@ -0,0 +1,588 @@
if not host:isHost() then return false end
config:setName("RWHUD")
local lib = config:load("AllConfig") or {
food = {
enabled = true,
ringColour = vec(1, 1, 1, 1),
pipColour = vec(1, 1, 1, 1),
quarterColour = vec(0.75, 0.75, 0.75, 1),
barColour = vec(1, 1, 1, 1),
sleepRequirement = 4, -- Pips before the seperator bar
maxValue = 7, -- Total amount of pips
value = 0, -- How much food you have - can be quarters
customValues = false -- uses the above 3 values for food, false is vanilla hunger bar functionality
},
karma = {
enabled = true,
colour = vec(1, 1, 1, 1),
value = 9, --Current karma value and reinforcement
reinforced = true,
maxValue = 9, --Maximum karma value
customValues = false -- uses the above 3 values for karma, false is rain world functionality
},
rainTimer = {
enabled = true,
maxValue = 12000, --Maximum time left until rain
value = 12000, --Time left until rain
customValues = false, -- uses the above 2 values for cycle time, false is the time left until night
colour = vec(1, 1, 1, 1)
},
dangerBar = {
enabled = true,
value = 0, -- how much in danger you are, from 0-5
customValues = false, -- uses the above value for threat level, false takes in nearby mobs/projectiles and calculates threat based on distance to you
colour = vec(1, 0, 0, 1)
},
airBar = {
enabled = true,
value = 300, -- ticks left until drowning
maxValue = 300, -- maximum ticks left until drowning
customValues = false, -- uses the above 2 values for air, false is your current vanilla air level
colour = vec(1, 1, 1, 1)
},
tempBar = {
enabled = true,
value = 2, -- body temperature: 2 is fine, 0 is freezing and 4 is overheating
customValues = false, -- uses the above value for temperature, false takes the value from the Tough as Nails mod (if installed)
overheatingColour = vec(1, 0, 0, 1),
colour = vec(1, 1, 1, 1)
}
}
local VanillaKarma = config:load("karmaValue") or 4
local pips = {}
local DangerPips = {}
local AirPips = {}
local RainPips = {}
local TempPips = {}
local RingTextures = {}
local FoodBar = models:newPart("FoodBar","HUD")
local Separator = FoodBar:newPart("Separator","HUD")
local Background = FoodBar:newPart("BG","HUD")
local DangerBar = models:newPart("DangerBar","HUD")
local AirBar = models:newPart("AirBar","HUD")
local KarmaDisplay = models:newPart("KarmaDisplay","HUD")
local RainDisplay = models:newPart("RainTimer", "HUD")
local TempBar = models:newPart("TempBar", "HUD")
local size = -client:getScaledWindowSize()
local ExhaustionState
local ActualFoodValue
local Gamemode
local ActualSleepReq
local ActualMaxVal
local KarmaReinforced
local TrueDangerValue = 0
local DangerBarTick = 1
local DangerBarScale = 1
local DangerPulseFrequency
local ActualTemp = 2
local bannedMobs = {"minecraft:player", "minecraft:item", "minecraft:item_frame", "minecraft:glow_item_frame", "minecraft:armor_stand",
"minecraft:pig", "minecraft:cow", "minecraft:sheep", "minecraft:chicken", "minecraft:frog", "minecraft:tadpole",
"minecraft:cod", "minecraft:salmon", "minecraft:tropical_fish", "minecraft:villager", "minecraft:wandering_trader",
"minecraft:squid", "minecraft:glow_squid", "minecraft:minecart", "minecraft:chest_minecart", "minecraft:boat",
"minecraft:command_block_minecart", "minecraft:furnace_minecart", "minecraft:hopper_minecart", "minecraft:bee",
"minecraft:block_display", "minecraft:item_display", "minecraft:text_display", "minecraft:interaction", "minecraft:camel",
"minecraft:llama", "minecraft:trader_llama", "minecraft:allay", "minecraft:experience_orb", "minecraft:experience_bottle",
"minecraft:eye_of_ender", "minecraft:armadillo", "minecraft:pufferfish", "minecraft:cat", "minecraft:axolotl", "minecraft:wolf",
"minecraft:horse", "minecraft:donkey", "minecraft:mule", "minecraft:chest_boat", "minecraft:parrot"}
for i = 1, 14 do
RingTextures[i] = textures:copy("RingTexture"..i,textures["HUDTextures.Full Circle"]):applyFunc(0, 0, 32, 32, function(_, x, y)
if ((x - 15.5) ^ 2) + ((y - 15.5) ^ 2) <= i ^ 2 then return vec(0, 0, 0, 0) end
end)
end
if lib.food.customValues then ActualSleepReq = lib.food.sleepRequirement else ActualSleepReq = 3 end
if lib.food.customValues then ActualMaxVal = lib.food.maxValue else ActualMaxVal = 10 end
local function isInList(Item, List)
for _, Element in ipairs(List) do
if Item == Element then return true end
end
return false
end
local function RemoveFromTable(item, table)
for i, element in ipairs(table) do
if item == element then return table.remove(table,i) end
end
end
--get a 1x1 colour texture
local function Colour(rgba, textureName)
return textures:newTexture(textureName,1,1):setPixel(0,0,rgba)
end
local function Parametric(radius, angle, origin)
angle = math.map(angle, 0, 360, math.pi * 0.5, math.pi * 2.5)
local x = origin.x + radius * -math.cos(angle)
local y = origin.y + radius * math.sin(angle)
return x, y
end
--wrap a number momento
local function wrap(number,min,max)
local range = max - min
while number < min do
number = number + range
end
while number > max do
number = number - range
end
return number
end
local RenderX = 40
local function RenderSeparator()
Separator:newSprite("SepSprite"):setTexture(Colour(lib.food.barColour, "SeparatorColour")):setSize(2, 12)
Separator:setPrimaryRenderType("EMISSIVE"):setPos(-8 - (RenderX), size.y + 41, 0):setVisible(lib.food.enabled)
RenderX = RenderX + 14
end
local function RenderPips()
for i = 1, ActualMaxVal do
pips[i] = models.FoodBar:newPart("FoodPip"..i,"HUD"):setPrimaryRenderType("EMISSIVE"):setScale(0.75):setVisible(lib.food.enabled)
for g = 1,3 do
pips[i]:newSprite("QuarterSprite"..i.."-"..g):setTexture(textures["HUDTextures.Full Circle"], 5, 5):setDimensions(16,16):setRegion(8, 8):setUVPixels(8, 8):setColor(lib.food.quarterColour):setRot(0, 0, -90 * g - 90):setVisible(false)
end
pips[i]:newSprite("RingSprite"..i):setTexture(RingTextures[14], 16, 16):setColor(lib.food.ringColour):setPos(8, 8, 0)
pips[i]:newSprite("PipSprite"..i):setTexture(textures["HUDTextures.Full Circle"], 10, 10):setColor(lib.food.pipColour):setPos(5, 5, 0):setVisible(false)
pips[i]:setPos(-8 - (RenderX), size.y + 35, 0)
if i == ActualSleepReq and ActualSleepReq > 0 then
RenderX = RenderX + 12
RenderSeparator()
else
RenderX = RenderX + 15
end
end
if ActualFoodValue > 0 then
for i = 1, math.floor(ActualFoodValue) do
pips[i]:getTask("PipSprite"..i):setVisible(true)
end
local Quarters = (ActualFoodValue % 1) / 0.25
if Quarters > 0 then for g = 1, Quarters do
pips[math.floor(ActualFoodValue) + 1]:getTask("QuarterSprite"..(math.floor(ActualFoodValue + 1)).."-"..g):setVisible(true)
end end
end
end
local function RenderKarma()
KarmaDisplay:removeTask()
local KarmaUsed = lib.karma.customValues and lib.karma.value or VanillaKarma
KarmaDisplay:setPos(-35, size.y + 35, 0):newSprite("KarmaRing"):setTexture(RingTextures[14], 32, 32):setColor(lib.karma.colour):setPos(16, 16, 0)
if KarmaUsed > 4 and lib.karma.maxValue > 4 then
KarmaDisplay:newSprite("KarmaFill"):setTexture(textures["HUDTextures.Karma"..KarmaUsed.."-"..lib.karma.maxValue], 32, 32):setColor(lib.karma.colour):setPos(16, 16, 0)
else
KarmaDisplay:newSprite("KarmaFill"):setTexture(textures["HUDTextures.Karma"..KarmaUsed], 32, 32):setColor(lib.karma.colour):setPos(16, 16, 0)
end
if KarmaReinforced then
KarmaDisplay:newSprite("KarmaReinforce"):setTexture(textures["HUDTextures.KarmaReinforce"], 44, 44):setColor(lib.karma.colour):setPos(22, 22, 0)
end
end
local function RenderRain()
for _, pip in ipairs(RainPips) do
pip:removeTask()
pip:remove()
end
local ActualRainTime
local ActualMaxTime
if lib.rainTimer.customValues then
ActualRainTime = lib.rainTimer.value
ActualMaxTime = lib.rainTimer.maxValue
else
ActualRainTime = 12000 - world:getDayTime()
ActualMaxTime = 12000
end
local MaxPips = ActualMaxTime / 1000
if (player:getDimensionName() ~= "minecraft:the_nether") and (player:getDimensionName() ~= "minecraft:the_end") then
if ActualRainTime <= 0 then return end
for i = 1, math.floor(ActualRainTime / 1000) do
local RainPipX, RainPipY = Parametric(KarmaReinforced and 26 or 20, (i - 1) * (360 / MaxPips), vec(-35, size.y + 35))
RainPips[i] = models.RainTimer:newPart("RainPip"..i, "HUD"):setPos(RainPipX, RainPipY, 0)
RainPips[i]:newSprite("RainPip"..i):setTexture(textures["HUDTextures.Full Circle"], 4, 4):setPos(2, 2, 0):setColor(lib.rainTimer.colour)
end
if math.floor(ActualRainTime / 1000) < ActualMaxTime / 1000 then
local RainPipX, RainPipY = Parametric(KarmaReinforced and 26 or 20, math.floor(ActualRainTime / 1000) * (360 / MaxPips), vec(-35, size.y + 35))
RainPips[math.floor(ActualRainTime / 1000) + 1] = models.RainTimer:newPart("RainPip"..math.floor(ActualRainTime / 1000) + 1, "HUD"):setPos(RainPipX, RainPipY, 0)
RainPips[math.floor(ActualRainTime / 1000) + 1]:newSprite("RainPip"..math.floor(ActualRainTime / 1000) + 1):setTexture(RingTextures[10], 4, 4):setPos(2, 2, 0):setColor(lib.rainTimer.colour)
end
else
for i = 1, MaxPips do
local RainPipX, RainPipY = Parametric(KarmaReinforced and 26 or 20, (i - 1) * (360 / MaxPips), vec(-35, size.y + 35))
RainPips[i] = models.RainTimer:newPart("RainPip"..i, "HUD"):setPos(RainPipX, RainPipY, 0)
RainPips[i]:newSprite("RainPip"..i):setTexture(RingTextures[10], 4, 4):setPos(2, 2, 0):setColor(lib.rainTimer.colour)
end
end
end
local function UpdateBar()
for _, pip in ipairs(pips) do
pip:removeTask()
pip:remove()
end
Separator:removeTask()
Background:removeTask()
pips = {}
if player:isLoaded() then Gamemode = player:getGamemode() == "SURVIVAL" or player:getGamemode() == "ADVENTURE" or lib.food.customValues else Gamemode = lib.food.customValues end
if Gamemode then
if lib.food.customValues then ActualSleepReq = lib.food.sleepRequirement else ActualSleepReq = 3 end
if lib.food.customValues then ActualMaxVal = lib.food.maxValue else ActualMaxVal = 10 end
if (not lib.food.customValues) and player:isLoaded() then if player:getSaturation() == 0 then ExhaustionState = math.floor(wrap(player:getExhaustion()/2,0,2)) else ExhaustionState = 0 end else ExhaustionState = 0 end
if lib.food.customValues then ActualFoodValue = lib.food.value else ActualFoodValue = player:getFood()/2 - ExhaustionState/4 end
RenderX = KarmaReinforced and 64 or 58
if ActualSleepReq == 0 then RenderX = RenderX - 3 RenderSeparator() end
RenderPips()
end
for _, pip in ipairs(pips) do
pip:setVisible(lib.food.enabled and Gamemode)
end
end
local function RenderDangerBar()
for _, pip in ipairs(DangerPips) do
pip:removeTask()
pip:remove()
end
DangerPips = {}
if lib.dangerBar.customValues then TrueDangerValue = math.clamp(lib.dangerBar.value, 0, 5) end
if TrueDangerValue > 0.05 then
RenderX = ((size.x / 2) + math.ceil(TrueDangerValue) * 8) - 8
for i = 1, math.floor(TrueDangerValue) do
DangerPips[i] = models.DangerBar:newPart("DangerPip"..i,"HUD"):setPrimaryRenderType("EMISSIVE"):setScale(0.75):setVisible(lib.dangerBar.enabled):setPos(RenderX, size.y + 65, 0)
DangerPips[i]:newSprite("DangerPipSprite"..i):setTexture(textures["HUDTextures.Full Circle"], 16, 16):setColor(lib.dangerBar.colour):setPos(DangerBarScale * 8, DangerBarScale * 8, 0):setScale(DangerBarScale, DangerBarScale, 1)
RenderX = RenderX - 16
end
if TrueDangerValue < 5 then
local LastPipScale = TrueDangerValue % 1
DangerPips[math.floor(TrueDangerValue) + 1] = models.DangerBar:newPart("DangerPip"..math.floor(TrueDangerValue) + 1,"HUD"):setPrimaryRenderType("EMISSIVE"):setScale(0.75):setVisible(lib.dangerBar.enabled):setPos(RenderX, size.y + 65, 0)
DangerPips[math.floor(TrueDangerValue) + 1]:newSprite("DangerPipSprite"..math.floor(TrueDangerValue) + 1):setTexture(RingTextures[math.round(math.map(LastPipScale, 0, 1, 14, 1))], 16, 16):setColor(lib.dangerBar.colour):setPos(DangerBarScale * 8, DangerBarScale * 8, 0):setScale(DangerBarScale, DangerBarScale, 1)
end
end
end
local function RenderAirBar()
for _, pip in ipairs(AirPips) do
pip:removeTask()
pip:remove()
end
AirPips = {}
local AirLevel = lib.airBar.customValues and math.map(lib.airBar.value, 0, lib.airBar.maxValue, 0, 5) or math.map(host:getAir(), 0, player:getMaxAir(), 0, 5)
if AirLevel < 4.5 then
RenderX = (size.x / 2) + 32
for i = 1, 5 do
AirPips[i] = models.AirBar:newPart("AirPip"..i,"HUD"):setPrimaryRenderType("EMISSIVE"):setScale(0.75):setVisible(lib.airBar.colour):setPos(RenderX, size.y + 80, 0)
AirPips[i]:newSprite("AirRingSprite"..i):setTexture(RingTextures[14], 16, 16):setColor(lib.airBar.colour):setPos(8, 8, 0)
if i < math.floor(AirLevel) + 1 then AirPips[i]:newSprite("AirPipSprite"..i):setTexture(textures["HUDTextures.Full Circle"], 16, 16):setColor(lib.airBar.colour):setPos(8, 8, 0) end
RenderX = RenderX - 16
if i == math.floor(AirLevel) + 1 then
local LastPipScale = AirLevel % 1
AirPips[i]:newSprite("AirPipSprite"..i):setTexture(RingTextures[math.round(math.map(LastPipScale, 0, 1, 14, 1))], 16, 16):setColor(lib.airBar.colour):setPos(8, 8, 0)
end
end
end
end
local _health = 0
local _day = world.getDay()
function events.entity_init()
_health=player:getHealth()
UpdateBar()
end
local function RenderTempBar()
for _, pip in ipairs(TempPips) do
pip:removeTask()
pip:remove()
end
TempPips = {}
if (1.9 > ActualTemp) or (ActualTemp > 2.1) then
local UsedTemp = math.map(ActualTemp, 0, 4, 0, 20)
RenderX = -64
for i = 1, 10 do
TempPips[i] = models.TempBar:newPart("TempPip"..i,"HUD"):setPrimaryRenderType("EMISSIVE"):setScale(0.75):setVisible(lib.tempBar.enabled):setPos(RenderX, size.y + 20, 0)
if i > math.floor(UsedTemp) + 1 then TempPips[i]:newSprite("TempRing"..i):setTexture(RingTextures[14], 12, 12):setColor(lib.tempBar.colour):setPos(6, 6, 0) end
if i < math.floor(UsedTemp) + 1 then TempPips[i]:newSprite("TempPipSprite"..i):setTexture(textures["HUDTextures.Full Circle"], 12, 12):setColor(lib.tempBar.colour):setPos(6, 6, 0) end
if i < math.floor(UsedTemp) - 9 then TempPips[i]:getTask("TempPipSprite"..i):setColor(lib.tempBar.overheatingColour) end
RenderX = RenderX - 12
if i == math.floor(UsedTemp) + 1 then
local LastPipScale = UsedTemp % 1
TempPips[i]:newSprite("TempPipSprite"..i):setTexture(RingTextures[math.round(math.map(LastPipScale, 0, 1, 14, 1))], 12, 12):setColor(lib.tempBar.colour):setPos(6, 6, 0)
end
if i == math.floor(UsedTemp) - 9 then
local LastPipScale = UsedTemp % 1
TempPips[i]:getTask("TempPipSprite"..i):setColor(math.lerp(lib.tempBar.colour.xyz, lib.tempBar.overheatingColour.xyz, LastPipScale))
end
end
end
end
function events.tick()
if not lib.karma.customValues then
local health = player:getHealth()
if health < _health then
if health <= 0 then
VanillaKarma = math.clamp(VanillaKarma - 1, 0, lib.karma.maxValue)
config:save("karmaValue", VanillaKarma)
end
end
if _day < world.getDay() then
VanillaKarma = math.clamp(VanillaKarma + 1, 0, lib.karma.maxValue)
config:save("karmaValue", VanillaKarma)
end
_health = health
_day = world.getDay()
end
if lib.karma.customValues then KarmaReinforced = lib.karma.reinforced else KarmaReinforced = (player:getHeldItem(false).id == "minecraft:totem_of_undying") or (player:getHeldItem(true).id == "minecraft:totem_of_undying") end
size = -client:getScaledWindowSize()
if (player:getSaturation() == 0) and (not lib.food.customValues) then ExhaustionState = math.floor(wrap(player:getExhaustion()/2,0,2)) else ExhaustionState = 0 end
UpdateBar()
local DangerValue = 0
local PlayerPos = player:getPos()
for _, entity in ipairs(world.getEntities(PlayerPos.x - 10, PlayerPos.y - 10, PlayerPos.z - 10, PlayerPos.x + 10, PlayerPos.y + 10, PlayerPos.z + 10)) do
if not isInList(entity:getType(), bannedMobs) then
if entity:getNbt()["Owner"] ~= nil then
local PlayerUUIDInt = {client:uuidToIntArray(player:getUUID())}
local EntityOwner = entity:getNbt()["Owner"]
local OwnerIsPlayer = PlayerUUIDInt[1] == EntityOwner[1] and PlayerUUIDInt[2] == EntityOwner[2] and PlayerUUIDInt[3] == EntityOwner[3] and PlayerUUIDInt[4] == EntityOwner[4]
if (not OwnerIsPlayer) and (entity:getNbt()["inGround"] == 0 or entity:getNbt()["inGround"] == nil) then
local DistanceToMob = PlayerPos:sub(entity:getPos()):clampLength(0, 25):length()
TrueDangerValue = TrueDangerValue + (1 / math.clamp(DistanceToMob, 1, 25))
end
else
local DistanceToMob = PlayerPos:sub(entity:getPos()):clampLength(0, 25):length()
DangerValue = DangerValue + math.clamp((3 - (DistanceToMob/10)), 0, 3)
end
end
end
if lib.tempBar.enabled then
if (not lib.tempBar.customValues) and client:isModLoaded("toughasnails") then
local targetTemp = player:getNbt()["temperatureLevel"]
ActualTemp = math.lerp(ActualTemp, targetTemp, 0.01)
else
ActualTemp = lib.tempBar.value
end
RenderTempBar()
else
for _, pip in ipairs(TempPips) do
pip:removeTask()
pip:remove()
end
end
if lib.dangerBar.enabled then
if not lib.dangerBar.customValues then
if TrueDangerValue > DangerValue then TrueDangerValue = TrueDangerValue * 0.995 end
if TrueDangerValue < DangerValue then TrueDangerValue = TrueDangerValue + ((DangerValue - TrueDangerValue) * 0.05) end
TrueDangerValue = math.clamp(TrueDangerValue, 0, 5)
else TrueDangerValue = lib.dangerBar.value end
DangerBarTick = DangerBarTick + 1
if DangerBarTick >= 50 / TrueDangerValue then
DangerBarScale = 1.25
DangerBarTick = 1
end
RenderDangerBar()
DangerBarScale = DangerBarScale - (TrueDangerValue / 100)
DangerBarScale = math.clamp(DangerBarScale, 1, 1.25)
else
for _, pip in ipairs(DangerPips) do
pip:removeTask()
end
DangerPips = {}
end
if lib.airBar.enabled then
RenderAirBar()
else
for _, pip in ipairs(AirPips) do
pip:removeTask()
end
AirPips = {}
end
if lib.karma.enabled then
RenderKarma()
else
KarmaDisplay:removeTask()
end
if lib.rainTimer.enabled then
RenderRain()
else
for _, pip in ipairs(RainPips) do
pip:removeTask()
pip:remove()
end
end
if lib.food.customValues then ActualFoodValue = lib.food.value else ActualFoodValue = player:getFood()/2 - ExhaustionState/4 end
Gamemode = player:getGamemode() == "SURVIVAL" or player:getGamemode() == "ADVENTURE" or lib.food.customValues
end
function lib:setFoodEnabled(bool)
lib.food.enabled = bool
UpdateBar()
return self
end
function lib:setFoodRingColour(col)
lib.food.ringColour = col
UpdateBar()
return self
end
function lib:setFoodPipColour(col)
lib.food.pipColour = col
UpdateBar()
return self
end
function lib:setFoodSeperatorColour(col)
lib.food.barColour = col
UpdateBar()
return self
end
function lib:setFoodQuarterColour(col)
lib.food.quarterColour = col
UpdateBar()
return self
end
function lib:setFoodSleepReq(num)
lib.food.sleepRequirement = math.clamp(num, 0, lib.food.maxValue)
UpdateBar()
return self
end
function lib:setFoodValue(num)
lib.food.value = math.clamp(num, 0, lib.food.maxValue)
UpdateBar()
return self
end
function lib:setFoodMaxValue(num)
lib.food.maxValue = math.max(1, num)
lib:setFoodValue(math.min(lib.food.value, lib.food.maxValue)):setFoodSleepReq(math.min(lib.food.sleepRequirement, lib.food.maxValue))
return self
end
function lib:setFoodIsCustom(bool)
lib.food.customValues = bool
UpdateBar()
return self
end
function lib:setKarmaEnabled(bool)
lib.karma.enabled = bool
return self
end
function lib:setKarmaColour(col)
lib.karma.colour = col
return self
end
function lib:setKarmaValue(num)
lib.karma.value = math.clamp(num, 0, lib.karma.maxValue)
config:save("karmaValue", math.clamp(num, 0, lib.karma.maxValue))
return self
end
function lib:setKarmaMaxValue(num)
lib.karma.maxValue = math.clamp(num, 0, 9)
lib:setKarmaValue(math.min(lib.karma.value, lib.karma.maxValue))
return self
end
function lib:setKarmaReinforced(bool)
lib.karma.reinforced = bool
return self
end
function lib:setKarmaIsCustom(bool)
lib.karma.customValues = bool
return self
end
function lib:setRainTimerEnabled(bool)
lib.rainTimer.enabled = bool
return self
end
function lib:setRainTimerIsCustom(bool)
lib.rainTimer.customValues = bool
return self
end
function lib:setRainTimerColour(col)
lib.rainTimer.colour = col
return self
end
function lib:setRainTimerValue(num)
lib.rainTimer.value = math.clamp(num, 0, lib.rainTimer.maxValue)
return self
end
function lib:setRainTimerMaxValue(num)
lib.rainTimer.maxValue = num
lib:setRainTimerValue(math.min(lib.rainTimer.value, lib.rainTimer.maxValue))
return self
end
function lib:setDangerBarEnabled(bool)
lib.dangerBar.enabled = bool
return self
end
function lib:setDangerBarIsCustom(bool)
lib.dangerBar.customValues = bool
return self
end
function lib:setDangerBarColour(col)
lib.dangerBar.colour = col
return self
end
function lib:setDangerBarValue(num)
lib.dangerBar.value = math.clamp(num, 0, 5)
return self
end
function lib:setAirBarEnabled(bool)
lib.airBar.enabled = bool
return self
end
function lib:setAirBarIsCustom(bool)
lib.airBar.customValues = bool
return self
end
function lib:setAirBarColour(col)
lib.airBar.colour = col
return self
end
function lib:setAirBarValue(num)
lib.airBar.value = math.clamp(num, 0, lib.airBar.maxValue)
return self
end
function lib:setAirBarMaxValue(num)
lib.airBar.maxValue = num
lib:setAirBarValue(math.min(lib.airBar.value, lib.airBar.maxValue))
return self
end
function lib:setTemperatureEnabled(bool)
lib.tempBar.enabled = bool
return self
end
function lib:setTemperatureIsCustom(bool)
lib.tempBar.customValues = bool
return self
end
function lib:setTemperatureColour(col)
lib.tempBar.colour = col
return self
end
function lib:setTemperatureOverheatColour(col)
lib.tempBar.overheatingColour = col
return self
end
function lib:setTemperatureValue(num)
lib.tempBar.value = math.clamp(num, 0, 4)
return self
end
function lib:saveConfig()
config:save("AllConfig", lib)
return self
end
function lib:loadConfig()
lib = config:load("AllConfig")
return self
end
return lib

View file

@ -0,0 +1,8 @@
{
"authors": [
"oatmealine",
"akirapink"
],
"name": "Jillo",
"description":"Is the goop? That"
}

View file

Before

Width:  |  Height:  |  Size: 554 B

After

Width:  |  Height:  |  Size: 554 B

View file

@ -0,0 +1,6 @@
vanilla_model.PLAYER:setVisible(false)
vanilla_model.ARMOR:setVisible(false)
vanilla_model.HELD_ITEMS:setVisible(true)
vanilla_model.ELYTRA:setVisible(true)
vanilla_model.CAPE:setVisible(false)

Some files were not shown because too many files have changed in this diff Show more