-- + 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 )