924 lines
No EOL
44 KiB
Lua
924 lines
No EOL
44 KiB
Lua
-- + Made by Jimmy Hellp
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-- + V6 for 0.1.0 and above
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-- + Thank you GrandpaScout for helping with the library stuff!
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-- + Automatically compatible with GSAnimBlend for automatic smooth animation blending
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-- + Also includes Manuel's Run Later script
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local animsList = {
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-- Exclusive Animations
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idle="idling",
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walk="walking",
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walkback="walking backwards",
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jumpup="jumping up caused via the jump key",
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jumpdown="jumping down after a jump up",
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fall="falling after a while",
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sprint = "sprinting",
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sprintjumpup="sprinting and jumping up caused via the jump key",
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sprintjumpdown="sprinting and jumping down after a jump up",
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crouch = "crouching",
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crouchwalk = "crouching and walking",
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crouchwalkback = "crouching and walking backwards",
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crouchjumpup = "crouching and jumping up caused via the jump key",
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crouchjumpdown = "crouching and jumping down after a jump up",
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elytra = "elytra flying",
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elytradown = "flying down/diving while elytra flying",
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trident = "riptide trident lunging",
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sleep = "sleeping",
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swim = "while swimming",
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sit = "while in any vehicle or modded sitting",
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sitmove = "while in any vehicle and moving",
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sitmoveback = "while in any vehicle and moving backwards",
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sitjumpup = "while in any vehicle and jumping up",
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sitjumpdown = "while in any vehicle and jumping down",
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sitpass = "while in any vehicle as a passenger",
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crawl = "crawling and moving",
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crawlstill = "crawling and still",
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fly = "creative flying",
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flywalk = "flying and moving",
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flywalkback = "flying and moving backwards",
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flysprint = "flying and sprinting",
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flyup = "flying and going up",
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flydown = "flying and going down",
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climb = "climbing a ladder",
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climbstill = "not moving on a ladder without crouching (hitting a ceiling usually)",
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climbdown = "going down a ladder",
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climbcrouch = "crouching on a ladder",
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climbcrouchwalk = "crouching on a ladder and moving",
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water = "being in water without swimming",
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waterwalk = "in water and moving",
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waterwalkback = "in water and moving backwards",
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waterup = "in water and going up",
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waterdown = "in water and going down",
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watercrouch = "in water and crouching",
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watercrouchwalk = "in water and crouching and walking",
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watercrouchwalkback = "in water and crouching and walking backwards",
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watercrouchdown = "in water and crouching and going down",
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watercrouchup = "in water and crouching and going up. only possible in bubble columns",
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hurt = "MUST BE IN PLAY ONCE LOOP MODE. when hurt",
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death = "dying",
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-- Inclusive Animations:
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attackR = "MUST BE IN PLAY ONCE LOOP MODE. attacking with the right hand",
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attackL = "MUST BE IN PLAY ONCE LOOP MODE. attacking with the left hand",
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mineR = "MUST BE IN PLAY ONCE LOOP MODE. mining with the right hand",
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mineL = "MUST BE IN PLAY ONCE LOOP MODE. mining with the left hand",
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eatR = "eating from the right hand",
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eatL = "eating from the left hand",
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drinkR = "drinking from the right hand",
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drinkL = "drinking from the left hand",
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blockR = "blocking from the right hand",
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blockL = "blocking from the left hand",
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bowR = "drawing back a bow from the right hand",
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bowL = "drawing back a bow from the left hand",
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loadR = "loading a crossbow from the right hand",
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loadL = "loading a crossbow from the left hand",
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crossbowR = "holding a loaded crossbow in the right hand",
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crossbowL = "holding a loaded crossbow in the left hand",
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spearR = "holding up a trident in the right hand",
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spearL = "holding up a trident in the left hand",
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spyglassR = "holding up a spyglass from the right hand",
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spyglassL = "holding up a spyglass from the left hand",
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hornR = "using a horn in the right hand",
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hornL = "using a horn in the left hand",
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brushR = "using a brush in the right hand",
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brushL = "using a brush in the left hand",
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holdR = "holding an item in the right hand",
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holdL = "holding an item in the left hand",
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}
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------------------------------------------------------------------------------------------------------------------------
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local function errors(paths,dismiss)
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assert(
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next(paths),
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"§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"
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.."§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"
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)
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for _, path in pairs(paths) do
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for _, anim in pairs(path) do
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if anim:getName():find("%.") and not dismiss then
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error(
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"§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" ..
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" 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")
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end
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end
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end
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end
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local setAllOnVar = true
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local setIncluOnVar = true
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local setExcluOnVar = true
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local allAnims = {}
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local excluAnims = {}
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local incluAnims = {}
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local animsTable= {
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allVar = false,
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excluVar = false,
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incluVar = false
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}
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local excluState
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local incluState
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local holdRanims = {}
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local holdLanims = {}
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local attackRanims = {}
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local attackLanims = {}
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local mineRanims = {}
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local mineLanims = {}
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local hasJumped = false
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local oneJump = false
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local hitBlock
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local cFlying = false
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local oldcFlying = cFlying
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local flying = false
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local updateTimer = 0
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local flyinit = false
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local distinit = false
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local dist = 4.5
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local oldDist = dist
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local reach = 4.5
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local yvel
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local cooldown
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local grounded
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local oldgrounded
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local fallVel = -0.6
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-- wait code from Manuel
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local timers = {}
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local function wait(ticks,next)
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table.insert(timers,{t=world.getTime()+ticks,n=next})
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end
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events.TICK:register(function()
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for key,timer in pairs(timers) do
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if world.getTime() >= timer.t then
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timer.n()
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timers[key] = nil
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end
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end
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end)
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--
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local bbmodels = {} -- don't put things in here
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function pings.JimmyAnims_cFly(x)
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flying = x
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end
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function pings.JimmyAnims_Distance(x)
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reach = x
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end
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function pings.JimmyAnims_Update(fly,dis)
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flying = fly
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reach = dis
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end
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local prev
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local function JimmyAnims_Swing(anim)
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-- test how this works with multiple bbmodels
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for _,path in pairs(bbmodels) do
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if path[prev] then path[prev]:stop() end
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if path[anim] then path[anim]:play() end
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prev = anim
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end
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end
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local function anims()
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for _, value in ipairs(allAnims) do
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if value:isPlaying() then
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animsTable.allVar = true
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break
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else
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animsTable.allVar = false or not setAllOnVar
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end
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end
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if next(allAnims) == nil then
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animsTable.allVar = not setAllOnVar
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end
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for _, value in ipairs(excluAnims) do
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if value:isPlaying() then
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animsTable.excluVar = true
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break
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else
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animsTable.excluVar = false or not setExcluOnVar
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end
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end
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if next(excluAnims) == nil then
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animsTable.excluVar = not setExcluOnVar
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end
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for _, value in ipairs(incluAnims) do
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if value:isPlaying() then
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animsTable.incluVar = true
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break
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else
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animsTable.incluVar = false or not setIncluOnVar
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end
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end
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if next(incluAnims) == nil then
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animsTable.incluVar = not setIncluOnVar
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end
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excluState = not animsTable.allVar and not animsTable.excluVar
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incluState = not animsTable.allVar and not animsTable.incluVar
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if host:isHost() then
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if flyinit and not distinit then
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cFlying = host:isFlying()
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if cFlying ~= oldcFlying then
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pings.JimmyAnims_cFly(cFlying)
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end
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oldcFlying = cFlying
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updateTimer = updateTimer + 1
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if updateTimer % 200 == 0 then
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pings.JimmyAnims_cFly(cFlying)
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end
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elseif distinit and not flyinit then
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dist = host:getReachDistance()
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if dist ~= oldDist then
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pings.JimmyAnims_Distance(dist)
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end
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oldDist = dist
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updateTimer = updateTimer + 1
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if updateTimer % 200 == 0 then
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pings.JimmyAnims_Distance(dist)
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end
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elseif distinit and flyinit then
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cFlying = host:isFlying()
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if cFlying ~= oldcFlying then
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pings.JimmyAnims_cFly(cFlying)
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end
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oldcFlying = cFlying
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dist = host:getReachDistance()
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if dist ~= oldDist then
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pings.JimmyAnims_Distance(dist)
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end
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oldDist = dist
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updateTimer = updateTimer + 1
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if updateTimer % 200 == 0 then
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pings.JimmyAnims_Update(cFlying,dist)
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end
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end
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end
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local pose = player:getPose()
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local velocity = player:getVelocity()
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local moving = velocity.xz:length() > 0.01
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local sprinty = player:isSprinting()
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local vehicle = player:getVehicle()
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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
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local passenger = vehicle and vehicle:getControllingPassenger() ~= player
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local creativeFlying = flying and not sitting
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local standing = pose == "STANDING"
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local crouching = pose == "CROUCHING" and not creativeFlying
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local gliding = pose == "FALL_FLYING"
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local spin = pose == "SPIN_ATTACK"
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local sleeping = pose == "SLEEPING"
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local swimming = pose == "SWIMMING"
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local inWater = player:isUnderwater() and not sitting
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local inLiquid = player:isInWater() or player:isInLava()
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local liquidSwim = swimming and inLiquid
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local crawling = swimming and not inLiquid
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-- hasJumped stuff
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yvel = velocity.y
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local hover = yvel < .01 and yvel > -.01
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local goingUp = yvel > .01
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local goingDown = yvel < -.01
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local falling = yvel < fallVel
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local playerGround = world.getBlockState(player:getPos():add(0,-.1,0))
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local vehicleGround = sitting and world.getBlockState(vehicle:getPos():add(0,-.1,0))
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oldgrounded = grounded
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grounded = playerGround:isSolidBlock() or player:isOnGround() or (sitting and vehicleGround:isSolidBlock() or sitting and vehicle:isOnGround())
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local pv = velocity:mul(1, 0, 1):normalize()
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local pl = models:partToWorldMatrix():applyDir(0,0,-1):mul(1, 0, 1):normalize()
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local fwd = pv:dot(pl)
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local backwards = fwd < -.8
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--local sideways = pv:cross(pl)
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--local right = sideways.y > .6
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--local left = sideways.y < -.6
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-- canJump stuff
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local webbed = world.getBlockState(player:getPos()).id == "minecraft:cobweb"
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local ladder = player:isClimbing() and not grounded and not flying
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local canJump = not (inLiquid or webbed or grounded)
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local hp = player:getHealth() + player:getAbsorptionAmount()
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if oldgrounded ~= grounded and not grounded and yvel > 0 then
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cooldown = true
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wait(10,function() cooldown = false end)
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end
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if (oldgrounded ~= grounded and not grounded and yvel > 0) and canJump then hasJumped = true end
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if (grounded and (yvel <= 0 and yvel > -0.1)) or (gliding or inLiquid) then hasJumped = false end
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local neverJump = not (gliding or spin or sleeping or swimming or ladder)
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local jumpingUp = hasJumped and goingUp and neverJump
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local jumpingDown = hasJumped and goingDown and not falling and neverJump or (cooldown and not jumpingUp)
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local isJumping = jumpingUp or jumpingDown or falling
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local sprinting = sprinty and standing and not inLiquid and not sitting
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local walking = moving and not sprinting and not isJumping and not sitting
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local forward = walking and not backwards
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local backward = walking and backwards
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-- we be holding items tho
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local handedness = player:isLeftHanded()
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local rightActive = handedness and "OFF_HAND" or "MAIN_HAND"
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local leftActive = not handedness and "OFF_HAND" or "MAIN_HAND"
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local activeness = player:getActiveHand()
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local using = player:isUsingItem()
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local rightSwing = player:getSwingArm() == rightActive and not sleeping
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local leftSwing = player:getSwingArm() == leftActive and not sleeping
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local targetEntity = type(player:getTargetedEntity()) == "PlayerAPI" or type(player:getTargetedEntity()) == "LivingEntityAPI"
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local targetBlock = player:getTargetedBlock(true, reach)
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local swingTime = player:getSwingTime() == 1
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local success, result = pcall(targetBlock.getTextures, targetBlock)
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if success then hitBlock = not (next(result) == nil) else hitBlock = true end
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local rightMine = rightSwing and hitBlock and not targetEntity
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local leftMine = leftSwing and hitBlock and not targetEntity
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local rightAttack = rightSwing and (not hitBlock or targetEntity)
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local leftAttack = leftSwing and (not hitBlock or targetEntity)
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local rightItem = player:getHeldItem(handedness)
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local leftItem = player:getHeldItem(not handedness)
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local usingR = activeness == rightActive and rightItem:getUseAction()
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local usingL = activeness == leftActive and leftItem:getUseAction()
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local crossR = rightItem.tag and rightItem.tag["Charged"] == 1
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local crossL = leftItem.tag and leftItem.tag["Charged"] == 1
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local drinkRState = using and usingR == "DRINK"
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local drinkLState = using and usingL == "DRINK"
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local eatRState = using and usingR == "EAT"
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local eatLState = using and usingL == "EAT"
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local blockRState = using and usingR == "BLOCK"
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local blockLState = using and usingL == "BLOCK"
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local bowRState = using and usingR == "BOW"
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local bowLState = using and usingL == "BOW"
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local spearRState = using and usingR == "SPEAR"
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local spearLState = using and usingL == "SPEAR"
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local spyglassRState = using and usingR == "SPYGLASS"
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local spyglassLState = using and usingL == "SPYGLASS"
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local hornRState = using and usingR == "TOOT_HORN"
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local hornLState = using and usingL == "TOOT_HORN"
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local loadRState = using and usingR == "CROSSBOW"
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local loadLState = using and usingL == "CROSSBOW"
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local brushRState = using and usingR == "BRUSH"
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local brushLState = using and usingL == "BRUSH"
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local exclude = not (using or crossR or crossL)
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local rightHoldState = rightItem.id ~= "minecraft:air" and exclude
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local leftHoldState = leftItem.id ~= "minecraft:air" and exclude
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-- anim states
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for _, path in pairs(bbmodels) do
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local flywalkbackState = creativeFlying and backward and (not (goingDown or goingUp))
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local flysprintState = creativeFlying and sprinting and not isJumping and (not (goingDown or goingUp))
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local flyupState = creativeFlying and goingUp
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local flydownState = creativeFlying and goingDown
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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)
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or (flyupState and not path.flyup) or (flydownState and not path.flydown)
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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)
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local watercrouchwalkbackState = inWater and crouching and backward and not goingDown
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local watercrouchwalkState = inWater and crouching and forward and not (goingDown or goingUp) or (watercrouchwalkbackState and not path.watercrouchwalkback)
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local watercrouchupState = inWater and crouching and goingUp
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local watercrouchdownState = inWater and crouching and goingDown or (watercrouchupState and not path.watercrouchup)
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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)
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local waterdownState = inWater and goingDown and not falling and standing and not creativeFlying
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local waterupState = inWater and goingUp and standing and not creativeFlying
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local waterwalkbackState = inWater and backward and hover and standing and not creativeFlying
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local waterwalkState = inWater and forward and hover and standing and not creativeFlying or (waterwalkbackState and not path.waterwalkback) or (waterdownState and not path.waterdown)
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or (waterupState and not path.waterup)
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local waterState = inWater and not moving and standing and hover and not creativeFlying or (waterwalkState and not path.waterwalk)
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local crawlstillState = crawling and not moving
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local crawlState = crawling and moving or (crawlstillState and not path.crawlstill)
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local swimState = liquidSwim or (crawlState and not path.crawl)
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local elytradownState = gliding and goingDown
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local elytraState = gliding and not goingDown or (elytradownState and not path.elytradown)
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local sitpassState = passenger and standing
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local sitjumpdownState = sitting and not passenger and standing and (jumpingDown or falling)
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local sitjumpupState = sitting and not passenger and jumpingUp and standing or (sitjumpdownState and not path.sitjumpdown)
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local sitmovebackState = sitting and not passenger and not isJumping and backwards and standing
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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)
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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)
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local tridentState = spin
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local sleepState = sleeping
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local climbcrouchwalkState = ladder and crouching and (moving or yvel ~= 0)
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local climbcrouchState = ladder and crouching and hover and not moving or (climbcrouchwalkState and not path.climbcrouchwalk)
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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
|
|
) |