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- ------ Programmed by BuildIntoGames and scripting by bertan9994; Removing this line will kill 5 children
- ---- Change these settings to change stuff (keep the commas, lua doesn't understand n00b syntax)
- local settings = {
- splatters_per_health_inc = 1, ---- The amount of blood splatters made when you lose (damage_inc) of health
- damage_inc = 2, ---- The increment of damage that must be done at a time to trigger blood splatters
- remove_time = 65, ---- The time (in seconds) until a blood splatter is removed after it is created
- min_splatter_time = 0, ---- The delay time (minimum) until another blood splatter is made
- max_splatter_time = 0.05, ---- The delay time (maximum) until another blood splatter is made
- min_transparency = 0.2, ---- The (minimum) transparency of a blood splatter
- max_transparency = 0, ---- The (maximum) transparency of a blood splatter
- min_size_x = 3, ---- The (minimum) size of a blood splatter on the X axis
- max_size_x = 8, ---- The (maximum) size of a blood splatter on the X axis
- min_size_z = 3, ---- The (minimum) size of a blood splatter on the Z axis
- max_size_z = 8, ---- The (maximum) size of a blood splatter on the Z axis
- tran_tw_time_min = 0.1, ---- The (minimum) time to tween the size of a blood splatter
- tran_tw_time_max = 0.5, ---- The (maximum) time to tween the size of a blood splatter
- size_tw_time_min = 0.1, ---- The (minimum) time to tween the transparency of a blood splatter
- size_tw_time_max = 0.6 ---- The (maximum) time to tween the transparency of a blood splatter
- }
- --- These are the IDs of possible blood textures, I already set 3 up for u k
- local blood_textures = {
- 176678030,
- 176678048,
- 176678086
- }
- -------------- I'm not responsible for any PAIN if you edit past this (pun intended)
- local blood_folder = Instance.new("Folder",game.Workspace)
- blood_folder.Name = "Blood.Splatter.Particles"
- function create_blood_splatter(player_class)
- local blood_parts = {"LeftFoot", "LeftLowerLeg", "LeftUpperLeg","RightFoot", "RightLowerLeg", "RightUpperLeg","LowerTorso", "UpperTorso","RightHand", "RightLowerArm", "RightUpperArm","LeftHand", "LeftLowerArm", "LeftUpperArm","Head"}
- local chosen_part
- if(player_class.humanoid.Health <= 0) then
- repeat wait() chosen_part = blood_parts[math.random(1,#blood_parts)] until player_class.character:FindFirstChild(chosen_part)
- chosen_part = player_class.character[chosen_part]
- local blood_emmiter = script.Blood:Clone()
- blood_emmiter.Parent = chosen_part
- blood_emmiter.Enabled = true
- else
- chosen_part = player_class.torso
- end
- local ray = Ray.new(chosen_part.Position, Vector3.new(0,-100,0))
- local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray, {blood_folder , unpack(player_class.character:GetChildren())} , true)
- if(hit) then
- local blood = Instance.new("Part",blood_folder)
- blood.Anchored = true
- blood.CanCollide = false
- blood.Transparency = 1
- blood.Name = "Particle_Blood"
- blood.FormFactor = Enum.FormFactor.Custom
- blood.Size = Vector3.new(0.01 , 0.1 , 0.01)
- blood.CFrame = CFrame.new(position)
- local blood_decal = Instance.new("Decal",blood)
- blood_decal.Transparency = 1
- blood_decal.Texture = "http://www.roblox.com/asset/?id=" .. blood_textures[math.random(1,#blood_textures)]
- blood_decal.Face = "Top"
- game.Debris:AddItem(blood,settings.remove_time+20)
- local edit_blood = coroutine.wrap(function()
- local original_size = blood.Size
- local original_transparency = blood_decal.Transparency
- local new_transparency = math.random(settings.max_transparency*100,settings.min_transparency*100)/100
- local new_size = Vector3.new(math.random(settings.min_size_x*100,settings.max_size_x*100)/100 , blood.Size.Y , math.random(settings.min_size_z*100,settings.max_size_z*100)/100)
- local tran_tw_time = math.random(settings.tran_tw_time_min*100,settings.tran_tw_time_max*100)/100
- local size_tw_time = math.random(settings.size_tw_time_min*100,settings.size_tw_time_max*100)/100
- for i = 1,10*tran_tw_time do
- wait()
- local perc = i/(10*tran_tw_time)
- blood_decal.Transparency = original_transparency - (perc*new_transparency)
- end
- for i = 1,10*size_tw_time do
- wait()
- local perc = i/(10*size_tw_time)
- blood.Size = Vector3.new(original_size.X+(perc*new_size.X) , original_size.Y , original_size.Z+(perc*new_size.Z))
- end
- wait(settings.remove_time)
- blood:Destroy()
- end)
- edit_blood()
- end
- end
- function monitor_character(player_class)
- local last_health = player_class.humanoid.Health
- player_class.humanoid.HealthChanged:connect(function()
- if(player_class.humanoid.Health < last_health) then
- if(last_health - player_class.humanoid.Health >= settings.damage_inc) then
- for i = 1,settings.splatters_per_health_inc*((last_health - player_class.humanoid.Health)/settings.damage_inc) do
- create_blood_splatter(player_class)
- if(settings.max_splatter_time > 0) then
- wait(math.random(settings.min_splatter_time*100,settings.max_splatter_time*100)/100)
- end
- end
- end
- end
- last_health = player_class.humanoid.Health
- end)
- end
- function monitor_player(player)
- repeat wait() until player.Character ~= nil
- player.CharacterAdded:connect(function()
- local player_class = {
- player = player,
- character = player.Character,
- uppertorso = player.Character:WaitForChild("UpperTorso"),
- head = player.Character:WaitForChild("Head"),
- humanoid = player.Character:WaitForChild("Humanoid"),
- }
- monitor_character(player_class)
- end)
- local player_class = {
- player = player,
- character = player.Character,
- uppertorso = player.Character:WaitForChild("UpperTorso"),
- head = player.Character:WaitForChild("Head"),
- humanoid = player.Character:WaitForChild("Humanoid"),
- }
- monitor_character(player_class)
- end
- game.Players.PlayerAdded:connect(function(player)
- monitor_player(player)
- end)
- for i,v in ipairs(game.Players:GetChildren()) do
- if(v.ClassName == "Player") then
- monitor_player(v)
- end
- end
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