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  1. -- SolarHorizon
  2. -- Objective: Store values important to both client and server
  3.  
  4. -- Universal
  5.  
  6. local Flip_Forward = 2999018793
  7. local Flip_Backwards = 2999017926
  8. local Stun_Animation = 2999022051
  9.  
  10. -- Special
  11.  
  12. local TG_Idle = 2999022564
  13.  
  14. -- Single animations
  15.  
  16. local Idle_Animation = 2999019342 -- These IDs were placed directly into the NewAnimation functions before, I've set them up this way for you because it's easier
  17. local Right_Slash_1 = 2999021146
  18. local Right_Slash_2 = 2999021531
  19. local Left_Slash_1 = 2999020113
  20. local Left_Slash_2 = 2999020518
  21.  
  22. local Block_Neutral = 2998964045
  23. local Block_Neutral2 = 2998965569
  24. local Block_Up = 2998966446
  25. local Block_Down = 2998963199
  26.  
  27. local Dash_Animation = 2999010943
  28. local Dash_Attack = 2999013146
  29.  
  30. -- Double animations
  31.  
  32. local DB_Idle = 2998968697
  33. local DB_LeftSpin = 2998994843
  34. local DB_LS_RSlash = 2998969068
  35. local DB_LS_Spin = 2998992930
  36.  
  37. -- Dual animations
  38.  
  39. local Dual_Idle = 2999016259
  40. local Dual_Right = 2999017003
  41. local Dual_Left = 2999016684
  42.  
  43. local Dual_Block = 2999014384
  44. local Dual_Block_L = 2999014983
  45. local Dual_Block_R = 2999015351
  46.  
  47. local Dual_Dash = 2999015921
  48. local Dual_Attack = 2999013865
  49.  
  50. --
  51.  
  52. local module = {}
  53.  
  54. function color(r, g, b)
  55.  
  56. return Color3.new(r/255, g/255, b/255)
  57.  
  58. end
  59.  
  60. --[ Lightsaber colors
  61.  
  62. module.colors = {
  63.  
  64. blue = {Outer = color( 0, 25, 199); Inner = color(117, 212, 255); Key = Enum.KeyCode.B};
  65. cyan = {Outer = color( 0, 98, 255); Inner = color(170, 255, 255); Key = Enum.KeyCode.C};
  66. green = {Outer = color( 0, 120, 0); Inner = color(123, 255, 165); Key = Enum.KeyCode.G};
  67. orange = {Outer = color(255, 128, 0); Inner = color(255, 180, 105); Key = Enum.KeyCode.T};
  68. purple = {Outer = color( 89, 0, 199); Inner = color(167, 128, 199); Key = Enum.KeyCode.P};
  69. red = {Outer = color(170, 0, 0); Inner = color(255, 171, 171); Key = Enum.KeyCode.R};
  70. white = {Outer = color(148, 200, 255); Inner = color(148, 200, 255); Key = Enum.KeyCode.Z};
  71. yellow = {Outer = color(255, 197, 48); Inner = color(255, 230, 105); Key = Enum.KeyCode.Y};
  72.  
  73. }
  74.  
  75. --[ Sounds
  76.  
  77. module.sounds = {
  78.  
  79. Single = {
  80. [1] = {ID = 318031821; Range = {0.9, 1.2}};
  81. };
  82. -- Double = {
  83. -- [1] = {ID = 240221231, Range = {1, 1}};
  84. -- };
  85. Clash = {
  86. Minor = {
  87. [1] = {ID = 339759847, Range = {1, 1}}; -- ID = SoundId, Range = Maximum and minimum pitch values ( {1, 1} = 1, {0.8, 1.2} = Any number between 0.8 and 1.2
  88. [2] = {ID = 339759797, Range = {1, 1.2}}; -- Greater number should always be the second argument, or you will break something.
  89. [3] = {ID = 327637678, Range = {0.9, 1}};
  90. };
  91. Major = {
  92. [1] = {ID = 339759735, Range = {0.95, 1.1}};
  93. [2] = {ID = 339759902, Range = {1, 1.1}};
  94. };
  95. };
  96. }
  97.  
  98. --[ Images
  99.  
  100. module.images = {
  101. saber_modes = {
  102. Single = "rbxassetid://520538011";
  103. Double = "rbxassetid://520541494";
  104. TG = "rbxassetid://520541494";
  105. Dual = "rbxassetid://521366809";
  106. }
  107. }
  108.  
  109. --[ Animations
  110.  
  111. function module.LoadAnimations()
  112.  
  113. local function NewAnimation(ID)
  114. local NewAnim = Instance.new("Animation")
  115. NewAnim.AnimationId = "rbxassetid://" .. ID
  116. return game.Players.LocalPlayer.Character.Humanoid:LoadAnimation(NewAnim)
  117. end
  118.  
  119. return
  120. {
  121.  
  122. Single = {
  123.  
  124. Attack = {
  125. [1] = { -- Right
  126. [1] = NewAnimation(Right_Slash_1);
  127. [2] = NewAnimation(Right_Slash_2);
  128. };
  129. [2] = { -- Left
  130. [1] = NewAnimation(Left_Slash_1);
  131. [2] = NewAnimation(Left_Slash_2);
  132. };
  133. };
  134.  
  135. Block = {
  136.  
  137. OneHanded = {
  138. -- [1] = NewAnimation(502238647); -- 1 handed forward lean
  139. };
  140.  
  141. TwoHanded = {
  142. [1] = {
  143. [1] = NewAnimation(Block_Up);
  144. };
  145. [2] = {
  146. [1] = NewAnimation(Block_Down); -- 2 handed down
  147. };
  148. Neutral = {
  149. [1] = NewAnimation(Block_Neutral2); -- 2 handed neutral down
  150. [2] = NewAnimation(Block_Neutral); -- 2 handed neutral
  151. };
  152.  
  153. }
  154. };
  155. Jump = {
  156. [1] = NewAnimation(Flip_Forward); -- front
  157. [2] = NewAnimation(Flip_Backwards); -- back
  158. };
  159. Stun = {
  160. [1] = NewAnimation(Stun_Animation);
  161. };
  162. Dash = {
  163. [1] = NewAnimation(Dash_Animation); -- dash
  164. [2] = NewAnimation(Dash_Attack); -- attack
  165. };
  166. Push = {};
  167. Pull = {};
  168. Choke = {};
  169. Shock = {};
  170. FBlock = {};
  171. Idle = {
  172. -- TwoHanded = NewAnimation(516770598); -- forward 2 hand pose
  173. Down = NewAnimation(Idle_Animation); -- downward 1 hand pose
  174. };
  175. };
  176.  
  177. Dual = {
  178.  
  179. Attack = {
  180. [1] = { -- Right
  181. [1] = NewAnimation(Dual_Right);
  182. [2] = NewAnimation(Dual_Right);
  183. };
  184. [2] = { -- Left
  185. [1] = NewAnimation(Dual_Left);
  186. [2] = NewAnimation(Dual_Left);
  187. };
  188. };
  189.  
  190. Block = {
  191.  
  192. -- OneHanded = { -- no one handed block for two lightsabers
  193. -- [1] = NewAnimation(502238647); -- 1 handed forward lean
  194. -- };
  195.  
  196. TwoHanded = {
  197. [1] = {
  198. [1] = NewAnimation(Dual_Block_R); -- right x block
  199. };
  200. [2] = {
  201. [1] = NewAnimation(Dual_Block_L); -- left x block
  202. };
  203. Neutral = {
  204. [1] = NewAnimation(Dual_Block); -- neutral
  205. [2] = NewAnimation(Dual_Block); -- neutral
  206. };
  207.  
  208. }
  209. };
  210. Jump = {
  211. [1] = NewAnimation(Flip_Forward); -- front
  212. [2] = NewAnimation(Flip_Backwards); -- back
  213. };
  214. Stun = {
  215. [1] = NewAnimation(Stun_Animation);
  216. };
  217. Dash = {
  218. [1] = NewAnimation(Dual_Dash); -- dash
  219. [2] = NewAnimation(Dual_Attack); -- attack
  220. };
  221. Push = {};
  222. Pull = {};
  223. Choke = {};
  224. Shock = {};
  225. FBlock = {};
  226. Idle = {
  227. Down = NewAnimation(Dual_Idle);
  228. };
  229. };
  230.  
  231. Double = {
  232.  
  233. Attack = {
  234. [1] = { -- Right
  235. [1] = NewAnimation(DB_LS_RSlash); -- DB RS1
  236. [2] = NewAnimation(Right_Slash_1); -- RS1
  237. };
  238. [2] = { -- Left
  239. [1] = NewAnimation(DB_LS_Spin); -- DB LS1
  240. [2] = NewAnimation(DB_LeftSpin); -- DB LS2
  241. };
  242. };
  243.  
  244. Block = {
  245.  
  246. OneHanded = {
  247. -- [1] = NewAnimation(502238647); -- 1 handed forward lean
  248. };
  249.  
  250. TwoHanded = {
  251. [1] = {
  252. [1] = NewAnimation(Block_Up); -- 2 handed diagonal
  253. };
  254. [2] = {
  255. [1] = NewAnimation(Block_Down); -- 2 handed down
  256. };
  257. Neutral = {
  258. [1] = NewAnimation(Block_Neutral2); -- 2 handed neutral down
  259. [2] = NewAnimation(Block_Neutral); -- 2 handed neutral
  260. };
  261.  
  262. }
  263. };
  264. Jump = {
  265. [1] = NewAnimation(Flip_Forward); -- front
  266. [2] = NewAnimation(Flip_Backwards); -- back
  267. };
  268. Stun = {
  269. [1] = NewAnimation(Stun_Animation);
  270. };
  271. Dash = {
  272. [1] = NewAnimation(Dash_Animation); -- dash
  273. [2] = NewAnimation(Dash_Attack); -- attack
  274. };
  275. Push = {};
  276. Pull = {};
  277. Choke = {};
  278. Shock = {};
  279. FBlock = {};
  280. Idle = {
  281. Down = NewAnimation(Idle_Animation); -- D
  282. };
  283. };
  284.  
  285. TG = {
  286. Attack = {
  287. [1] = { -- Right
  288. [1] = NewAnimation(DB_LS_RSlash); -- DB RS1
  289. [2] = NewAnimation(Right_Slash_1); -- RS1
  290. };
  291. [2] = { -- Left
  292. [1] = NewAnimation(DB_LeftSpin); -- DB LS1
  293. [2] = NewAnimation(DB_LS_Spin); -- DB LS2
  294. };
  295. };
  296.  
  297. Block = {
  298.  
  299. OneHanded = {
  300. -- [1] = NewAnimation(502238647); -- 1 handed forward lean
  301. };
  302.  
  303. TwoHanded = {
  304. [1] = {
  305. [1] = NewAnimation(Block_Up); -- 2 handed diagonal
  306. };
  307. [2] = {
  308. [1] = NewAnimation(Block_Down); -- 2 handed down
  309. };
  310. Neutral = {
  311. [1] = NewAnimation(Block_Neutral2); -- 2 handed neutral down
  312. [2] = NewAnimation(Block_Neutral); -- 2 handed neutral
  313. };
  314.  
  315. }
  316. };
  317. Jump = {
  318. [1] = NewAnimation(Flip_Forward); -- front
  319. [2] = NewAnimation(Flip_Backwards); -- back
  320. };
  321. Stun = {
  322. [1] = NewAnimation(Stun_Animation);
  323. };
  324. Dash = {
  325. [1] = NewAnimation(Dash_Animation); -- dash
  326. [2] = NewAnimation(Dash_Attack); -- attack
  327. };
  328. Push = {};
  329. Pull = {};
  330. Choke = {};
  331. Shock = {};
  332. FBlock = {};
  333. Idle = {
  334. Down = NewAnimation(TG_Idle); -- downward 1 hand pose
  335. };
  336. }
  337.  
  338. }
  339. end
  340.  
  341. return module
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