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- -- SolarHorizon
- -- Objective: Store values important to both client and server
- -- Universal
- local Flip_Forward = 2999018793
- local Flip_Backwards = 2999017926
- local Stun_Animation = 2999022051
- -- Special
- local TG_Idle = 2999022564
- -- Single animations
- 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
- local Right_Slash_1 = 2999021146
- local Right_Slash_2 = 2999021531
- local Left_Slash_1 = 2999020113
- local Left_Slash_2 = 2999020518
- local Block_Neutral = 2998964045
- local Block_Neutral2 = 2998965569
- local Block_Up = 2998966446
- local Block_Down = 2998963199
- local Dash_Animation = 2999010943
- local Dash_Attack = 2999013146
- -- Double animations
- local DB_Idle = 2998968697
- local DB_LeftSpin = 2998994843
- local DB_LS_RSlash = 2998969068
- local DB_LS_Spin = 2998992930
- -- Dual animations
- local Dual_Idle = 2999016259
- local Dual_Right = 2999017003
- local Dual_Left = 2999016684
- local Dual_Block = 2999014384
- local Dual_Block_L = 2999014983
- local Dual_Block_R = 2999015351
- local Dual_Dash = 2999015921
- local Dual_Attack = 2999013865
- --
- local module = {}
- function color(r, g, b)
- return Color3.new(r/255, g/255, b/255)
- end
- --[ Lightsaber colors
- module.colors = {
- blue = {Outer = color( 0, 25, 199); Inner = color(117, 212, 255); Key = Enum.KeyCode.B};
- cyan = {Outer = color( 0, 98, 255); Inner = color(170, 255, 255); Key = Enum.KeyCode.C};
- green = {Outer = color( 0, 120, 0); Inner = color(123, 255, 165); Key = Enum.KeyCode.G};
- orange = {Outer = color(255, 128, 0); Inner = color(255, 180, 105); Key = Enum.KeyCode.T};
- purple = {Outer = color( 89, 0, 199); Inner = color(167, 128, 199); Key = Enum.KeyCode.P};
- red = {Outer = color(170, 0, 0); Inner = color(255, 171, 171); Key = Enum.KeyCode.R};
- white = {Outer = color(148, 200, 255); Inner = color(148, 200, 255); Key = Enum.KeyCode.Z};
- yellow = {Outer = color(255, 197, 48); Inner = color(255, 230, 105); Key = Enum.KeyCode.Y};
- }
- --[ Sounds
- module.sounds = {
- Single = {
- [1] = {ID = 318031821; Range = {0.9, 1.2}};
- };
- -- Double = {
- -- [1] = {ID = 240221231, Range = {1, 1}};
- -- };
- Clash = {
- Minor = {
- [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
- [2] = {ID = 339759797, Range = {1, 1.2}}; -- Greater number should always be the second argument, or you will break something.
- [3] = {ID = 327637678, Range = {0.9, 1}};
- };
- Major = {
- [1] = {ID = 339759735, Range = {0.95, 1.1}};
- [2] = {ID = 339759902, Range = {1, 1.1}};
- };
- };
- }
- --[ Images
- module.images = {
- saber_modes = {
- Single = "rbxassetid://520538011";
- Double = "rbxassetid://520541494";
- TG = "rbxassetid://520541494";
- Dual = "rbxassetid://521366809";
- }
- }
- --[ Animations
- function module.LoadAnimations()
- local function NewAnimation(ID)
- local NewAnim = Instance.new("Animation")
- NewAnim.AnimationId = "rbxassetid://" .. ID
- return game.Players.LocalPlayer.Character.Humanoid:LoadAnimation(NewAnim)
- end
- return
- {
- Single = {
- Attack = {
- [1] = { -- Right
- [1] = NewAnimation(Right_Slash_1);
- [2] = NewAnimation(Right_Slash_2);
- };
- [2] = { -- Left
- [1] = NewAnimation(Left_Slash_1);
- [2] = NewAnimation(Left_Slash_2);
- };
- };
- Block = {
- OneHanded = {
- -- [1] = NewAnimation(502238647); -- 1 handed forward lean
- };
- TwoHanded = {
- [1] = {
- [1] = NewAnimation(Block_Up);
- };
- [2] = {
- [1] = NewAnimation(Block_Down); -- 2 handed down
- };
- Neutral = {
- [1] = NewAnimation(Block_Neutral2); -- 2 handed neutral down
- [2] = NewAnimation(Block_Neutral); -- 2 handed neutral
- };
- }
- };
- Jump = {
- [1] = NewAnimation(Flip_Forward); -- front
- [2] = NewAnimation(Flip_Backwards); -- back
- };
- Stun = {
- [1] = NewAnimation(Stun_Animation);
- };
- Dash = {
- [1] = NewAnimation(Dash_Animation); -- dash
- [2] = NewAnimation(Dash_Attack); -- attack
- };
- Push = {};
- Pull = {};
- Choke = {};
- Shock = {};
- FBlock = {};
- Idle = {
- -- TwoHanded = NewAnimation(516770598); -- forward 2 hand pose
- Down = NewAnimation(Idle_Animation); -- downward 1 hand pose
- };
- };
- Dual = {
- Attack = {
- [1] = { -- Right
- [1] = NewAnimation(Dual_Right);
- [2] = NewAnimation(Dual_Right);
- };
- [2] = { -- Left
- [1] = NewAnimation(Dual_Left);
- [2] = NewAnimation(Dual_Left);
- };
- };
- Block = {
- -- OneHanded = { -- no one handed block for two lightsabers
- -- [1] = NewAnimation(502238647); -- 1 handed forward lean
- -- };
- TwoHanded = {
- [1] = {
- [1] = NewAnimation(Dual_Block_R); -- right x block
- };
- [2] = {
- [1] = NewAnimation(Dual_Block_L); -- left x block
- };
- Neutral = {
- [1] = NewAnimation(Dual_Block); -- neutral
- [2] = NewAnimation(Dual_Block); -- neutral
- };
- }
- };
- Jump = {
- [1] = NewAnimation(Flip_Forward); -- front
- [2] = NewAnimation(Flip_Backwards); -- back
- };
- Stun = {
- [1] = NewAnimation(Stun_Animation);
- };
- Dash = {
- [1] = NewAnimation(Dual_Dash); -- dash
- [2] = NewAnimation(Dual_Attack); -- attack
- };
- Push = {};
- Pull = {};
- Choke = {};
- Shock = {};
- FBlock = {};
- Idle = {
- Down = NewAnimation(Dual_Idle);
- };
- };
- Double = {
- Attack = {
- [1] = { -- Right
- [1] = NewAnimation(DB_LS_RSlash); -- DB RS1
- [2] = NewAnimation(Right_Slash_1); -- RS1
- };
- [2] = { -- Left
- [1] = NewAnimation(DB_LS_Spin); -- DB LS1
- [2] = NewAnimation(DB_LeftSpin); -- DB LS2
- };
- };
- Block = {
- OneHanded = {
- -- [1] = NewAnimation(502238647); -- 1 handed forward lean
- };
- TwoHanded = {
- [1] = {
- [1] = NewAnimation(Block_Up); -- 2 handed diagonal
- };
- [2] = {
- [1] = NewAnimation(Block_Down); -- 2 handed down
- };
- Neutral = {
- [1] = NewAnimation(Block_Neutral2); -- 2 handed neutral down
- [2] = NewAnimation(Block_Neutral); -- 2 handed neutral
- };
- }
- };
- Jump = {
- [1] = NewAnimation(Flip_Forward); -- front
- [2] = NewAnimation(Flip_Backwards); -- back
- };
- Stun = {
- [1] = NewAnimation(Stun_Animation);
- };
- Dash = {
- [1] = NewAnimation(Dash_Animation); -- dash
- [2] = NewAnimation(Dash_Attack); -- attack
- };
- Push = {};
- Pull = {};
- Choke = {};
- Shock = {};
- FBlock = {};
- Idle = {
- Down = NewAnimation(Idle_Animation); -- D
- };
- };
- TG = {
- Attack = {
- [1] = { -- Right
- [1] = NewAnimation(DB_LS_RSlash); -- DB RS1
- [2] = NewAnimation(Right_Slash_1); -- RS1
- };
- [2] = { -- Left
- [1] = NewAnimation(DB_LeftSpin); -- DB LS1
- [2] = NewAnimation(DB_LS_Spin); -- DB LS2
- };
- };
- Block = {
- OneHanded = {
- -- [1] = NewAnimation(502238647); -- 1 handed forward lean
- };
- TwoHanded = {
- [1] = {
- [1] = NewAnimation(Block_Up); -- 2 handed diagonal
- };
- [2] = {
- [1] = NewAnimation(Block_Down); -- 2 handed down
- };
- Neutral = {
- [1] = NewAnimation(Block_Neutral2); -- 2 handed neutral down
- [2] = NewAnimation(Block_Neutral); -- 2 handed neutral
- };
- }
- };
- Jump = {
- [1] = NewAnimation(Flip_Forward); -- front
- [2] = NewAnimation(Flip_Backwards); -- back
- };
- Stun = {
- [1] = NewAnimation(Stun_Animation);
- };
- Dash = {
- [1] = NewAnimation(Dash_Animation); -- dash
- [2] = NewAnimation(Dash_Attack); -- attack
- };
- Push = {};
- Pull = {};
- Choke = {};
- Shock = {};
- FBlock = {};
- Idle = {
- Down = NewAnimation(TG_Idle); -- downward 1 hand pose
- };
- }
- }
- end
- return module
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