Wall of text, it's in a local script:
--Script originally from LinkedSword ("ClassicSword")
r = game:service("RunService")
local damage = 20
local slash_damage = 20
local lunge_damage = 20
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
if hit.Name== "BreakableCrate" then
hit.Parent = nil
script.Parent.Handle.CrateBreaking:Play()
return
end
if hit.Name == "Vent" and hit:IsA("BasePart")then
hit.Anchored = false
hit:BreakJoints()
end
if (hit.Parent == nil) then return end -- happens when bullet hits sword
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.Torso
wait(.25)
swordOut()
wait(.25)
force.Parent = nil
wait(.5)
swordUp()
damage = slash_damage
end
function swordUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,-1,0)
Tool.GripUp = Vector3.new(-1,0,0)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
--lunge()
attack()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped(mouse)
--UnsheathSound:play()
mouse.Button1Down:connect(function()
local connection = script.Parent.Handle.Touched:connect(blow)
wait(0.5)
connection:disconnect()
end)
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
The idea is that the sword activates when the mouse button is down, so you can't just walk into something to break it. |