--[[-------------------------------------------------------------------------------------- ███████╗ ██████╗ ██╗ ██╗██╗███████╗██╗ ██╗██╗ ██╗ █████╗ ██████╗ ██╗ ██╔════╝██╔═══██╗██║ ██║██║██╔════╝██║ ██║╚██╗ ██╔╝ ██╔══██╗██╔══██╗██║ ███████╗██║ ██║██║ ██║██║███████╗███████║ ╚████╔╝ ███████║██████╔╝██║ ╚════██║██║▄▄ ██║██║ ██║██║╚════██║██╔══██║ ╚██╔╝ ██╔══██║██╔═══╝ ██║ ███████║╚██████╔╝╚██████╔╝██║███████║██║ ██║ ██║ ██║ ██║██║ ██║ ╚══════╝ ╚══▀▀═╝ ╚═════╝ ╚═╝╚══════╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝ --]]--------------------------------------------------------------------------------------ANSI Shadow -- Author: Squishy -- Discord tag: @mrsirsquishy -- Version: 1.0.0 -- Legal: ARR -- Special Thanks to -- @jimmyhelp for errors and just generally helping me get things working. -- IMPORTANT FOR NEW USERS!!! READ THIS!!! -- Thank you for using SquAPI! Unless you're experienced and wish to actually modify the functionality -- of this script, I wouldn't reccomend snooping around. -- Don't know exactly what you're doing? This site contains a guide on how to use!(also linked on github): -- https://mrsirsquishy.notion.site/Squishy-API-Guide-3e72692e93a248b5bd88353c96d8e6c5 -- This SquAPI file does have some mini-documentation on paramaters if you need like a quick reference, but -- do not modify, and do not copy-paste code from this file unless you are an avid scripter who knows what they are doing. -- Don't be afraid to ask me for help, just make sure to provide as much info as possible so I or someone can help you faster. --setup stuff -- Locates SquAssets, if it exists -- Written by FOX local squassets local scripts = listFiles("/", true) for _, path in pairs(scripts) do local search = string.find(path, "SquAssets") if search then squassets = require(path) end end -- If SquAssets doesn't exist then error if not squassets then error("§4Missing SquAssets file! Make sure to download that from the GitHub too!§c") end local squapi = {} -- SQUAPI CONTROL VARIABLES AND CONFIG ---------------------------------------------------------- ------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------- -- these variables can be changed to control certain features of squapi. --when true it will automatically tick and update all the functions, when false it won't do that. --if false, you can run each objects respective tick/update functions on your own - better control. squapi.autoFunctionUpdates = true -- FUNCTIONS -------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- -- TAIL PHYSICS -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- tailSegmentList: the list of each individual tail segment of your tail -- *idleXMovement: how much the tail should sway side to side -- *idleYMovement: how much the tail should sway up and down -- *idleXSpeed: how fast the tail should sway side to side -- *idleYSpeed: how fast the tail should sway up and down -- *bendStrength: how strongly the tail moves when you move -- *velocityPush: this will cause the tail to bend when you move forward/backward, good if your tail is bent downward or upward. -- *initialMovementOffset: this will offset the tails initial sway, this is good for when you have multiple tails and you want to desync them -- *offsetBetweenSegments: how much each tail segment should be offset from the previous one -- *stiffness: how stiff the tail should be -- *bounce: how bouncy the tail should be -- *flyingOffset: when flying, riptiding, or swimming, it may look strange to have the tail stick out, so instead it will rotate to this value(so use this to flatten your tail during these movements) -- *downLimit: the lowest each tail segment can rotate -- *upLimit: the highest each tail segment can rotate squapi.tails = {} squapi.tail = {} squapi.tail.__index = squapi.tail function squapi.tail:new(tailSegmentList, idleXMovement, idleYMovement, idleXSpeed, idleYSpeed, bendStrength, velocityPush, initialMovementOffset, offsetBetweenSegments, stiffness, bounce, flyingOffset, downLimit, upLimit) local self = setmetatable({}, squapi.tail) -- INIT ------------------------------------------------------------------------- --error checker if type(tailSegmentList) == "ModelPart" then tailSegmentList = {tailSegmentList} end assert(type(tailSegmentList) == "table", "your tailSegmentList table seems to to be incorrect") self.berps = {} self.targets = {} self.stiffness = stiffness or .005 self.bounce = bounce or .9 self.downLimit = downLimit or -90 self.upLimit = upLimit or 45 for i = 1, #tailSegmentList do assert(tailSegmentList[i]:getType() == "GROUP", "§4The tail segment at position "..i.." of the table is not a group. The tail segments need to be groups that are nested inside the previous segment.§c") self.berps[i] = {squassets.BERP:new(self.stiffness, self.bounce), squassets.BERP:new(self.stiffness, self.bounce, self.downLimit, self.upLimit)} self.targets[i] = {0, 0} end self.tailSegmentList = tailSegmentList self.idleXMovement = idleXMovement or 15 self.idleYMovement = idleYMovement or 5 self.idleXSpeed = idleXSpeed or 1.2 self.idleYSpeed = idleYSpeed or 2 self.bendStrength = bendStrength or 2 self.velocityPush = velocityPush or 0 self.initialMovementOffset = initialMovementOffset or 0 self.flyingOffset = flyingOffset or 90 self.offsetBetweenSegments = offsetBetweenSegments or 1 -- CONTROL ------------------------------------------------------------------------- -- UPDATES ------------------------------------------------------------------------- self.currentBodyRot = 0 self.oldBodyRot = 0 self.bodyRotSpeed = 0 function self:tick() self.oldBodyRot = self.currentBodyRot self.currentBodyRot = player:getBodyYaw() self.bodyRotSpeed = math.max(math.min(self.currentBodyRot-self.oldBodyRot, 20), -20) local time = world.getTime() local vel = squassets.forwardVel() local yvel = squassets.verticalVel() local svel = squassets.sideVel() local bendStrength = self.bendStrength/(math.abs((yvel*30))+vel*30 + 1) local pose = player:getPose() for i = 1, #self.tailSegmentList do self.targets[i][1] = math.sin((time * self.idleXSpeed)/10 - (i)) * self.idleXMovement self.targets[i][2] = math.sin((time * self.idleYSpeed)/10 - (i * self.offsetBetweenSegments) + self.initialMovementOffset) * self.idleYMovement self.targets[i][1] = self.targets[i][1] + self.bodyRotSpeed*self.bendStrength + svel*self.bendStrength*40 self.targets[i][2] = self.targets[i][2] + yvel * 15 * self.bendStrength - vel*self.bendStrength*15*self.velocityPush if i == 1 then if pose == "FALL_FLYING" or pose == "SWIMMING" or player:riptideSpinning() then self.targets[i][2] = self.flyingOffset end end end end function self:render(dt, context) local pose = player:getPose() if pose ~= "SLEEPING" then for i, tail in ipairs(self.tailSegmentList) do tail:setOffsetRot( self.berps[i][2]:berp(self.targets[i][2], dt), self.berps[i][1]:berp(self.targets[i][1], dt), 0 ) end else end end table.insert(squapi.ears, self) return self end -- EAR PHYSICS -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- leftEar: the left ear's model path -- *rightEar: the right ear's model path, if you don't have a right ear, just leave this blank or set to nil -- *rangeMultiplier: how far the ears should rotate with your head, reccomended 1 -- *horizontalEars: if you have elf-like ears(ears that stick out horizontally), set this to true -- *bendStrength: how much the ears should move when you move, reccomended 2 -- *doEarFlick: whether or not the ears should randomly flick, reccomended true -- *earFlickChance: how often the ears should flick, reccomended 400 -- *earStiffness: how stiff the ears should be, reccomended 0.1 -- *earBounce: how bouncy the ears should be, reccomended 0.8 squapi.ears = {} squapi.ear = {} squapi.ear.__index = squapi.ear function squapi.ear:new(leftEar, rightEar, rangeMultiplier, horizontalEars, bendStrength, doEarFlick, earFlickChance, earStiffness, earBounce) local self = setmetatable({}, squapi.ear) -- INIT ------------------------------------------------------------------------- assert(leftEar, "§4The first ear's model path is incorrect.§c") self.leftEar = leftEar self.rightEar = rightEar self.horizontalEars = horizontalEars self.rangeMultiplier = rangeMultiplier or 1 if self.horizontalEars then self.rangeMultiplier = self.rangeMultiplier/2 end self.bendStrength = bendStrength or 2 local earStiffness = earStiffness or 0.1 local earBounce = earBounce or 0.8 if doEarFlick == nil then doEarFlick = true end self.doEarFlick = doEarFlick self.earFlickChance = earFlickChance or 400 -- CONTROL ------------------------------------------------------------------------- self.enabled = true function self:toggle() self.enabled = not self.enabled end function self:disable() self.enabled = false end function self:enable() self.enabled = true end -- UPDATES ------------------------------------------------------------------------- self.eary = squassets.BERP:new(earStiffness, earBounce) self.earx = squassets.BERP:new(earStiffness, earBounce) self.earz = squassets.BERP:new(earStiffness, earBounce) self.targets = {0,0,0} self.oldpose = "STANDING" function self:tick() if self.enabled then local vel = math.min(math.max(-0.75, squassets.forwardVel()), 0.75) local yvel = math.min(math.max(-1.5, squassets.verticalVel()), 1.5)*5 local svel = math.min(math.max(-0.5, squassets.sideVel()),0.5) local headrot = squassets.getHeadRot() local bend = self.bendStrength if headrot[1] < -22.5 then bend = -bend end --gives the ears a short push when crouching/uncrouching local pose = player:getPose() if pose == "CROUCHING" and self.oldpose == "STANDING" then self.eary.vel = self.eary.vel + 5 * self.bendStrength elseif pose == "STANDING" and self.oldpose == "CROUCHING" then self.eary.vel = self.eary.vel - 5 * self.bendStrength end self.oldpose = pose --main physics if self.horizontalEars then local rot = 10*bend*(yvel + vel*10) + headrot[1] * self.rangeMultiplier local addrot = headrot[2] * self.rangeMultiplier self.targets[2] = rot + addrot self.targets[3] = -rot + addrot else self.targets[1] = headrot[1] * self.rangeMultiplier + 2*bend*(yvel + vel * 15) self.targets[2] = headrot[2] * self.rangeMultiplier - svel*100*self.bendStrength self.targets[3] = self.targets[2] end --ear flicking if self.doEarFlick then if math.random(0, self.earFlickChance) == 1 then if math.random(0, 1) == 1 then self.earx.vel = self.earx.vel + 50 else self.earz.vel = self.earz.vel - 50 end end end else leftEar:setOffsetRot(0,0,0) rightEar:setOffsetRot(0,0,0) end end function self:render(dt, context) if self.enabled then self.eary:berp(self.targets[1], dt) self.earx:berp(self.targets[2], dt) self.earz:berp(self.targets[3], dt) local rot3 = self.earx.pos/4 local rot3b = self.earz.pos/4 if self.horizontalEars then local y = self.eary.pos/4 self.leftEar:setOffsetRot(y, self.earx.pos/3, rot3) if self.rightEar then self.rightEar:setOffsetRot(y, self.earz.pos/3, rot3b) end else self.leftEar:setOffsetRot(self.eary.pos, rot3, rot3) if self.rightEar then self.rightEar:setOffsetRot(self.eary.pos, rot3b, rot3b) end end end end table.insert(squapi.ears, self) return self end --CROUCH ANIMATION -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- crouch: the animation to play when you crouch. Make sure this animation is on "hold on last frame" and override. -- *uncrouch: the animation to play when you uncrouch. make sure to set to "play once" and set to override. If it's just a pose with no actual animation, than you should leave this blank or set to nil -- *crawl: same as crouch but for crawling -- *uncrawl: same as uncrouch but for crawling function squapi.crouch(crouch, uncrouch, crawl, uncrawl) local oldstate = "STANDING" function events.render(dt, context) local pose = player:getPose() if pose == "SWIMMING" and not player:isInWater() then pose = "CRAWLING" end if pose == "CROUCHING" then if uncrouch ~= nil then uncrouch:stop() end crouch:play() elseif oldstate == "CROUCHING" then crouch:stop() if uncrouch ~= nil then uncrouch:play() end elseif crawl ~= nil then if pose == "CRAWLING" then if uncrawl ~= nil then uncrawl:stop() end crawl:play() elseif oldstate == "CRAWLING" then crawl:stop() if uncrawl ~= nil then uncrawl:play() end end end oldstate = pose end end --BEWB PHYSICS -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- element: the bewb element that you want to affect(models.[modelname].path) -- bendability(2): how much the bewb should move when you move -- stiff(0.05): how stiff the bewb should be -- bounce(0.9): how bouncy the bewb should be -- doIdle(true): whether or not the bewb should have an idle sway(like breathing) -- idleStrength(4): how much the bewb should sway when idle -- idleSpeed(1): how fast the bewb should sway when idle -- downLimit(-10): the lowest the bewb can rotate -- upLimit(25): the highest the bewb can rotate squapi.bewbs = {} squapi.bewb = {} squapi.bewb.__index = squapi.bewb function squapi.bewb:new(element, bendability, stiff, bounce, doIdle, idleStrength, idleSpeed, downLimit, upLimit) local self = setmetatable({}, squapi.bewb) -- INIT ------------------------------------------------------------------------- assert(element,"§4Your model path for bewb is incorrect.§c") self.element = element if doIdle == nil then doIdle = true end self.doIdle = doIdle self.bendability = bendability or 2 self.bewby = squassets.BERP:new(stiff or 0.05, bounce or 0.9, downLimit or -10, upLimit or 25 ) self.idleStrength = idleStrength or 4 self.idleSpeed = idleSpeed or 1 self.target = 0 -- CONTROL ------------------------------------------------------------------------- self.enabled = true function self:toggle() self.enabled = not self.enabled end function self:disable() self.enabled = false end function self:enable() self.enabled = true end -- UPDATE ------------------------------------------------------------------------- self.oldpose = "STANDING" function self:tick() if self.enabled then local vel = squassets.forwardVel() local yvel = squassets.verticalVel() local worldtime = world.getTime() if self.doIdle then self.target = math.sin(worldtime/8*self.idleSpeed)*self.idleStrength end --physics when crouching/uncrouching local pose = player:getPose() if pose == "CROUCHING" and self.oldpose == "STANDING" then self.bewby.vel = self.bewby.vel + self.bendability elseif pose == "STANDING" and self.oldpose == "CROUCHING" then self.bewby.vel = self.bewby.vel - self.bendability end self.oldpose = pose --physics when moving self.bewby.vel = self.bewby.vel - yvel * self.bendability self.bewby.vel = self.bewby.vel - vel * self.bendability else self.target = 0 end end function self:render(dt, context) self.element:setOffsetRot(self.bewby:berp(self.target, dt),0,0) end table.insert(squapi.bewbs, self) return self end --RANDOM ANIMATION OBJECT --this object will take in an animation and plays it randomly every tick by a specified amount. --animation: the animation to play --*chanceRange: an optional paramater that sets the range. 0 means every tick, larger values mean lower chances of playing every tick. --*isBlink: if this is for blinking set this to true so that it doesn't blink while sleeping. squapi.randimation = {} squapi.randimation.__index = squapi.randimation function squapi.randimation:new(animation, chanceRange, isBlink) local self = setmetatable({}, squapi.randimation) -- INIT ------------------------------------------------------------------------- self.isBlink = isBlink self.animation = animation self.chanceRange = chanceRange or 200 -- CONTROL ------------------------------------------------------------------------- self.enabled = true function self:toggle() self.enabled = not self.enabled end function self:disable() self.enabled = false end function self:enable() self.enabled = true end -- UPDATES ------------------------------------------------------------------------- function events.tick() if self.enabled and (not self.isBlink or player:getPose() ~= "SLEEPING") and math.random(0, self.chanceRange) == 0 and self.animation:isStopped() then self.animation:play() end end return self end -- MOVING EYES --guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- element: the eye element that is going to be moved, each eye is seperate. -- *leftdistance: the distance from the eye to it's leftmost posistion -- *rightdistance: the distance from the eye to it's rightmost posistion -- *updistance: the distance from the eye to it's upmost posistion -- *downdistance: the distance from the eye to it's downmost posistion squapi.eyes = {} squapi.eye = {} squapi.eye.__index = squapi.eye function squapi.eye:new(element, leftDistance, rightDistance, upDistance, downDistance, switchValues) local self = setmetatable({}, squapi.eye) -- INIT ------------------------------------------------------------------------- assert(element, "§4Your eye model path is incorrect.§c") self.switchValues = switchValues or false self.left = leftDistance or .25 self.right = rightDistance or 1.25 self.up = upDistance or 0.5 self.down = downDistance or 0.5 self.x = 0 self.y = 0 self.eyeScale = 1 -- CONTROL ------------------------------------------------------------------------- --For funzies if you want to change the scale of the eyes you can use this.(lerps to scale) function self:setEyeScale(scale) self.eyeScale = scale end self.enabled = true function self:toggle() self.enabled = not self.enabled end function self:disable() self.enabled = false end function self:enable() self.enabled = true end --resets position function self:zero() self.x, self.y = 0, 0 end -- UPDATES ------------------------------------------------------------------------- function self:tick() if self.enabled then local headrot = squassets.getHeadRot() headrot[2] = math.max(math.min(50, headrot[2]), -50) --parabolic curve so that you can control the middle position of the eyes. self.x = -squassets.parabolagraph(-50, -self.left, 0,0, 50, self.right, headrot[2]) self.y = squassets.parabolagraph(-90, -self.down, 0,0, 90, self.up, headrot[1]) --prevents any eye shenanigans self.x = math.max(math.min(self.left, self.x), -self.right) self.y = math.max(math.min(self.up, self.y), -self.down) end end function self:render(dt, context) local c = element:getPos() if self.switchValues then element:setPos(0,math.lerp(c[2], self.y, dt),math.lerp(c[3], -self.x, dt)) else element:setPos(math.lerp(c[1], self.x, dt),math.lerp(c[2], self.y, dt),0) end local scale = math.lerp(element:getOffsetScale()[1], self.eyeScale, dt) element:setOffsetScale(scale, scale, scale) end table.insert(squapi.eyes, self) return self end -- HOVER POINT ITEM -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- element: the element you are moving. Make sure that your element has -- *springStrength(0.2):how strongly the object is pulled to it's original spot -- *mass(5): how heavy the object is(heavier accelerate/deccelerate slower) -- *resistance(1): how much the elements speed decays(like air resistance) -- *rotationSpeed(0.05):how fast the element should rotate to it's normal rotation -- *doCollisions(false):whether or not the element should collide with blocks(warning: the system is janky) squapi.hoverPoints = {} squapi.hoverPoint = {} squapi.hoverPoint.__index = squapi.hoverPoint function squapi.hoverPoint:new(element, springStrength, mass, resistance, rotationSpeed, doCollisions) local self = setmetatable({}, squapi.hoverPoint) -- INIT ------------------------------------------------------------------------- self.element = element assert(self.element, "§4The Hover point's model path is incorrect.§c") self.element:setParentType("WORLD") self.springStrength = springStrength or 0.2 self.mass = mass or 5 self.resistance = resistance or 1 self.rotationSpeed = rotationSpeed or 0.05 self.doCollisions = doCollisions -- CONTROL ------------------------------------------------------------------------- self.enabled = true function self:toggle() self.enabled = not self.enabled end function self:disable() self.enabled = false end function self:enable() self.enabled = true end -- returns to normal position function self:reset() local yaw = math.rad(player:getBodyYaw()) local sin, cos = math.sin(yaw), math.cos(yaw) local offset = vec( cos*self.elementOffset.x - sin*self.elementOffset.z, self.elementOffset.y, sin*self.elementOffset.x + cos*self.elementOffset.z ) self.element:setPos((player:getPos() - self.elementOffset + offset)*16) end self.pos = vec(0,0,0) self.vel = vec(0,0,0) -- UPDATES ------------------------------------------------------------------------- self.elementOffset = vec(0,0,0) self.init = true self.delay = 0 function self:tick() if self.enabled then if self.init then self.init = false self.pos = player:getPos() self.elementOffset = self.element:partToWorldMatrix():apply() self.element:setPos(self.pos*16) self.element:setOffsetRot(0,-player:getBodyYaw(),0) end local yaw = math.rad(player:getBodyYaw()) local sin, cos = math.sin(yaw), math.cos(yaw) --adjusts the target based on the players rotation local offset = vec( cos*self.elementOffset.x - sin*self.elementOffset.z, self.elementOffset.y, sin*self.elementOffset.x + cos*self.elementOffset.z ) local target = (player:getPos() - self.elementOffset) + offset local pos = self.element:partToWorldMatrix():apply() local dif = self.pos - target local force = vec(0,0,0) if self.delay == 0 then --behold my very janky collision system if self.doCollisions and world.getBlockState(pos):getCollisionShape()[1] then local block, hitPos, side = raycast:block(pos-self.vel*2, pos) self.pos = self.pos + (hitPos - pos) if side == "east" or side == "west" then self.vel.x = -self.vel.x*0.5 elseif side == "north" or side == "south" then self.vel.z = -self.vel.z*0.5 else self.vel.y = -self.vel.y*0.5 end self.delay = 2 else force = force - dif*self.springStrength --spring force end else self.delay = self.delay - 1 end force = force -self.vel*self.resistance --resistive force(based on air resistance) self.vel = self.vel + force/self.mass self.pos = self.pos + self.vel end end function self:render(dt, context) self.element:setPos( math.lerp(self.element:getPos(), self.pos*16, dt/2) ) self.element:setOffsetRot(0, math.lerp(self.element:getOffsetRot()[2], -player:getBodyYaw(), dt*self.rotationSpeed), 0) end table.insert(squapi.hoverPoints, self) return self end -- LEG MOVEMENT - will make an element mimic the rotation of a vanilla leg, but allows you to control the strength. Good for different length legs or legs under dresses. -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- element: the element you want to apply the movement to -- *strength(1): how much it rotates(1 is default, 0.5 is half, 2 is double, etc.) -- *isRight(false): if this is the right leg or not -- *keepPosition(true): if you want the element to keep it's position as well. squapi.legs = {} squapi.leg = {} squapi.leg.__index = squapi.leg function squapi.leg:new(element, strength, isRight, keepPosition) local self = squassets.vanillaElement:new(element, strength, keepPosition) -- INIT ------------------------------------------------------------------------- if isRight == nil then isRight = false end self.isRight = isRight -- CONTROL ------------------------------------------------------------------------- -- UPDATES ------------------------------------------------------------------------- function self:getVanilla() if self.isRight then self.rot = vanilla_model.RIGHT_LEG:getOriginRot() self.pos = vanilla_model.RIGHT_LEG:getOriginPos() else self.rot = vanilla_model.LEFT_LEG:getOriginRot() self.pos = vanilla_model.LEFT_LEG:getOriginPos() end return self.rot, self.pos end table.insert(squapi.legs, self) return self end -- ARM MOVEMENT - will make an element mimic the rotation of a vanilla arm, but allows you to control the strength. Good for different length arms. -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- element: the element you want to apply the movement to -- *strength(1): how much it rotates(1 is default, 0.5 is half, 2 is double, etc.) -- *isRight(false): if this is the right arm or not -- *keepPosition(true): if you want the element to keep it's position as well. squapi.arms = {} squapi.arm = {} squapi.arm.__index = squapi.arm function squapi.arm:new(element, strength, isRight, keepPosition) local self = squassets.vanillaElement:new(element, strength, keepPosition) -- INIT ------------------------------------------------------------------------- if isRight == nil then isRight = false end self.isRight = isRight -- CONTROL ------------------------------------------------------------------------- --inherits functions from squassets.vanillaElement -- UPDATES ------------------------------------------------------------------------- function self:getVanilla() if self.isRight then self.rot = vanilla_model.RIGHT_ARM:getOriginRot() else self.rot = vanilla_model.LEFT_ARM:getOriginRot() end self.pos = -vanilla_model.LEFT_ARM:getOriginPos() return self.rot, self.pos end table.insert(squapi.arms, self) return self end -- SMOOTH HEAD - Mimics a vanilla player head, but smoother and with some extra life. can also do smooth Torsos and Smooth Necks! -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- element: The head element that you wish to effect -- *strength: The target rotation is multiplied by this factor. For example setting to 1 will follow vanilla rotation, 0.5 is half of that, and 2 is double vanilla rotation. -- *tilt: For context the smooth head applies a slight tilt to the head as it's rotated toward the side, this controls the strength of that tilt. -- *speed: How fast the head will rotate toward the target rotation. For example 1 is base speed, 0.5 is half of that, and 2 is double speed. -- *keepOriginalHeadPos: When true(automatically true) the heads position will follow the vanilla head position. For example when crouching the head will shift down to follow. set to false to disable. --Smooth Neck? Smooth Torso? --This can do that too if you change what you input for these: -- element: Instead of a single element, input a table of head elements(imagine it like {element1, element2, etc.}). This will apply the head rotations to each of these. -- *strength: Instead of an single number, you can put in a table(imagine it like {strength1, strength2, etc.}). This will apply each strength to each respective element.(make sure it is the same length as your element table) -- As a tip, you can imagine the strength as a percentage of the heads vanilla rotation. -- So if you have a head and a torso, you might do 0.5 for the head, and 0.5 for the torso to add up to 1(100% of the vanilla heads rotation), or maybe even 0.25 for torso, and 0.75 for head, it's up to you! squapi.smoothHeads = {} squapi.smoothHead = {} squapi.smoothHead.__index = squapi.smoothHead function squapi.smoothHead:new(element, strength, tilt, speed, keepOriginalHeadPos) local self = setmetatable({}, squapi.smoothHead) -- INIT ------------------------------------------------------------------------- if type(element) == "ModelPart" then assert(element, "§4Your model path for smoothHead is incorrect.§c") element = {element} end assert(type(element) == "table", "§4your element table seems to to be incorrect.§c") for i = 1, #element do assert(element[i]:getType() == "GROUP", "§4The head element at position "..i.." of the table is not a group. The head elements need to be groups that are nested inside one another to function properly.§c") assert(element[i], "§4The head segment at position "..i.." is incorrect.§c") element[i]:setParentType("NONE") end self.element = element self.strength = strength or 1 if type(self.strength) == "number" then local strengthDiv = self.strength/#element self.strength = {} for i = 1, #element do self.strength[i] = strengthDiv end end self.tilt = tilt or 0.1 if keepOriginalHeadPos == nil then keepOriginalHeadPos = true end self.keepOriginalHeadPos = keepOriginalHeadPos self.headRot = vec(0, 0, 0) self.offset = vec(0, 0, 0) self.speed = (speed or 1)/2 -- CONTROL ------------------------------------------------------------------------- -- Applies an offset to the heads rotation to more easily modify it. Applies as a vector.(for multisegments it will modify the target rotation) function self:setOffset(xRot, yRot, zRot) self.offset = vec(xRot, yRot, zRot) end self.enabled = true function self:toggle() self.enabled = not self.enabled end function self:disable() self.enabled = false end function self:enable() self.enabled = true end function self:zero() for i, v in pairs(self.element) do v:setPos(0, 0, 0) v:setOffsetRot(0, 0, 0) self.headRot = vec(0,0,0) end end -- UPDATE ------------------------------------------------------------------------- function self:tick() if self.enabled then local vanillaHeadRot = squassets.getHeadRot() self.headRot[1] = self.headRot[1] + (vanillaHeadRot[1] - self.headRot[1])*self.speed self.headRot[2] = self.headRot[2] + (vanillaHeadRot[2] - self.headRot[2])*self.speed self.headRot[3] = self.headRot[2]*self.tilt end end function self:render(dt, context) if self.enabled then dt = dt/5 for i, v in pairs(self.element) do local c = self.element[i]:getOffsetRot() local target = (self.headRot*self.strength[i])-self.offset/#self.element self.element[i]:setOffsetRot(math.lerp(c[1], target[1], dt), math.lerp(c[2], target[2], dt), math.lerp(c[3], target[3], dt)) -- Better Combat SquAPI Compatibility created by @jimmyhelp and @foxy2526 on Discord if renderer:isFirstPerson() and context == "RENDER" then self.element[i]:setVisible(false) else self.element[i]:setVisible(true) end end if self.keepOriginalHeadPos then self.element[#self.element]:setPos(-vanilla_model.HEAD:getOriginPos()) end end end table.insert(squapi.smoothHeads, self) return self end --BOUNCE WALK -- guide:(note if it has a * that means you can leave it blank/nil to use reccomended settings) -- model: the path to your model element. Most cases, if you're model is named "model", than it'd be models.model (replace model with the name of your model) -- *bounceMultipler: normally 1, this multiples how much the bounce occurs. values greater than 1 will increase bounce, and values less than 1 will decrease bounce. squapi.bounceWalks = {} squapi.bounceWalk = {} squapi.bounceWalk.__index = squapi.bounceWalk function squapi.bounceWalk:new(model, bounceMultiplier) local self = setmetatable({}, squapi.bounceWalk) -- INIT ------------------------------------------------------------------------- assert(model, "Your model path is incorrect for bounceWalk") self.bounceMultiplier = bounceMultiplier or 1 self.target = 0 -- CONTROL ------------------------------------------------------------------------- self.enabled = true function self:toggle() self.enabled = not self.enabled end function self:disable() self.enabled = false end function self:enable() self.enabled = true end -- UPDATES ------------------------------------------------------------------------- function self:render(dt, context) local pose = player:getPose() if self.enabled and (pose == "STANDING" or pose == "CROUCHING") then local leftlegrot = vanilla_model.LEFT_LEG:getOriginRot()[1] local bounce = self.bounceMultiplier if pose == "CROUCHING" then bounce = bounce/2 end self.target = math.abs(leftlegrot)/40*bounce else self.target = 0 end model:setPos(0, math.lerp(model:getPos()[2], self.target, dt), 0) end table.insert(squapi.bounceWalks, self) return self end --TAUR PHYSICS -- guide: (note if it has a * that means you can leave it blank) -- taurBody: the group of the body that contains all parts of the actual centaur part of the body, pivot should be placed near the connection between body and taurs body -- *frontLegs: the group that contains both front legs -- *backLegs: the group that contains both back legs squapi.taurs = {} squapi.taur = {} squapi.taur.__index = squapi.taur function squapi.taur:new(taurBody, frontLegs, backLegs) local self = setmetatable({}, squapi.taur) -- INIT ------------------------------------------------------------------------- assert(taurBody, "§4Your model path for the body in taurPhysics is incorrect.§c") --assert(frontLegs, "§4Your model path for the front legs in taurPhysics is incorrect.§c") --assert(backLegs, "§4Your model path for the back legs in taurPhysics is incorrect.§c") self.taurBody = taurBody self.frontLegs = frontLegs self.backLegs = backLegs self.taur = squassets.BERP:new(0.01, 0.5) self.target = 0 -- CONTROL ------------------------------------------------------------------------- self.enabled = true function self:toggle() self.enabled = not self.enabled end function self:disable() self.enabled = false end function self:enable() self.enabled = true end -- UPDATES ------------------------------------------------------------------------- function self:tick() if self.enabled then self.target = math.min(math.max(-30, squassets.verticalVel() * 40), 45) end end function self:render(dt, context) if self.enabled then self.taur:berp(self.target, dt/2) local pose = player:getPose() if pose == "FALL_FLYING" or pose == "SWIMMING" or (player:isClimbing() and not player:isOnGround()) or player:riptideSpinning() then self.taurBody:setRot(80, 0, 0) if self.backLegs then self.backLegs:setRot(-50, 0, 0) end if self.frontLegs then self.frontLegs:setRot(-50, 0, 0) end else self.taurBody:setRot(self.taur.pos, 0, 0) if self.backLegs then self.backLegs:setRot(self.taur.pos*3, 0, 0) end if self.frontLegs then self.frontLegs:setRot(-self.taur.pos*3, 0, 0) end end end end table.insert(squapi.taurs, self) return self end -- CUSTOM FIRST PERSON HAND --!!Make sure the setting for modifying first person hands is enabled in the Figura settings for this to work properly!! -- guide:(note if it has a * that means you can leave it blank/nil to use reccomended settings) -- element: the actual hand element to change -- *x: the x change -- *y: the y change -- *z: the z change -- *scale: this will multiply the size of the element by this size -- *onlyVisibleInFP:if true, this will make the element invisible when not in first person squapi.FPHands = {} squapi.FPHand = {} squapi.FPHand.__index = squapi.FPHand function squapi.FPHand:new(element, x, y, z, scale, onlyVisibleInFP) local self = setmetatable(self, squapi.FPHand) -- INIT ------------------------------------------------------------------------- assert(element, "Your First Person Hand path is incorrect") element:setParentType("RightArm") self.element = element self.x = x or 0 self.y = y or 0 self.z = z or 0 self.scale = scale or 1 self.onlyVisibleInFP = onlyVisibleInFP -- CONTROL ------------------------------------------------------------------------- function self:updatePos(x, y, z) self.x = x self.y = y self.z = z end -- UPDATES ------------------------------------------------------------------------- function self:render(dt, context) if context == "FIRST_PERSON" then if self.onlyVisibleInFP then self.element:setVisible(true) end self.element:setPos(self.x, self.y, self.z) self.element:setScale(self.scale,self.scale,self.scale) else if self.onlyVisibleInFP then self.element:setVisible(false) end self.element:setPos(0,0,0) end end table.insert(squapi.FPHands, self) return self end -- Easy-use Animated Texture. -- guide:(note if it has a * that means you can leave it blank to use reccomended settings) -- element: the part of your model who's texture will be aniamted -- numberOfFrames: the number of frames -- framePercent: what percent width/height the uv takes up of the whole texture. for example: if there is a 100x100 texture, and the uv is 20x20, this will be .20 -- *slowFactor: increase this to slow down the animation. -- *vertical: set to true if you'd like the animation frames to go down instead of right. function squapi.animateTexture(element, numberOfFrames, framePercent, slowFactor, vertical) assert(element, "§4Your model path for animateTexture is incorrect.§c") vertical = vertical or false slowFactor = slowFactor or 1 function events.tick() local time = world.getTime() local frameshift = math.floor(time/slowFactor)%numberOfFrames*framePercent if vertical then element:setUV(0, frameshift) else element:setUV(frameshift, 0) end end end -- UPDATES ALL SQUAPI FEATURES -------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------- if squapi.autoFunctionUpdates then function events.tick() for i, v in pairs(squapi.smoothHeads) do v:tick() end for i, v in pairs(squapi.eyes) do v:tick() end for i, v in pairs(squapi.bewbs) do v:tick() end for i, v in pairs(squapi.hoverPoints) do v:tick() end for i, v in pairs(squapi.ears) do v:tick() end for i, v in pairs(squapi.tails) do v:tick() end for i, v in pairs(squapi.taurs) do v:tick() end end function events.render(dt, context) for i, v in pairs(squapi.smoothHeads) do v:render(dt, context) end for i, v in pairs(squapi.FPHands) do v:render(dt, context) end for i, v in pairs(squapi.bounceWalks) do v:render(dt, context) end for i, v in pairs(squapi.legs) do v:render(dt, context) end for i, v in pairs(squapi.arms) do v:render(dt, context) end for i, v in pairs(squapi.eyes) do v:render(dt, context) end for i, v in pairs(squapi.bewbs) do v:render(dt, context) end for i, v in pairs(squapi.hoverPoints) do v:render(dt, context) end for i, v in pairs(squapi.ears) do v:render(dt, context) end for i, v in pairs(squapi.tails) do v:render(dt, context) end for i, v in pairs(squapi.taurs) do v:render(dt, context) end end end return squapi