35 lines
2 KiB
Lua
35 lines
2 KiB
Lua
local utils = require("scripts.libs.utils")
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local tw = 1 -- top wetness
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local bw = 1 -- bottom wetness
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local driptime = 4 -- recommended to change based on how low you have TW/BW
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local offset = vec(0, 0, 0)
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local offset2 = vec(0, 0, 0)
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events.TICK:register(function ()
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if player:isInRain() then
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tw = tw - 0.005
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bw = bw - 0.005
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if tw <= 0.6 then tw = 0.6 end
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if bw <= 0.6 then bw = 0.6 end
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end
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offset = vec((math.random() - 0.5), math.random(), (math.random() - 0.5)) -- random offset of particles
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offset2 = vec(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1)) -- velocity
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if player:isInWater() then bw = 0.6 end
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if player:isUnderwater() then tw = 0.6 end
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if not player:isUnderwater() and tw ~= 1 and not player:isInRain() then tw = tw + 0.005 end
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if not player:isInWater() and bw ~= 1 and not player:isInRain() then bw = bw + 0.005 end
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if bw >= 1 then bw = 1 end
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if tw >= 1 then tw = 1 end
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if world.getTime() % driptime == 0 and tw ~= 1 and not (player:isUnderwater()) then for _ = 0, driptime * 0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset + vec(0, 0.7, 0)), offset2) end end
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if world.getTime() % driptime == 0 and bw ~= 1 and not (player:isInWater()) then for _ = 0, driptime * 0.5 do particles:newParticle("falling_dripstone_water",player:getPos():add(offset), offset2:mul(0.5)) end end
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utils.forEachNonGroup(models.models.main.LeftArm, function (part) part:setColor(tw, tw, tw) end)
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utils.forEachNonGroup(models.models.main.RightArm, function (part) part:setColor(tw, tw, tw) end)
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utils.forEachNonGroup(models.models.main.Head, function (part) part:setColor(tw, tw, tw) end)
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utils.forEachNonGroup(models.models.main.Body, function (part) part:setColor(tw, tw, tw) end)
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utils.forEachNonGroup(models.models.main.LeftLeg, function (part) part:setColor(bw, bw,bw) end)
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utils.forEachNonGroup(models.models.main.RightLeg, function (part) part:setColor(bw, bw, bw) end)
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end)
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