I have tried everything I could find about creator tags and I just can't seem to find a way to fit it in this script. Some help would be appreciated!
local TOOL = script.Parent
local BLADE = TOOL.Blade
local ANIMS = {}
for index, CHILD in pairs(script:GetChildren()) do
if CHILD.Name == "Slash" then
table.insert(ANIMS,CHILD)
end
end
local FIGHT = false
local FRIENDLYFIRE = TOOL.FriendlyFire
local IDLEANIM = nil
local TRAIL = BLADE.Trail
function Slash()
if FIGHT == false then
local HUM = TOOL.Parent:FindFirstChildOfClass("Humanoid")
if HUM then
TOOL.Slashing.Value = true
BLADE.Swing.Pitch = math.random(8,12)/10
BLADE.Swing:Play()
TRAIL.Enabled = true
local SHOUT = script.Grunt:Clone()
SHOUT.Parent = HUM.Torso
SHOUT:Play()
SHOUT.Pitch = math.random(8,12)/10
game:GetService("Debris"):AddItem(SHOUT,2)
local BOD = Instance.new("BodyPosition",HUM.Torso)
BOD.Position = HUM.Torso.CFrame * CFrame.new(0,0,-6).p
BOD.P = 750
BOD.D = 35
BOD.MaxForce = BOD.MaxForce*25
local ANIM = HUM:LoadAnimation(ANIMS[math.random(1,#ANIMS)])
ANIM:Play()
FIGHT = true
local HIT = BLADE.Touched:Connect(function(TOUCHED)
if TOUCHED.Parent:FindFirstChildOfClass("Humanoid") then
local HUM = TOUCHED.Parent:FindFirstChildOfClass("Humanoid")
local PASS = true
if game.Players:FindFirstChild(HUM.Parent.Name) and FRIENDLYFIRE.Value == false and TOUCHED.Parent:FindFirstChildOfClass("ForceField") == nil then
PASS = false
end
if PASS == true then
HUM:TakeDamage(TOOL.Damage.Value)
end
end
end)
ANIM.Stopped:Connect(function()
TOOL.Slashing.Value = false
BOD:Remove()
TRAIL.Enabled = false
HIT:Disconnect()
wait()
FIGHT = false
end)
end
end
end
TOOL.Activated:Connect(function()
Slash()
end)
TOOL.Equipped:Connect(function()
local HUM = TOOL.Parent:FindFirstChildOfClass("Humanoid")
if HUM and script:FindFirstChild("Idle") then
IDLEANIM = HUM:LoadAnimation(script.Idle)
IDLEANIM:Play()
end
end)
TOOL.Unequipped:Connect(function()
if IDLEANIM then
IDLEANIM:Stop()
end
end)

1 comment
I've gotten it to create the tag and everything, but I can't get it to set the value to the player who dealt the damage.