

CastPointHit…Fired when a node on the sword is hit during a swing.TargetKilled…Fired when a target is killed.SwiningEnded…Fired when swing is officially over.HumanoidHit…Fired when an “live” target is hit when sword is swinging.Unequipped…Fired when sword is unequipped.Activated…Fired when :Swing function is called.Some of these are pretty self-explanatory :BindAction(key, debounce, callback)…Creates a special attack.:On(callback)…Calls function when event is fired.:Swing(dmg, ignoreList)…Plays swinging animations and damages targets.:GetOwner()…Returns the player instance which has the tool.:SetTrail(property, value)…Sets a property of the sword’s trail to the given value.I would like to note that this is some pretty valuable information in the Basic Usage category if you’re planning on using this. Sword Smith handles hit detection, animation playing, adding to kills leaderstats, trails, damaging, and more. Using Sword Smith, it only take 5-10 minutes to create a good sword, every sword only has to be around 20-30 lines of code, depending on your purposes. Even after I figured out how to make an effective sword, it’d take me about 30mins-2hrs to create one. I myself have in the past struggled with this as well, I could never find a post or video that could give me a good straight-forward answer. I’ve seen a lot of posts about people who are struggling with creating swords.
