I was going through the old abd scripts, i was trying to figure out how would i integrate the part where they built up damage
here is an example of the damage build up part i think?
elseif chr.Dodge.Value == true and game.Lighting.TS.Value == true and chr.RTZ.Value == false then
repeat
wait()
until game.Lighting.TS.Value == false
hum:TakeDamage(dmg)
lol(dmg)
elseif chr.RTZ.Value == true then
rtzevent:FireClient(plr, player)
negate()
return
end
here this is my TS script, trying to figure out how i would integrate it into my TS script
local rp = game:GetService("ReplicatedStorage") local World = rp:WaitForChild("ZaWarudoRemotes"):WaitForChild("World") local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService") local Debris = game:GetService("Debris")
local range = 100000000000000 local duration = 10
World.OnServerEvent:Connect(function(Player)
game.ServerStorage.TSValue.Value = "true"
local Stand = workspace:FindFirstChild(Player.Name.." Stand"):WaitForChild("ZaWarudo")
if Stand then
local Character = Player.Character
local Humanoid = Character:WaitForChild("Humanoid")
local HumanoidRP = Character:WaitForChild("HumanoidRootPart")
local prevWeld = Stand:WaitForChild("HumanoidRootPart"):WaitForChild("Stand Weld")
prevWeld:Destroy()
Stand:WaitForChild("HumanoidRootPart").CFrame = HumanoidRP.CFrame * CFrame.new(0,0,0)
local weld = Instance.new("ManualWeld")
weld.Name = "Stand Weld"
weld.Part0 = Stand:WaitForChild("HumanoidRootPart")
weld.Part1 = HumanoidRP
weld.C0 = Stand:WaitForChild("HumanoidRootPart").CFrame:inverse() * HumanoidRP.CFrame
weld.Parent = weld.Part0
local animControl = Stand:WaitForChild("AnimControl")
for i, track in pairs(animControl:GetPlayingAnimationTracks()) do
track:Stop()
end
local playerSpread = Humanoid:LoadAnimation(script.stance)
playerSpread:Play()
local Spread = animControl:LoadAnimation(script.Spread)
Spread:Play()
Humanoid.WalkSpeed = 0
Humanoid.JumpPower = 0
local Folder = Instance.new("Folder",workspace)
Folder.Name = Player.Name.." The World"
wait(1.75)
local Orb = script.Orb:Clone()
Orb.CFrame = Stand:WaitForChild("HumanoidRootPart").CFrame
Orb.Orientation = Character:WaitForChild("HumanoidRootPart").Orientation
Orb.Parent = Folder
local Orb2 = script.Orb2:Clone()
Orb2.CFrame = Stand:WaitForChild("HumanoidRootPart").CFrame
Orb2.Orientation = Character:WaitForChild("HumanoidRootPart").Orientation
Orb2.Parent = Folder
game.Lighting.ColorCorrection.Saturation = -2.4
game.Lighting.ColorCorrection.Contrast = 1
game.Lighting.ColorCorrection.Contrast = 0
game.Lighting.Blur.Size = 7
game.Lighting.Blur.Size = 24
local goal = {}
goal.Size = Orb.Size + Vector3.new(100,100,100)
local info = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,.25)
local tween = TweenService:Create(Orb,info,goal)
tween:Play()
wait(0.5)
local goal2 = {}
goal2.Size = Orb2.Size + Vector3.new(99,99,99)
local info2 = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,.25)
local tween2 = TweenService:Create(Orb2,info2,goal2)
tween2:Play()
game.Lighting.ColorCorrection.Contrast = 1
wait(1)
local goal3 = {}
goal3.Size = Orb.Size - Orb.Size
local info3 = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,.25)
local tween3 = TweenService:Create(Orb,info3,goal3)
tween3:Play()
local goal4 = {}
goal4.Size = Orb2.Size - Orb2.Size
local info4 = TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false,.25)
local tween4 = TweenService:Create(Orb2,info4,goal4)
tween4:Play()
game.Lighting.ColorCorrection.Contrast = 0
game.Lighting.Blur.Size = 0
Humanoid.WalkSpeed = 16
Humanoid.JumpPower = 50
spawn(function()
wait(.5)
for i, chars in pairs(workspace:GetChildren()) do
if chars:FindFirstChild("Humanoid") then
if chars ~= Character then
workspace.StandsSounds.Countdown:Play()
local EhumanoidRP = chars:FindFirstChild("HumanoidRootPart")
if EhumanoidRP then
local distance = (HumanoidRP.CFrame.p - EhumanoidRP.CFrame.p).magnitude
if distance <= range then
spawn(function()
for j, k in pairs(chars:GetChildren()) do
if k:IsA("MeshPart") or k:IsA("Part") then
spawn(function()
k.Anchored = true
wait(10)
k.Anchored = false
game.Lighting.ColorCorrection.Saturation = .1
end)
end
end
end)
local enemy = game.Players:GetPlayerFromCharacter(chars)
if enemy then
local BackPack = enemy:FindFirstChild("Backpack")
if BackPack then
spawn(function()
for j, fold in pairs(BackPack:GetChildren()) do
if fold:IsA("Folder") then
local enable = fold:FindFirstChild("Enable")
if enable then
spawn(function()
enable.Value = true
wait(10)
enable.Value = false
end)
end
end
end
end)
end
end
end
end
end
elseif chars:IsA("Folder") then
if chars.Name ~= Player.Name.." Stand" then
local substand
for j, stand in pairs(chars:GetChildren()) do
if stand:IsA("Model") then
local AnimControl = stand:FindFirstChild("AnimControl")
if AnimControl then
substand = stand
end
end
end
if substand then
for j, stuff in pairs(substand:GetChildren()) do
if stuff:IsA("BasePart") then
spawn(function()
stuff.Anchored = true
wait(10)
stuff.Anchored = false
end)
end
end
end
end
end
end
end)
spawn(function()
wait(1)
local prevWeld = Stand:WaitForChild("HumanoidRootPart"):WaitForChild("Stand Weld")
prevWeld:Destroy()
Stand:WaitForChild("HumanoidRootPart").CFrame = HumanoidRP.CFrame * CFrame.new(0,0,0)
local weld = Instance.new("ManualWeld")
weld.Name = "Stand Weld"
weld.Part0 = Stand:WaitForChild("HumanoidRootPart")
weld.Part1 = HumanoidRP
weld.C0 = Stand:WaitForChild("HumanoidRootPart").CFrame:inverse() * HumanoidRP.CFrame
weld.Parent = weld.Part0
for i, track in pairs(animControl:GetPlayingAnimationTracks()) do
track:Stop()
end
local Idle = animControl:LoadAnimation(script.Idle)
Idle:Play()
end)
wait(duration)
Debris:AddItem(Orb,1)
game.ServerStorage.TSValue.Value = "false"
World:FireClient(Player)
end
end)

1 comment
By build up damage I mean like, how would I make the damage only like take damage after the TS value is false