local script
local damageevent = replicatedstorage.DamageHEAVEN
function hito(partoz, partcfr, magn, dmg, debtim, debtime, bodyfdire, grow, sound, pitch, volume)
for _, person in pairs(workspace.Entities:GetChildren()) do
if partoz.Anchored == true then return end
if person:FindFirstChild("Humanoid") and person:FindFirstChild("HumanoidRootPart") and person ~= chr and magn > (person:FindFirstChild("HumanoidRootPart").Position - partoz.Position).magnitude and person:FindFirstChild("HumanoidRootPart"):FindFirstChild("alabo") == nil then
do
if partoz.Anchored then return end
local humz = person:FindFirstChild("Humanoid")
local horp = person:FindFirstChild("HumanoidRootPart")
damageevent:FireServer(humz, partcfr, dmg, debtime, bodyfdire, grow, sound, pitch, volume)
local db = Instance.new("StringValue")
db.Name = "alabo"
db.Parent = horp
delay(debtim, function()
db:Destroy()
end)
end
end
if person:FindFirstChild("Stand") and person["Stand"]:FindFirstChild("Stand Torso") and person ~= chr and person ~= chr[stand.Name] and magn > (guy["Stand"]:FindFirstChild("Stand Torso").Position - partoz.Position).magnitude and person:FindFirstChild("HumanoidRootPart"):FindFirstChild("alabo") == nil then
do
if partoz.Anchored then return end
local humz = person:FindFirstChild("Humanoid")
local horp = person:FindFirstChild("HumanoidRootPart")
damageevent:FireServer(humz, partcfr, dmg, debtime, bodyfdire, grow, sound, pitch, volume)
local db = Instance.new("StringValue")
db.Name = "alabo"
db.Parent = horp
delay(debtim, function()
db:Destroy()
end)
end
end
end
end
script
game.ReplicatedStorage.DamageHEAVEN.OnServerEvent:Connect(function(player, hum, partcfr, dmgVal, debtime, bodyfdire, size, soundid, pitch, vol)
local TweenService = game:GetService("TweenService")
local rd2 = math.random
local dmg = 10
local chr = hum.Parent
local a = Instance.new("BillboardGui", chr["HumanoidRootPart"])
a.StudsOffset = Vector3.new(0, 0, -2)
a.StudsOffsetWorldSpace = Vector3.new(0, 0.5, 0)
a.MaxDistance = 100
a.AlwaysOnTop = true
a.Size = UDim2.new(0, 0, 0, 0)
local b = Instance.new("TextLabel", a)
local gradiant = Instance.new("UIGradient", b)
local pink = Color3.new(1, 0.164706, 0.639216)
local white = Color3.new(1, 1, 1)
gradiant.Color = ColorSequence.new{
ColorSequenceKeypoint.new(0, pink),
ColorSequenceKeypoint.new(0.25, pink),
ColorSequenceKeypoint.new(1, white)
}
gradiant.Rotation = 90
b.BackgroundTransparency = 1
dmg = type(dmg) == "number" and math.floor(dmg) or nil
b.Text = tostring(dmg)
b.TextColor3 = Color3.new(1, 1, 1)
b.TextScaled = 50
b.Font = Enum.Font.Highway
b.Size = UDim2.new(0.65, 0, 0.65, 0)
local StudsOffset = TweenService:Create(a, TweenInfo.new(1, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {
StudsOffsetWorldSpace = a.StudsOffsetWorldSpace + Vector3.new(0, rd2(-5, 2) / 2, 0)
})
StudsOffset:Play()
TweenService:Create(a, TweenInfo.new(1, Enum.EasingStyle.Linear), {
StudsOffset = a.StudsOffset + Vector3.new(rd2(-20, 20) / 5, 0, 0)
}):Play()
TweenService:Create(b, TweenInfo.new(1, Enum.EasingStyle.Quint, Enum.EasingDirection.In), {
TextTransparency = 1
}):Play()
TweenService:Create(b, TweenInfo.new(1, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out), {
TextColor3 = Color3.new(1, 0.164706, 0.639216)
}):Play()
TweenService:Create(a, TweenInfo.new(1, Enum.EasingStyle.Elastic, Enum.EasingDirection.Out), {
Size = UDim2.new(3, 0, 2.5, 0) or UDim2.new(3, 0, 1.5, 0)
}):Play()
local Goal = {}
Goal.Rotation = rd2(-30, 30) + 360 * (rd2(0, 1) * 2 - 1) or rd2(-30, 30)
TweenService:Create(b, TweenInfo.new(1, UDim2.new(3, 0, 2.5, 0) and Enum.EasingStyle.Quad or Enum.EasingStyle.Cubic, Enum.EasingDirection.Out), Goal):Play()
StudsOffset.Completed:wait()
a:Destroy()
end)
I got most of this from a tutorial, but i wanted to figure out how to make the text/billboard gui text stack, as in say the player does 10 damage, with the text showing they did 10 damage, but if they do another hit shortly after, the text turns into 20 damage, and doesnt disappear for a bit. I've seen a lot of games achieve this so im curious on learning how to do this.
