As the title says, there Is a move (a tool without a handle) under an NPC, upon activation, the NPC will slash there sword, on contact It will deal damage towards enemies (while making the player and the vicitim rise up) then a final blow, dealing massive about of damage, the problem Is that It keeps forcing the player to go up, and If the vicitim does not die, they stay Idle, but not moving up, help!
Script:
local Tool = script.Parent
local CanDamage = false
local Debounce = false
Tool.Activated:Connect(function()
if not Debounce then
Debounce = true
CanDamage = true
Tool.SwordSlash:Play()
local Anim = Tool.Parent.Humanoid:FindFirstChild("Animator"):LoadAnimation(Tool.Animation)
Anim:Play()
wait(2)
Debounce = false
CanDamage = false
end
end)
Tool.Parent.Sword.Touched:Connect(function(hit)
local Humanoid = hit.Parent:WaitForChild("Humanoid")
if Humanoid.Name == "Stonk Troll" and Humanoid then
Humanoid.Parent.HumanoidRootPart.Anchored = true
Tool.Parent.HumanoidRootPart.Anchored = true
for i=0, 3 do
Tool.SwordSlash:Play()
Humanoid:TakeDamage(30)
Humanoid.Parent.HumanoidRootPart.Position = Humanoid.Parent.HumanoidRootPart.Position + Vector3.new(0,10,0)
Tool.Parent.HumanoidRootPart.Position = Tool.Parent.HumanoidRootPart.Position + Vector3.new(0,10,0)
wait(1)
end
wait(0.1)
Humanoid:TakeDamage(10000)
Humanoid.Parent.HumanoidRootPart.Anchored = false
Tool.Parent.HumanoidRootPart.Anchored = false
CanDamage = false
else
if Humanoid and CanDamage == true and Humanoid.Parent.IsMetal.Value == false then
Humanoid.Parent.HumanoidRootPart.Anchored = true
Tool.Parent.HumanoidRootPart.Anchored = true
for i=0, 3 do
Tool.SwordSlash:Play()
Humanoid:TakeDamage(53)
Humanoid.Parent.HumanoidRootPart.Position = Humanoid.Parent.HumanoidRootPart.Position + Vector3.new(0,10,0)
Tool.Parent.HumanoidRootPart.Position = Tool.Parent.HumanoidRootPart.Position + Vector3.new(0,10,0)
wait(1)
end
wait(0.1)
Humanoid:TakeDamage(100)
Humanoid.Parent.HumanoidRootPart.Anchored = false
Tool.Parent.HumanoidRootPart.Anchored = false
CanDamage = false
elseif Humanoid and CanDamage == true and Humanoid.Parent.IsMetal.Value == true then
Humanoid.Parent.HumanoidRootPart.Anchored = true
Tool.Parent.HumanoidRootPart.Anchored = true
for i=0, 3 do
Tool.SwordSlash:Play()
Humanoid:TakeDamage(2)
Humanoid.Parent.HumanoidRootPart.Position = Humanoid.Parent.HumanoidRootPart.Position + Vector3.new(0,10,0)
Tool.Parent.HumanoidRootPart.Position = Tool.Parent.HumanoidRootPart.Position + Vector3.new(0,10,0)
wait(1)
end
wait(0.1)
Humanoid.Parent.HumanoidRootPart.Anchored = false
Tool.Parent.HumanoidRootPart.Anchored = false
Humanoid:TakeDamage(10)
CanDamage = false
end
end
end)
Tool.Equipped:Connect(function()
Tool.Unsheath:Play()
Tool.Unequipped:Connect(function()
Tool.Unsheath:Play()
end)
end)

3 comments
i dont get what you mean perhaps a video?
made a tool that when apon activation, you will spins you around and then doing a final blow, If you hit a enemy thought, you and the enemy will float, before falling when u do ur final blow, the problem Is that It will keep on rising the player, even thought It did Its final blow, also If a enemy doesn't die, they get stuck midair
Try using + Vector3.new(0, -10, 0) the negative makes it go the opposite direction.