Hello, I was using some old Roblox tutorials, because as I said in my previous post, I'm a rookie scripter. So I've come up with this:

local UserInputService = game:GetService("UserInputService")
local localPlayer = game.Players.LocalPlayer
local character
local humanoid
 
local canDoubleJump = false
local hasDoubleJumped = false
local oldPowerlocal TIME_BETWEEN_JUMPS = 0.37
local DOUBLE_JUMP_POWER_MULTIPLIER = 1

function onJumpRequest()
	if not character or not humanoid or not character:IsDescendantOf(workspace) or
	 humanoid:GetState() == Enum.HumanoidStateType.Dead then
		return
	end
 
	if canDoubleJump and not hasDoubleJumped then
		hasDoubleJumped = true
		humanoid.JumpPower = oldPower * DOUBLE_JUMP_POWER_MULTIPLIER		humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
	end
end
 
local function characterAdded(newCharacter)
	character = newCharacter
	humanoid = newCharacter:WaitForChild("Humanoid")
	hasDoubleJumped = false
	canDoubleJump = false
	oldPower = humanoid.JumpPower 
	humanoid.StateChanged:connect(function(old, new)
		if new == Enum.HumanoidStateType.Landed then
			canDoubleJump = false
			hasDoubleJumped = false
			humanoid.JumpPower = oldPower		elseif new == Enum.HumanoidStateType.Freefall then
			wait(TIME_BETWEEN_JUMPS)			canDoubleJump = true
		end
	end)
end
 
if localPlayer.Character then
	characterAdded(localPlayer.Character)
end
 
localPlayer.CharacterAdded:connect(characterAdded)
UserInputService.JumpRequest:connect(onJumpRequest)

My question is, is it possible to simplify this script?

3 comments

1

But why though? Simple isnt always best, sometimes more lines to cover more potential issues is the right route to take. Optimization for the sake of optimization, I don't think you need to fix something if there is no issue.

1

Double jump scripts need a lot of state checks so this is normal.

0

Yah, this doesnt really need simplfying