--Player A has tool Scissors and can only kill players with tool Paper. --Player B has tool Rock and can only kill players with tool Scissors. --Player C has tool paper and can only kill players with tool Rock.
--This would be for player with tool scissors --script would be child of Scissors>Handle
local Handle = script.Parent
local DamageAmount = 100
local function DealDamage(part)
local orb = part.Parent:FindFirstChild("Paper")
local hum = part.Parent:FindFirstChild("Humanoid")
if hum and orb == true then
hum.Health = hum.Health - DamageAmount
end
end
Handle.Touched:Connect(DealDamage)
A Bit Rushed But, Here Is The Code:
local SP = script.Parent local plr = game.Players.LocalPlayer local Char = plr.Character or plr.CharacterAdded:Wait() local Humanoid = Char:WaitForChild("Humanoid", 2) local pname = plr.Name local value = SP.ItemValue local Animation = Instance.new("Animation") Animation.AnimationId = "rbxassetid://04110091372" local Load = Humanoid:LoadAnimation(Animation) local equipped = false local activated = false local unequipped = true local pn = { ['S/P'] = {'Scissor', 'Paper'}; ['P/R'] = {'Paper', 'Rock'}; ['R/S'] = {'Rock', 'Scissor'} } function Touched(hit) local humanoid = hit.Parent:WaitForChild("Humanoid", 1) if Char.Name == pname and Humanoid and Equipped and hit.Parent.Name ~= Char.Name then wait(1) for _,v in pairs(pn) do print(v[1]) if value.Value == v[1] and humanoid then local strong = v[2] -- What The Player's Weapons Strong Point Is for _,p in pairs(hit.Parent:GetChildren()) do -- Cycle Through Potential Enemy if p.Name == strong then local en = hit.Parent:WaitForChild("Humanoid", 2) en.Health = en.Health - math.random(1,10) else assert('Cant Attack A Player With: '..p.Name..". You Have: "..value.Value) end end else assert('Cant Find: '..value.Value) end end else assert('Cant Find Correct Character Or Living Humanoid') end end function Equipped() equipped = true end function Activated() Load:Play() end function Unequipped() equipped = false end SP.Activated:Connect(Activated) SP.Equipped:Connect(Equipped) SP.Handle.Touched:Connect(Touched)
Hope This Helped!