i have a local script for animations and a server script for damage yet the client that "died" is still alive
server script:
script.Parent.Activated:Connect(function()
script.Parent.Blade.Touched:Connect(function(hit)
local Humanoid = hit.Parent.Humanoid
Humanoid.Health = Humanoid.Health - 0.1
end)
end)
local script:
local debounce = true
script.Parent.Activated:Connect(function()
local Swing1 = game.Players.LocalPlayer.Character.Humanoid:LoadAnimation(script.Swing1)
if debounce == true then
debounce = false
Swing1:Play()
game.Players.LocalPlayer.leaderstats.Strength.Value = game.Players.LocalPlayer.leaderstats.Strength.Value + 2
game.Players.LocalPlayer.leaderstats.Coins.Value = game.Players.LocalPlayer.leaderstats.Coins.Value + math.random(1,5)
wait(0.6)
debounce = true
end
end)

1 comment
That server script is gonna error like mad, any time the sword touches something whose parent doesn't have a Humanoid as child (anything in world, character accessory Handle parts, etc). It will try to set Health on a nil reference.