p = script.Parent
player = game.Players:GetPlayerFromCharacter(p)
Mouse = player:GetMouse()
ls = p.Torso['Left Shoulder']
rs = p.Torso['Right Shoulder']
lh = p.Torso['Left Hip']
rh = p.Torso['Right Hip']
n = p.Torso['Neck']
la = p['Left Arm']
ra = p['Right Arm']
debsphere = false
debfire = false
Mouse.KeyDown:connect(function(Keyf)
if Keyf == 'f' and not debsphere then
debsphere = true
p.Torso.Anchored = true
ls.C0 = ls.C0 *CFrame.Angles(0,-.4,-1.5)
rs.C0 = rs.C0 *CFrame.Angles(0,.4,1.5)
sphere = Instance.new('Part', p)
sphere.CanCollide = false
sphere.Transparency = .5
sphere.Shape = 'Ball'
sphere.Anchored = true
sphere.BrickColor = BrickColor.new('Really red')
sphere.Size = Vector3.new(2,2,2)
sphere.CFrame = p.Torso.CFrame *CFrame.new(0,0,-2)
wait(.5)
ls.C0 = ls.C0 *CFrame.Angles(-.42,.04,1.5)
rs.C0 = rs.C0 *CFrame.Angles(-.42,-.04,-1.5)
p.Torso.Anchored = false
sphere.Touched:connect(function(hit) print(hit)
hit = sphere:FindFirstChild('Humanoid')
if hit~= nil then
player:WaitForDataReady()
hit.Health = Health -20
demlvlexp = player:LoadNumber('demlvlexp')
demlvlexp = demlvlexp +5
player:SaveNumber('demlvlexp', demlvlexp)
if hit.Health == 0 then
demlvlexp = player:LoadNumber('demlvlexp')
demlvlexp = demlvlexp +25
player:SaveNumber('demlvlexp', demlvlexp)
end
end
end)
function move()
for moving = 1, 75 do
wait(.01)
sphere.CFrame = sphere.CFrame *CFrame.new(0,0,-.4)
end
for goaway = 1, 10 do
wait(.01)
sphere.Transparency = sphere.Transparency +(.05)
sphere.CFrame = sphere.CFrame *CFrame.new(0,0,-.4)
end
sphere:remove()
end
move()
wait(10)
debsphere = false
end
end)
Mouse.KeyDown:connect(function(Keyg)
if Keyg == 'g' and not debfire then
player:WaitForDataReady()
if player:LoadNumber('demlvl') >= 7 then
debfire = true
p.Torso.Anchored = true
ls.C0 = ls.C0 *CFrame.Angles(0,-.4,-1.5)
rs.C0 = rs.C0 *CFrame.Angles(0,.4,1.5)
fsphere = Instance.new('Part', p)
fsphere.CanCollide = false
fsphere.Transparency = .5
fsphere.Shape = 'Ball'
fsphere.Anchored = true
fsphere.BrickColor = BrickColor.new('Really red')
fsphere.Size = Vector3.new(2,2,2)
fsphere.CFrame = p.Torso.CFrame *CFrame.new(0,0,-2)
wait(.5)
ls.C0 = ls.C0 *CFrame.Angles(-.42,.04,1.5)
rs.C0 = rs.C0 *CFrame.Angles(-.42,-.04,-1.5)
p.Torso.Anchored = false
fsphere.Touched:connect(function(hit) print(hit)
hit = fsphere:FindFirstChild('Humanoid')
if hit~= nil then
player:WaitForDataReady()
hit.Health = Health -20
demlvlexp = player:LoadNumber('demlvlexp')
demlvlexp = demlvlexp +5
player:SaveNumber('demlvlexp', demlvlexp)
if hit.Health == 0 then
demlvlexp = player:LoadNumber('demlvlexp')
demlvlexp = demlvlexp +25
player:SaveNumber('demlvlexp', demlvlexp)
end
end
end)
function move()
for moving = 1, 75 do
wait(.01)
fsphere.CFrame = fsphere.CFrame *CFrame.new(0,0,-.4)
end
for goaway = 1, 10 do
wait(.01)
fsphere.Transparency = fsphere.Transparency +(.05)
fsphere.CFrame = fsphere.CFrame *CFrame.new(0,0,-.4)
end
fsphere:remove()
end
move()
wait(10)
debfire = false
else
end
end
end)
that should work.. it works in studio but not in play

2 comments
0-o well that sucks... i am using it in a normal script so that i can save and load data as i want :/
Unfortunately, you'll have to split them up. However, you can easily use a RemoteFunction to just do the save (easy as in almost no change here and really simple definition of the function)