Yeah your right, but I just like this style
heres the full script, ima try your script
local l__plr = game.Players.LocalPlayer
local v_char = l__plr.Character or l__plr.CharacterAdded:Wait(0.2)
local v1__uis = game:GetService("UserInputService")
v_char:WaitForChild("Humanoid")
local v3_ = script.Parent.IsJumping
local dashingval = script.Parent.IsDashing
local v4_sta = script.Parent.STamount
local u15_gu = script.Parent.StaminaShadow.Stamina
-- debounces
local v_de = false
local v_dashde = false
local v6_nde = false
local v9_dashde = false
local v9_de = false
local u_mb1 = false
local v12_cool = 1
local u1_max = 1000
negate = 100
v4_sta.Value = u1_max
local slideAnim = Instance.new("Animation")
slideAnim.AnimationId = "rbxassetid://10954334337"
local keybind = Enum.KeyCode.Q
local canslide = true
local allowed = true
v1__uis.InputBegan:Connect(function(input,gameprocessed)
if gameprocessed then return end
--local l2__tool = l__plr.Backpack:FindFirstChild("Rusty_Sword") or v_char:FindFirstChild("Rusty_Sword")
--if l2__tool:IsDescendantOf(v_char) then
if input.KeyCode == keybind and canslide == true and allowed == true then
canslide = false
local playAnim = v_char.Humanoid:LoadAnimation(slideAnim)
playAnim:Play()
local slide = Instance.new("BodyVelocity")
slide.MaxForce = Vector3.new(1,0,1) * 30000
slide.Velocity = v_char.HumanoidRootPart.CFrame.lookVector * 50
slide.Parent = v_char.HumanoidRootPart
for count = 1, 8 do
wait(0.1)
slide.Velocity*= 0.7
end
playAnim:Stop()
slide:Destroy()
wait(3)
canslide = true
end
--end
end)
--Slashing
--v1__uis.InputBegan:Connect(function(input,gp)
-- if gp then return end
-- if l2__tool:IsDescendantOf(v_char) then
-- if input.UserInputType == Enum.UserInputType.MouseButton1 and not u_mb1 then
-- u_mb1 = true
-- v4_sta.Value = v4_sta.Value - 200
-- local ar_s2 = v4_sta.Value / u1_max
-- print("mb1")
-- u15_gu:TweenSize(UDim2.new(ar_s2 * 1.871,0,2.007,0),Enum.EasingDirection.Out,Enum.EasingStyle.Sine,0.3)
-- wait(1.45) -- dont touch unless ur changing the debounce cooldown of sword tool -felix
-- u_mb1 = false
-- end
-- end
--end)
-- Checking If Jump Mobile
--v1__uis.JumpRequest:Connect(function()
-- v_de = true
-- v3_.Value = true
-- wait(v12_cool)
-- v_de = false
-- v6_nde = true
-- v3_.Value = false
-- wait(v12_cool)
-- v6_nde = false
--end)
v1__uis.InputBegan:Connect(function(input,gp)
if input.KeyCode == Enum.KeyCode.Space and not v_de then
v_de = true
v3_.Value = true
wait(v12_cool)
v_de = false
end
end)
-- Checking If Dash End
v1__uis.InputEnded:Connect(function(input,gp)
if input.KeyCode == Enum.KeyCode.Space and not v6_nde then
v6_nde = true
v3_ = false
wait(v12_cool)
v6_nde = false
end
end)
-- Hurt Anim: 10889503286
-- Value = 0 then give stamina
local debounceTime = script.Parent.JumpTime.Value
local debounce = false
local stamde = false
local Player = game.Players.LocalPlayer
repeat wait() until Player.Character
local Character = Player.Character
local Humanoid = Character.Humanoid
-- Checks if player jumps
Humanoid.Changed:connect(function(changed)
if changed == "Jump" then
if Humanoid.Jump and debounce then
Humanoid.Jump = false
elseif Humanoid.Jump and not debounce then
debounce = true
wait(1)
debounce = false
end
end
end)
v4_sta:GetPropertyChangedSignal("Value"):Connect(function()
if v4_sta.Value == 0 then
while true do
task.wait(0)
v_char:FindFirstChild("Humanoid").JumpPower = 0
negate = 0
task.wait(1)
negate = 0
--game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) -- hides backpack on exhaust
allowed = false
v_char:FindFirstChild("Humanoid").JumpPower = 0
v4_sta.Value = v4_sta.Value + 100
local ar_2 = v4_sta.Value / u1_max
u15_gu:TweenSize(UDim2.new(ar_2,0,1,0),Enum.EasingDirection.Out,Enum.EasingStyle.Sine,0.3)
v_char:FindFirstChild("Humanoid").WalkSpeed = 12
if v4_sta.Value >= 500 then
v_char:FindFirstChild("Humanoid").WalkSpeed = 16
end
if v_char:FindFirstChild("Humanoid").Health == 0 then
--game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true)
end
if v4_sta.Value >= 1000 then
negate = 100
v_char:FindFirstChild("Humanoid").JumpPower = 50
--game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true)
allowed = true
break;
end
end
end
end)
-- Checking what changed
dashingval:GetPropertyChangedSignal("Value"):Connect(function()
if not v9_dashde then
v9_dashde = true
if v4_sta.Value ~= 0 then
if v_dashde.Value == true then
v4_sta.Value = v4_sta.Value - 100
local ar_2 = v4_sta.Value / u1_max
print("on")
u15_gu:TweenSize(UDim2.new(ar_2,0,1,0),Enum.EasingDirection.Out,Enum.EasingStyle.Sine,0.3)
end
end
if dashingval.Value ~= true then
print("off")
end
wait(0)
v9_de = false
end
end)
v3_:GetPropertyChangedSignal("Value"):Connect(function()
if not v9_de then
v9_de = true
if v4_sta.Value ~= 0 then
if v3_.Value == true then
v4_sta.Value = v4_sta.Value - negate
local ar_2 = v4_sta.Value / u1_max
print("on")
u15_gu:TweenSize(UDim2.new(ar_2,0,1,0),Enum.EasingDirection.Out,Enum.EasingStyle.Sine,0.3)
end
end
if v3_.Value ~= true then
print("off")
end
wait(0)
v9_de = false
end
end)
it is very much a boolean value

also this was never a problem, it occured randomly and now every .Value is a error
i definetly did define the variable boolean