Basically im changing an attribute Endlag to false when an event fires, this event fires basically when i do a move/skill, when i do the move/skill the first time everything works fine and the client can see that endlag has been set to false, but the second time it only sets on the server and not the client:
game.ReplicatedStorage.Remotes.Potioner.OnServerEvent:Connect(function(plr, event, potioner)
local char = plr.Character
local hrp = char.HumanoidRootPart
if char:GetAttribute("Stunned") then return end
if event == "Potioner" then
local Potioner = game.ReplicatedStorage.Effects.Potioner:Clone()
Potioner:PivotTo((hrp.CFrame * CFrame.new(0,0,-4)) * CFrame.Angles(0, math.rad(270), 0) * CFrame.new(0,2,0))
Potioner.Parent = workspace.Effects
game.ReplicatedStorage.Remotes.Potioner:FireClient(game.Players:GetPlayerFromCharacter(char), Potioner)
else
print("yo")
PotionEffects[event](char)
char:SetAttribute("Endlag", false)
task.delay(0.5, function()
char:SetAttribute("Endlag", false)
end)
print(char:GetAttribute("Endlag"))
potioner:Destroy()
end
end)