How do I make VFX abilities and then code them

How do I both make VFX abilities and then spawn them through script for an attack?

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very vague description, since theres more than one type of particle (static and an actual physics particle). have you considered checking out particle emitters?

You’re gonna need to explain more—we can’t read your mind or your project setup. Please give a more detailed description before making a topic. But since I get what you’re going for, here’s how I’d approach it:

Honestly, I’d make a simple attack module that handles both logic and VFX spawning. Keep it modular so you can reuse it across abilities.

Example: AttackModule

local AttackModule = {}

function AttackModule.Cast(player, targetPosition)
    local character = player.Character
    if not character then return end

    -- Create VFX
    local effect = Instance.new("Part")
    effect.Size = Vector3.new(1, 1, 1)
    effect.Shape = Enum.PartType.Ball
    effect.Material = Enum.Material.Neon
    effect.Color = Color3.fromRGB(255, 0, 0)
    effect.Anchored = true
    effect.CanCollide = false
    effect.Position = character.HumanoidRootPart.Position + Vector3.new(0, 2, 0)
    effect.Parent = workspace

    -- Tween the effect to target
    local TweenService = game:GetService("TweenService")
    local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Linear)
    local goal = {Position = targetPosition}
    local tween = TweenService:Create(effect, tweenInfo, goal)
    tween:Play()

    -- Cleanup
    tween.Completed:Connect(function()
        effect:Destroy()
        -- You can add damage or impact logic here
    end)
end

return AttackModule

Usage (from a LocalScript or server-side handler)

local AttackModule = require(game.ReplicatedStorage.AttackModule)
local mouse = player:GetMouse()

mouse.Button1Down:Connect(function()
    AttackModule.Cast(player, mouse.Hit.Position)
end)
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