Okay so for example what i do when a player fires a move is a local script with a remote event for each move. And every moveset has around 5 moves, 5 local scripts, 5 remote events for each move. So thats communicating to the server but the server does a sanity check anyway to check what moveset the character has equipped if the move can proceed. I dont want all these local scripts firing to the server and only 5 proceeding which is the moveset the player has. I want to reduce all these requests by disconnecting functions so it doesnt fire. But i have no idea what to do right now
My usual layout:
RepStorage:
Client:
So heres the problem. Some people told me to have a event for available keybind and fire them and decide from then what functions to run on the server but some movesets have way more moves so im not sure. Any ideas or tips?