Is there any ways to make a debounce for multiple local script like make a boolvalue and when the value is false all local script that use the this boolvalue for it’s debounce
i’m not good at explaining so here’s what i mean
yeah
local UIS = game:GetService("UserInputService")
local RS = game:GetService("ReplicatedStorage")
local Player = game:GetService("Players").LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
local HumanoidRoot = Character:WaitForChild("HumanoidRootPart")
local wall = nil
local debounce = game.ReplicatedStorage:WaitForChild("Debounce"):WaitForChild("debounce").Value
local CombatRemote = script:WaitForChild("RemoteEvent")
local Anims = game:GetService("AnimationClipProvider")
local CS = game:GetService("CollectionService")
local TS = game:GetService("TweenService")
local SkillRemote = script:WaitForChild("Skill")
local debounceRemote = script:WaitForChild("E1")
local combo = 1
local lasthit = 0
local CD = 0.25
local CD1 = 0.25
local CanAir = 1
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local MDotP
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local Mouse = Player:GetMouse()
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local SPCAEKEYDOWN = false
local WKeyDown = false
local AKeyDown = false
local SKeyDown = false
local DKeyDown = false
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local M1CoolDown = 1
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local Slow_Time = 0.5
local SkillCoolDown1 = 1
local SkillCoolDown2 = 1
local SkillCoolDown3 = 1
local SkillCoolDown4 = 1
local SkillCoolDown5 = 1
local HoldSkill123 = false
local Previous_Key = ""
local Previous_Fall = ""
local UIS = game:GetService("UserInputService")
local keys = {}
local MPH = (HumanoidRoot.Position - Mouse.Hit.Position).Magnitude
local Barrage
local CD_Barrage = 1
local SkillCD = 1
local OI1 = Humanoid:LoadAnimation(game.ReplicatedStorage:WaitForChild("Animations"):WaitForChild("Katakuri"):WaitForChild("Roll"))
local OIRight = Humanoid:LoadAnimation(game.ReplicatedStorage:WaitForChild("Animations"):WaitForChild("Katakuri"):WaitForChild("Left"))
local OILeft = Humanoid:LoadAnimation(game.ReplicatedStorage:WaitForChild("Animations"):WaitForChild("Katakuri"):WaitForChild("Right"))
local R_in
local L_in
local R_out
local L_out
local Combat_Anim = {
script.Parent:WaitForChild("Anims"):WaitForChild("A1"),
script.Parent:WaitForChild("Anims"):WaitForChild("A2"),
script.Parent:WaitForChild("Anims"):WaitForChild("A3"),
script.Parent:WaitForChild("Anims"):WaitForChild("A4"),
script.Parent:WaitForChild("Anims"):WaitForChild("A5"),
script.Parent:WaitForChild("Anims"):WaitForChild("A6")
}
local Air = {
game.ReplicatedStorage.Animations.Air2.Animation2,
script.Parent:WaitForChild("Anims"):WaitForChild("Slam")
}
local BlockCD = 1
SkillRemote:FireServer("Pole")
if Humanoid.Health > 0 and not Character:FindFirstChild("KKK111") and debounce == false then
if not Character:FindFirstChild("Stun") and debounce == false and Humanoid.Health > 0 and not Character:FindFirstChild("KKK111") then
UIS.InputBegan:Connect(function(Input,IsTyping)
if not IsTyping then
if Input.KeyCode == Enum.KeyCode.F then
script:WaitForChild("E1"):FireServer("DF")
end
end
end)
UIS.InputBegan:Connect(function(Input,IsTyping)
if not IsTyping then
if Input.UserInputType == Enum.UserInputType.MouseButton1 then
if tick() - lasthit > 1 then
combo = 1
Previous_Key = ""
end
lasthit = tick()
if M1CoolDown == 1 and not debounce and not Character:FindFirstChild("KKK111") and not Character:FindFirstChild("Stun") and Humanoid.Health > 0 then
if combo == 6 and CanAir == 1 then
Humanoid:LoadAnimation(Combat_Anim[combo]):Play(0.1, 1, 2)
M1CoolDown = 2
debounceRemote:FireServer("DT")
debounce = true
Previous_Key = ""
CombatRemote:FireServer('M1_Combo_End',Vector3.new(5.48, 4.971, 4.019),HumanoidRoot.CFrame * CFrame.new(0,0,-1.8))
combo = 1
wait(CD)
debounce = false
debounceRemote:FireServer("DF")
wait(2)
M1CoolDown = 1
elseif combo == 6 and CanAir == 2 then
Humanoid:LoadAnimation(Air[2]):Play(0.1, 1, 2)
M1CoolDown = 2
debounceRemote:FireServer("DT")
debounce = true
Previous_Key = ""
CombatRemote:FireServer('M1_Slam',Vector3.new(7.701, 4.952, 7.482),HumanoidRoot.CFrame * CFrame.new(0,0,-2.5))
combo = 1
wait(CD)
debounce = false
debounceRemote:FireServer("DF")
wait(2)
M1CoolDown = 1
elseif combo == 5 and SPCAEKEYDOWN == true and CanAir == 1 then
if Humanoid:GetState() ~= Enum.HumanoidStateType.Freefall then
Humanoid:LoadAnimation(Air[1]):Play(0.1, 1, 2)
debounceRemote:FireServer("DT")
debounce = true
Previous_Key = "L"
delay(0.85,function()
combo = 1
end)
CanAir = 2
CombatRemote:FireServer('M1_Uptilt',Vector3.new(5.48, 4.971, 4.019),HumanoidRoot.CFrame * CFrame.new(0,0,-1.8))
wait(CD + 0.25)
debounce = false
debounceRemote:FireServer("DF")
end
else
if CanAir == 1 then
Humanoid:LoadAnimation(Combat_Anim[combo]):Play(0.1, 1, 2)
debounceRemote:FireServer("DT")
debounce = true
Previous_Key = "L"
combo = combo + 1
CombatRemote:FireServer('M1_Combo_Start',Vector3.new(5.48, 4.971, 4.019),HumanoidRoot.CFrame * CFrame.new(0,0,-1.8))
wait(CD)
debounce = false
debounceRemote:FireServer("DF")
elseif CanAir == 2 then
if Humanoid:GetState() == Enum.HumanoidStateType.Freefall then
Humanoid:LoadAnimation(Combat_Anim[combo]):Play(0.1, 1, 2)
debounceRemote:FireServer("DT")
debounce = true
Previous_Key = "L"
combo = combo + 1
CombatRemote:FireServer('M1_Combo_OnAir',Vector3.new(7.701, 4.952, 7.482),HumanoidRoot.CFrame * CFrame.new(0,0,-2.5))
wait(CD)
debounce = false
debounceRemote:FireServer("DF")
end
end
end
end
end
end
end)
end
end
game:GetService("RunService").RenderStepped:Connect(function()
if UIS:IsKeyDown(Enum.KeyCode.W) then
WKeyDown = true
else
WKeyDown = false
end
if UIS:IsKeyDown(Enum.KeyCode.A) then
AKeyDown = true
else
AKeyDown = false
end
if UIS:IsKeyDown(Enum.KeyCode.S) then
SKeyDown = true
else
SKeyDown = false
end
if UIS:IsKeyDown(Enum.KeyCode.D) then
DKeyDown = true
else
DKeyDown = false
end
if UIS:IsKeyDown(Enum.KeyCode.Space) then
SPCAEKEYDOWN = true
else
SPCAEKEYDOWN = false
end
end)
Humanoid.StateChanged:Connect(function(old,new)
if new == Enum.HumanoidStateType.Landed then
M1CoolDown = 2
CanAir = 1
wait(2)
M1CoolDown = 1
end
end)