How would I make a BlockModule with a combat like this

function Combat_Handler.CreateHB(Player, Character, Humrp, sequence, Damage)
	local Folder = Instance.new("Folder", workspace)
	Folder.Name = Player.Name.."Combat"
	Debris:AddItem(Folder, 0.25)

	local Hitbox = Meshes.Hitbox:Clone()
	Hitbox.CFrame = Humrp.CFrame * CFrame.new(0,0,-2)
	Hitbox.Parent = Folder

	local Weld = Instance.new("ManualWeld")
	Weld.Part0 = Hitbox
	Weld.Part1 = Humrp
	Weld.C0 = Weld.Part0.CFrame:ToObjectSpace(Weld.Part1.CFrame)
	Weld.Parent = Weld.Part0

	local pos1 = Hitbox.Position - (Hitbox.Size/2)
	local pos2 = Hitbox.Position + (Hitbox.Size/2)
	local Re3 = Region3.new(pos1, pos2)


	--Region3 In Action
	local HBFinder = workspace:FindPartsInRegion3(Re3, Hitbox, 20)
	Debris:AddItem(Hitbox, 0.3)
	for i, parts in pairs (HBFinder) do
		if parts.Parent:FindFirstChild("Humanoid") and parts.Parent ~= Character then
			local enemyHumanoid = parts.Parent.Humanoid
			enemyHumRP = parts.Parent.HumanoidRootPart
			
			
			if Combat_Handler.playersincombat[Character] or DicHandler.find(Character, "Stunned") then
				return
			end
			enemyHumanoid:TakeDamage(2.5)
			local duration
			if string.len(sequence) > 4 then
				duration = Length * 2
			else
				duration = Length * 3 -- After the combo is finished make the stun a little longer
			end

			if not Combat_Handler.playersincombat[enemyHumanoid] then
				Combat_Handler.playersincombat[enemyHumanoid] = os.clock()
				Combat_Handler.playerstuntime[enemyHumanoid] = duration
				DicHandler.add(enemyHumanoid, "Stunned")

				enemyHumanoid.WalkSpeed = 4
				enemyHumanoid.JumpPower = 0
			else
				Combat_Handler.playersincombat[enemyHumanoid] = os.clock()
				Combat_Handler.playerstuntime[enemyHumanoid] = duration

			end

			
			end
			if string.len(sequence) > 4 then
				local BV = Instance.new("BodyVelocity", enemyHumRP)
				BV.MaxForce = Vector3.new(22500, 22500, 22500)
				Debris:AddItem(BV, 0.25)
			end
			break
		end-- If statement ended in forloop
	end

Currently I want to figure out how I would make a Block Module because it’d seem like it’d be very odd to make the Block Module work. My question is, do I split this into different smaller parts so it could specify on things purely such as damage, the actual hitbox, things like that? ( My animations are already in a separate part of this module. )