Heyo I have this code which is really bad so sorry I was just testing to see if I could do it so yeah
local Sphere = workspace.Folder.Sphere:Clone() --this is used for the red background
Sphere.Parent = workspace.Game.FX
Sphere.Position = workspace.Game.Stage:GetChildren()[1].Camera.Position + Vector3.new(0,24.5,0)
game.Lighting.Bloom.Intensity = 0 --> lower the bloom to remove the glow from the neon
--> set every characters parts to black, but also save their current color so I can switch back to it later
for _,Character in pairs(workspace.Game.Characters:GetDescendants()) do
for _,Part in pairs(Character:GetDescendants()) do
if Part:IsA("Part") or Part:IsA("UnionOperation") or Part:IsA("MeshPart") or Part:IsA("BasePart") then
if Character == Main.Character then
PreviousColorP1[Part.Name] = Part.BrickColor
else
PreviousColorP2[Part.Name] = Part.BrickColor
end
Part.BrickColor = BrickColor.new("Really black")
Part.Material = Enum.Material.Neon
end
end
end
Modules.Camera.Zoffset = 7 --> zoom the camera in
--> after 3 seconds set everything back to nromal
coroutine.wrap(function()
wait(3)
Sphere:Destroy()
game.Lighting.Bloom.Intensity = 0
Modules.Camera.Zoffset = 12
for _,Character in pairs(workspace.Game.Characters:GetDescendants()) do
for _,Part in pairs(Character:GetDescendants()) do
if Part:IsA("Part") or Part:IsA("UnionOperation") or Part:IsA("MeshPart") or Part:IsA("BasePart") then
if Character == Main.Character then
Part.BrickColor = PreviousColorP1[Part.Name]
else
Part.BrickColor = PreviousColorP2[Part.Name]
end
Part.Material = Enum.Material.Plastic
end
end
end
end)()
All of this code does this
So now what I wanted to know is what if I wanted a specific move to do all of this? I was thinking about putting a function inside a dictionary of the move and then in my combat script I can check if the move has any functions that need to be ran, but this is probably dumb lol. So need some help with this because I’m not sure what to do.
Also here’s what the dictionary for one of my moves look like and where I would put the function.
[23] = {
MovePriority = 1;
MoveType = "Air";
Name = "Air Hard Kick";
Sequence = {"HK"};
Animation = "rbxassetid://7158971925";
Damage = 80;
Stun = 40;
HitboxData = {
ProxBlockAreaSize = Vector3.new(1.8,1.6,8);
Orientation = {30,90,0};
ProxBlockAreaPos = {3,0};
HitboxSize = Vector3.new(1.8, 1.6, 3);
HitboxPos = {3,0};
}
};