dude yea the player is correct, is a module script:
local module = {}
module.__index = module
local basicsfolder = script.Basics
local somefunctions = script.SomeFunctions
local projectiles = script.Projectiles
local anchor = require(basicsfolder.Anchor)
local attributechange = require(basicsfolder.AttributeChange)
local visible = require(basicsfolder.Visible)
local transparency = require(basicsfolder.Transparency)
local trail = require(basicsfolder.Trail)
local valuechange = require(basicsfolder.ValueChange)
local velocity = require(basicsfolder.VelocityStuff)
local indicators = require(somefunctions.Indicators)
local coldowns = require(somefunctions.CooldownGuis)
local bareffect = require(somefunctions.beeffect)
local barragehandler = require(somefunctions.Barragehanler)
local projectilehandler = require(projectiles.moduleprojecttest)
local donutt = require(somefunctions.DonutTw)
local timefroze = require(somefunctions.timefrozeinvoque)
--defaultmoves
local m1modul = require(script.m1_move)
local blockmold = require(script.block)
local visualizerremote = game:GetService("ReplicatedStorage").Combat.Client_effect
local Hitbox_handler = game:GetService("ReplicatedStorage").Combat.Hitbox_Handler_Remote
local cooldowns = {}
local loadedAnimations = {} -- store animations here
local dmg = require(script.Damage)
local run = game:GetService("RunService")
function module.new(player)
local function hitbox(wich: "damage1" | "damage2", ...)
local any = {...}
Hitbox_handler:FireClient(player, wich, any)
print("d")
end
local chr = player.Character
local human = chr.Humanoid
local head = chr["Head"]
local ntorso = chr["Torso"]
local rightarm = chr["Right Arm"]
local leftarm = chr["Left Arm"]
local rightleg = chr["Right Leg"]
local leftleg = chr["Left Leg"]
local rot = chr["HumanoidRootPart"]
local stand = chr.Stand
local spec = chr.Spec
local punchsfx = ntorso:WaitForChild("Swing")
local dodgesfx = ntorso:WaitForChild("Dodge")
local blocksfx = ntorso:WaitForChild("Guard")
local foldeattack = player:WaitForChild("PvpFolder"):WaitForChild("AttacksValuesFolder")
local newmodule = {
["Default_moves"] = {
["M1"] = function(brotha)
if chr:GetAttribute("activu") == true then
return
end
m1modul.punch(player, punchsfx, foldeattack, brotha)
end;
["BLOCK"] = function(val)
local uno = human:LoadAnimation(foldeattack.HabilityBlock)
local dos = human:LoadAnimation(foldeattack.SpecBlock)
if val == true then
local blck = blockmold.new(player)
blck.blocksond = blocksfx
blck.anim1 = uno
blck.anim2 = dos
blck:startblock()
elseif val == "blockout" then
local block = blockmold.findblock(player.Character)
if block then
block:Blockout(player)
end
else
local block = blockmold.findblock(player.Character)
if block then
block:Stopblock()
end
end
end;
["BLOCK-OUT"] = function()
local block = blockmold.Blockout(player.Character, player)
end;
["Dash"] = function()
end;
};
["Standless"] = {
["Attack"] = function(brotha)
local hitboxtable = {
"all",
1,
1,
rot.CFrame.lookVector * 50,
"rbxassetid://9207578492",
ntorso,
CFrame.new(0,0,0),
Vector3.new(5, 5, 5),
"normal",
0.7
}
if chr:GetAttribute("activu") == true then
return
end
if table.find(cooldowns, player.Name.. "testcd") then
elseif not table.find(cooldowns, player.Name.. "testcd") then
table.insert(cooldowns, player.Name.. "testcd")
chr:SetAttribute("activu", true)
punchsfx:Play()
human.JumpPower = 0
human.WalkSpeed = 2
human.AutoRotate = false
local anim = human:LoadAnimation(stand.Click2)
anim:Play(0.1, 1, 1)
task.wait(0.5)
task.spawn(function()
hitbox("damage1", hitboxtable)
end)
task.wait(0.1)
human.AutoRotate = true
human.JumpPower = 50
human.WalkSpeed = 16
coldowns.CooldownGuiNormal(player, 0.1, "test")
chr:SetAttribute("activu", false)
task.wait(0.1)
table.remove(cooldowns, table.find(cooldowns, player.Name.. "testcd"))
end
end;
};
["Street"] = {
["Kick"] = function()
if chr:GetAttribute("activu") == true then
return
end
if table.find(cooldowns, player.Name.. "kickcd") then
elseif not table.find(cooldowns, player.Name.. "kickcd") then
table.insert(cooldowns, player.Name.. "kickcd")
chr:SetAttribute("activu", true)
punchsfx:Play()
human.JumpPower = 0
human.WalkSpeed = 2
local anim = human:LoadAnimation(spec.FrontKick)
anim:Play(0.1, 1, 1)
indicators.indicators(player,"yellow", 1)
human.AutoRotate = false
task.wait(0.38)
task.spawn(function()
local object = dmg.new(player)
object:SecondType(
"ground",
15.5,
0.5,
rot.CFrame.lookVector * 40,
"rbxassetid://6978814463",
leftleg,
CFrame.new(0,0,0),
Vector3.new(3, 4, 3),
"strong"
)
end)
task.wait(0.22)
human.AutoRotate = true
human.JumpPower = 50
human.WalkSpeed = 16
coldowns.CooldownGuiSpec(player, 10, "Base_1")
chr:SetAttribute("activu", false)
task.wait(10)
table.remove(cooldowns, table.find(cooldowns, player.Name.. "kickcd"))
end
end;
["PunchDown"] = function()
if chr:GetAttribute("activu") == true then
return
end
if table.find(cooldowns, player.Name.. "punchcd") then
elseif not table.find(cooldowns, player.Name.. "punchcd") then
table.insert(cooldowns, player.Name.. "punchcd")
chr:SetAttribute("activu", true)
punchsfx:Play()
human.JumpPower = 0
human.WalkSpeed = 2
local anim = human:LoadAnimation(spec.DownPunch)
anim:Play(0.1, 1, 1)
indicators.indicators(player,"yellow", 1)
human.AutoRotate = false
wait(0.31)
task.spawn(function()
local object = dmg.new(player)
object:SecondType(
"none",
35,
0.5,
rot.CFrame.lookVector * 5,
"rbxassetid://9207578492",
leftarm,
CFrame.new(0,-2,0),
Vector3.new(4, 6, 4),
"normal"
)
end)
wait(0.13)
human.AutoRotate = true
human.JumpPower = 50
human.WalkSpeed = 16
coldowns.CooldownGuiSpec(player, 15, "Base_2")
chr:SetAttribute("activu", false)
task.wait(15)
table.remove(cooldowns, table.find(cooldowns, player.Name.. "punchcd"))
end
end;
["HeadPunch"] = function()
if player.Character:GetAttribute("headcd") then
if os.time() - player.Character:GetAttribute("headcd") >= 1 then
player.Character:SetAttribute("headcd",nil)
else
return
end
end
if chr:GetAttribute("activu") == true then
return
end
chr:SetAttribute("activu", true)
punchsfx:Play()
local anim = human:LoadAnimation(spec.headbreak)
anim:Play(0.1, 1, 1)
indicators.indicators(player,"Red", 1)
wait(0.5)
task.spawn(function()
local object = dmg.new(player)
object:FourthType(
"air",
30.5,
0.5,
rot.CFrame.lookVector * 40,
"rbxassetid://9207578492",
head,
CFrame.new(0,0,0),
Vector3.new(5, 5, 5),
"strong"
)
end)
wait(0.65)
player.Character:SetAttribute("headcd", os.time())
coldowns.CooldownGuiSpec(player, 1, "Base_3")
chr:SetAttribute("activu", false)
end;
};
}
setmetatable(newmodule, module)
return newmodule
end
function module:create(name, attack, val)
self[name][attack](val)
end
return module