-- Base damage by punch type local damage = attackerData.style.punchDamage if punchType == "Hook" then damage = damage * 1.2 elseif punchType == "Uppercut" then damage = damage * 1.3 end
-- Game state local matchActive = false local playersInMatch = {} -- array of 2 players local playerStats = {} -- [player] = {health, stamina, style, wins, losses}
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") local player = Players.LocalPlayer local remotes = ReplicatedStorage -- Keybinds local keybinds = { [Enum.KeyCode.Q] = "Jab", [Enum.KeyCode.E] = "Cross", [Enum.KeyCode.R] = "Hook", [Enum.KeyCode.F] = "Uppercut", [Enum.KeyCode.LeftShift] = "block", [Enum.KeyCode.Space] = "dodge", [Enum.KeyCode.T] = "special" } Script Untitled Boxing Game
remotes.dodge.OnServerEvent:Connect(function(player) -- reduce incoming damage for next 0.5 sec end)
-- Update UI remotes.updateUI:FireClient(opponent, {health = defenderData.health, stamina = defenderData.stamina}) remotes.updateUI:FireClient(attacker, {health = attackerData.health, stamina = attackerData.stamina}) -- Base damage by punch type local damage = attackerData
-- Matchmaking (simplified) local function startMatch(p1, p2) matchActive = true playersInMatch = {p1, p2} -- assign styles (from player's saved choice) playerStats[p1] = {health = styles[p1:GetAttribute("Style")].health, stamina = styles[p1:GetAttribute("Style")].stamina, style = styles[p1:GetAttribute("Style")], wins = 0, losses = 0} playerStats[p2] = {health = styles[p2:GetAttribute("Style")].health, stamina = styles[p2:GetAttribute("Style")].stamina, style = styles[p2:GetAttribute("Style")], wins = 0, losses = 0} -- teleport to ring, show HUD end
-- Check knockout if defenderData.health <= 0 then matchActive = false -- award win to attacker attackerData.wins += 1 defenderData.losses += 1 for _, p in pairs(playersInMatch) do remotes.updateUI:FireClient(p, {result = attacker.Name .. " wins!"}) end -- end match, return players to lobby end end [Enum.KeyCode.E] = "Cross"
-- Simulate queue command (in real game, use GUI button) game:GetService("ReplicatedStorage"):WaitForChild("Queue"):OnServerEvent:Connect(function(player) if #queue == 0 then table.insert(queue, player) else startMatch(queue[1], player) queue = {} end end) Handles inputs, animations, and sends actions to server.