Build a complete combat system with hitboxes, combos, and abilities.
Create precise hitbox detection for combat.
local function getPlayersInHitbox(position, size)
local region = Region3.new(position - size/2, position + size/2)
region = region:ExpandToGrid(4)
local partsInRegion = workspace:FindPartsInRegion3(region, nil, 100)
local hitPlayers = {}
for _, part in ipairs(partsInRegion) do
local humanoid = part.Parent:FindFirstChild("Humanoid")
if humanoid then
local player = game.Players:GetPlayerFromCharacter(part.Parent)
if player and not hitPlayers[player] then
hitPlayers[player] = true
table.insert(hitPlayers, player)
end
end
end
return hitPlayers
end
Region3 creates a 3D box to detect players in an area.
local function performRaycastAttack(origin, direction, distance)
local raycastParams = RaycastParams.new()
raycastParams.FilterType = Enum.RaycastFilterType.Blacklist
raycastParams.FilterDescendantsInstances = {character}
local result = workspace:Raycast(origin, direction * distance, raycastParams)
if result then
local hitPart = result.Instance
local humanoid = hitPart.Parent:FindFirstChild("Humanoid")
if humanoid then
-- Deal damage
humanoid:TakeDamage(25)
print("Hit at position: " .. tostring(result.Position))
return true
end
end
return false
end
Raycasts are perfect for sword slashes and projectile weapons.
Track and execute combo attacks.
local ComboSystem = {}
ComboSystem.__index = ComboSystem
function ComboSystem.new()
local self = setmetatable({}, ComboSystem)
self.combo = 0
self.maxCombo = 5
self.lastHitTime = 0
self.comboWindow = 2 -- Seconds to continue combo
return self
end
function ComboSystem:hit()
local currentTime = tick()
-- Check if combo expired
if currentTime - self.lastHitTime > self.comboWindow then
self.combo = 0
end
self.combo = math.min(self.combo + 1, self.maxCombo)
self.lastHitTime = currentTime
return self.combo
end
function ComboSystem:getDamageMultiplier()
return 1 + (self.combo * 0.1) -- +10% per combo
end
function ComboSystem:reset()
self.combo = 0
end
Track combo count and apply damage multipliers.
Manage ability cooldowns.
local CooldownManager = {}
CooldownManager.__index = CooldownManager
function CooldownManager.new()
local self = setmetatable({}, CooldownManager)
self.cooldowns = {}
return self
end
function CooldownManager:isOnCooldown(abilityName)
local cooldown = self.cooldowns[abilityName]
if not cooldown then return false end
return tick() < cooldown
end
function CooldownManager:startCooldown(abilityName, duration)
self.cooldowns[abilityName] = tick() + duration
end
function CooldownManager:getRemainingTime(abilityName)
local cooldown = self.cooldowns[abilityName]
if not cooldown then return 0 end
local remaining = cooldown - tick()
return math.max(0, remaining)
end
-- Usage
local cooldowns = CooldownManager.new()
if not cooldowns:isOnCooldown("Fireball") then
-- Cast fireball
print("Fireball cast!")
cooldowns:startCooldown("Fireball", 5)
else
local remaining = cooldowns:getRemainingTime("Fireball")
print("Cooldown: " .. math.ceil(remaining) .. "s")
end
Track multiple ability cooldowns with timestamps.
Create a function that deals damage with a combo multiplier.
local combo = 3
local function dealDamage(baseDamage, combo)
-- Calculate damage with combo multiplier
end
print(dealDamage(50, combo))
local combo = 3
local function dealDamage(baseDamage, combo)
local multiplier = 1 + (combo * 0.1)
return baseDamage * multiplier
end
print(dealDamage(50, combo)) -- 65 damage
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