-- Player joining queue local queue = {} Players.PlayerAdded:Connect(function(player) player:SetAttribute("Style", "Outboxer") -- default player.CharacterAdded:Connect(function(char) -- give tools (punch, block, etc.) end) end)
-- 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 Script Untitled Boxing Game
-- 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 -- Player joining queue local queue = {} Players
-- Update UI remotes.updateUI:FireClient(opponent, {health = defenderData.health, stamina = defenderData.stamina}) remotes.updateUI:FireClient(attacker, {health = attackerData.health, stamina = attackerData.stamina}) stamina = styles[p1:GetAttribute("Style")].stamina
remotes.block.OnServerEvent:Connect(function(player, isBlocking) -- store blocking state per player end)
for _, remote in pairs(remotes) do remote.Parent = ReplicatedStorage end