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Meter Ultimate

Pelajaran 24 dari 25 dalam kursus Game Roblox: Battlegrounds di Coddy.

Kemampuan terakhir adalah kemampuan pamungkas, dan kamu harus mendapatkannya. Setiap pukulan yang kamu lancarkan menambahkan Settings.UltimatePerHit ke meter, yaitu atribut pemain, hingga mencapai Settings.UltimateMax. Pukulan tercatat melalui hurt, yang sudah mengetahui siapa penyerangnya.

math.min menjaga jumlah agar tidak melebihi batas:

health = math.min(100, health + 30) -- 90 menjadi 100, bukan 120

Bilah Ultimate di HUD menunjukkan meter tersebut: Fill-nya selebar bagian yang terisi.

challenge icon

Tantangan

Sulit

Isi meter ultimate saat kamu mendaratkan serangan.

  1. Saat seorang pemain bergabung, atur atribut Ultimate-nya ke 0.
  2. Di dalam hurt, saat ada penyerang, tambahkan Settings.UltimatePerHit ke atribut Ultimate-nya, paling banyak hingga Settings.UltimateMax.
  3. Di dalam BattleClient, atur ukuran hud.Ultimate.Fill ke meter / Settings.UltimateMax pada awalnya dan setiap kali Ultimate berubah.

Tekan tombol “Main” dan serang boneka latihan: bilah kuning terisi sepersepuluh setiap serangan. Lalu tekan tombol “Periksa”.

Coba sendiri

local Players = game:GetService("Players")
local ServerStorage = game:GetService("ServerStorage")
local Debris = game:GetService("Debris")
local PathfindingService = game:GetService("PathfindingService")
local Settings = require(game.ReplicatedStorage.Settings)

local remotes = game.ReplicatedStorage.Remotes
local bots = workspace.Bots
local lastSwing = {} -- player -> waktu terakhir menyerang dengan pedang
local combo = {} -- player -> { jumlah serangan beruntun, waktu serangan terakhir mengenai sasaran }
local lastHit = {} -- humanoid -> player yang terakhir mengenainya

-- Animasi pedang bawaan Roblox
local slash = Instance.new("Animation")
slash.AnimationId = "rbxassetid://522635514"
local lunge = Instance.new("Animation")
lunge.AnimationId = "rbxassetid://522638767"

print("Swords deal " .. Settings.SwordDamage .. " damage")

-- Angka yang melayang sesaat di atas karakter yang terkena serangan
local function damageNumber(character, amount)
	local root = character:FindFirstChild("HumanoidRootPart")
	if not root then
		return
	end
	local tag = Instance.new("BillboardGui")
	tag.Name = "Damage"
	tag.Size = UDim2.fromOffset(60, 30)
	tag.StudsOffset = Vector3.new(0, 4.5, 0)
	tag.Adornee = root
	local text = Instance.new("TextLabel")
	text.Size = UDim2.fromScale(1, 1)
	text.BackgroundTransparency = 1
	text.TextColor3 = Color3.fromRGB(255, 220, 80)
	text.TextScaled = true
	text.Text = "-" .. math.round(amount)
	text.Parent = tag
	tag.Parent = character
	Debris:AddItem(tag, 0.8)
end

-- Setiap serangan yang mengenai sasaran dalam game melewati sini (attacker: player yang menyerang, atau nil)
local function hurt(humanoid, amount, attacker)
	if humanoid.Health <= 0 then
		return
	end
	local character = humanoid.Parent
	-- Menangkis mengurangi sebagian besar kerusakan dari serangan
	if character:GetAttribute("Blocking") then
		amount *= Settings.BlockMultiplier
	end
	humanoid:TakeDamage(amount)
	damageNumber(character, amount)
	if attacker then
		lastHit[humanoid] = attacker
	end
end

-- Efek stun membuat seseorang tidak bisa bergerak sesaat
local function stun(humanoid)
	local character = humanoid.Parent
	if character:GetAttribute("Stunned") then
		return
	end
	character:SetAttribute("Stunned", true)
	print(character.Name .. " is stunned")
	local speed = humanoid.WalkSpeed
	humanoid.WalkSpeed = 0
	task.delay(Settings.StunTime, function()
		if character.Parent then
			humanoid.WalkSpeed = speed
			character:SetAttribute("Stunned", nil)
		end
	end)
end

-- Serangan pedang: animasi diputar, lalu semua yang berada dalam kotak di depanmu terkena serangan
local function swing(player)
	local character = player.Character
	local root = character and character:FindFirstChild("HumanoidRootPart")
	if not root or character.Humanoid.Health <= 0 then
		return
	end
	local now = time()
	if lastSwing[player] and now - lastSwing[player] < Settings.SwingCooldown then
		return
	end
	lastSwing[player] = now
	-- Tiga serangan pedang berturut-turut membentuk kombo; serangan ketiga adalah tusukan
	local c = combo[player]
	if c and now - c.last <= Settings.ComboWindow then
		c.count = c.count % 3 + 1
	else
		c = { count = 1 }
		combo[player] = c
	end
	c.last = now
	local finisher = c.count == 3
	character.Humanoid.Animator:LoadAnimation(finisher and lunge or slash):Play()
	-- Kotak di depanmu, tidak pernah mencakup tubuhmu sendiri
	local params = OverlapParams.new()
	params.FilterDescendantsInstances = { character }
	local box = root.CFrame * CFrame.new(0, 0, -3)
	local hit = {} -- Setiap humanoid hanya sekali per serangan pedang
	for _, part in workspace:GetPartBoundsInBox(box, Settings.HitboxSize, params) do
		local humanoid = part.Parent:FindFirstChildOfClass("Humanoid")
		if humanoid and not hit[humanoid] then
			hit[humanoid] = true
			hurt(humanoid, Settings.ComboDamage[c.count], player)
			if finisher then
				stun(humanoid)
			end
		end
	end
end

-- Daftar kemampuan berdasarkan nama dan fungsi masing-masing
local abilities = {}

-- Perangkat pemain menggerakkan karakternya, jadi dash terjadi di sana
function abilities.Dash(player)
	remotes.Ability:FireClient(player, "Dash")
end

-- Semua orang di sekitarmu terkena serangan dan terlempar menjauh darimu
function abilities.Slam(player, character, root)
	local params = OverlapParams.new()
	params.FilterDescendantsInstances = { character }
	local hit = {}
	for _, part in workspace:GetPartBoundsInRadius(root.Position, Settings.SlamRadius, params) do
		local humanoid = part.Parent:FindFirstChildOfClass("Humanoid")
		local theirRoot = part.Parent:FindFirstChild("HumanoidRootPart")
		if humanoid and theirRoot and not hit[humanoid] then
			hit[humanoid] = true
			hurt(humanoid, Settings.SlamDamage, player)
			local away = (theirRoot.Position - root.Position) * Vector3.new(1, 0, 1)
			if away.Magnitude > 0 then
				away = away.Unit
			end
			theirRoot:ApplyImpulse((away * Settings.SlamKnockback + Vector3.new(0, 40, 0)) * theirRoot.AssemblyMass)
		end
	end
end

function abilities.Block(player, character)
	character:SetAttribute("Blocking", true)
	task.delay(Settings.BlockTime, function()
		if character.Parent then
			character:SetAttribute("Blocking", nil)
		end
	end)
end

-- client meminta kemampuan berdasarkan nama. server memeriksa apakah
-- kemampuannya ada, pemain masih hidup, dan masa tunggunya berakhir. Waktu kemampuan siap lagi
-- disimpan sebagai atribut pemain agar layar mereka dapat menampilkannya.
remotes.Ability.OnServerEvent:Connect(function(player, name)
	if typeof(name) ~= "string" or not abilities[name] then
		return
	end
	local character = player.Character
	local root = character and character:FindFirstChild("HumanoidRootPart")
	if not root or character.Humanoid.Health <= 0 then
		return
	end
	local now = workspace:GetServerTimeNow()
	if now < (player:GetAttribute(name .. "ReadyAt") or 0) then
		return
	end
	player:SetAttribute(name .. "ReadyAt", now + Settings.Cooldowns[name])
	abilities[name](player, character, root)
end)

-- Setiap pemain mendapat Kills di papan peringkat dan pedang setiap kali hidup
Players.PlayerAdded:Connect(function(player)
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = player

	local kills = Instance.new("IntValue")
	kills.Name = "Kills"
	kills.Parent = leaderstats

	player.CharacterAdded:Connect(function()
		player:SetAttribute("Streak", 0)
		local sword = ServerStorage.Sword:Clone()
		sword.Parent = player.Backpack
		sword.Activated:Connect(function()
			swing(player)
		end)
	end)
end)

-- Boneka latihan: bilah kesehatannya mengikuti kesehatannya, dan boneka yang dikalahkan
-- muncul kembali tak lama kemudian sebagai salinan baru di tempat yang sama
local function setupDummy(dummy)
	local humanoid = dummy.Humanoid
	humanoid.HealthChanged:Connect(function(health)
		dummy.HealthBar.Back.Fill.Size = UDim2.fromScale(health / humanoid.MaxHealth, 1)
	end)
	humanoid.Died:Connect(function()
		local spot = dummy:GetPivot()
		task.wait(0.5)
		dummy:Destroy()
		task.wait(Settings.DummyRespawn)
		local fresh = ServerStorage.Dummy:Clone()
		fresh:PivotTo(spot)
		fresh.Parent = workspace
		setupDummy(fresh)
	end)
end
setupDummy(workspace.Dummy)

-- Karakter pemain hidup terdekat yang dapat dilihat bot, beserta jaraknya
local function nearestCharacter(position)
	local best, bestDistance = nil, Settings.BotSight
	for _, player in Players:GetPlayers() do
		local character = player.Character
		local root = character and character:FindFirstChild("HumanoidRootPart")
		if root and character.Humanoid.Health > 0 then
			local distance = (root.Position - position).Magnitude
			if distance < bestDistance then
				best, bestDistance = character, distance
			end
		end
	end
	return best, bestDistance
end

-- Berjalan menuju karakter: langsung ke arahnya jika tidak ada penghalang, atau
-- ke titik berikutnya pada jalur yang menghindari penghalang
local function walkToward(bot, target, path)
	local root = bot.HumanoidRootPart
	local goal = target.HumanoidRootPart.Position
	local params = RaycastParams.new()
	params.FilterDescendantsInstances = { bot }
	local hit = workspace:Raycast(root.Position, goal - root.Position, params)
	if not hit or hit.Instance:IsDescendantOf(target) then
		bot.Humanoid:MoveTo(goal)
		return
	end
	path:ComputeAsync(root.Position, goal)
	local points = path:GetWaypoints()
	if path.Status == Enum.PathStatus.Success and points[2] then
		bot.Humanoid:MoveTo(points[2].Position)
	end
end

-- Cara bot berpikir: setiap seperempat detik, ia melihat sekeliling dan mengambil keputusan
local function runBot(bot)
	local humanoid = bot.Humanoid
	local root = bot.HumanoidRootPart
	local lastAttack = 0
	local path = PathfindingService:CreatePath()
	while bot.Parent and humanoid.Health > 0 do
		local target, distance = nearestCharacter(root.Position)
		local state
		if bot:GetAttribute("Stunned") then
			state = "Stunned"
		elseif humanoid.Health < humanoid.MaxHealth * Settings.RetreatAt then
			state = "Retreat"
		elseif not target then
			state = "Idle"
		elseif distance <= Settings.BotRange then
			state = "Attack"
		else
			state = "Chase"
		end
		bot:SetAttribute("State", state)
		if state == "Chase" then
			walkToward(bot, target, path)
		elseif state == "Attack" then
			humanoid:MoveTo(root.Position)
			if time() - lastAttack >= Settings.BotAttackCooldown then
				lastAttack = time()
				humanoid.Animator:LoadAnimation(slash):Play()
				hurt(target.Humanoid, Settings.BotDamage)
			end
		elseif state == "Retreat" and target then
			local away = (root.Position - target.HumanoidRootPart.Position) * Vector3.new(1, 0, 1)
			if away.Magnitude > 0 then
				humanoid:MoveTo(root.Position + away.Unit * 12)
			end
		else
			humanoid:MoveTo(root.Position)
		end
		task.wait(0.25)
	end
end

-- Bot baru di alas merah, dengan statistik dan bilah kesehatannya
local function spawnBot()
	local bot = ServerStorage.Bot:Clone()
	bot:PivotTo(workspace.BotSpawn.CFrame + Vector3.new(0, 3, 0))
	bot.Humanoid.MaxHealth = Settings.BotHealth
	bot.Humanoid.Health = Settings.BotHealth
	bot.Humanoid.WalkSpeed = Settings.BotSpeed
	bot.Parent = bots
	-- Biarkan fisika bot ditangani server agar dorongan dari serangan banting dapat menggerakkannya
	bot.HumanoidRootPart:SetNetworkOwner(nil)
	bot.Humanoid.HealthChanged:Connect(function(health)
		bot.HealthBar.Back.Fill.Size = UDim2.fromScale(health / bot.Humanoid.MaxHealth, 1)
	end)
	bot.Humanoid.Died:Connect(function()
		-- player yang terakhir memukul bot mendapat poin kill
		local killer = lastHit[bot.Humanoid]
		lastHit[bot.Humanoid] = nil
		if killer and killer.Parent then
			killer.leaderstats.Kills.Value += 1
			killer:SetAttribute("Streak", (killer:GetAttribute("Streak") or 0) + 1)
		end
		task.wait(1)
		bot:Destroy()
		task.wait(Settings.BotRespawn)
		spawnBot()
	end)
	task.spawn(runBot, bot)
end

for _ = 1, Settings.Bots do
	spawnBot()
end

Semua pelajaran di Game Roblox: Battlegrounds

Latihan sendiri: Playground Roblox