Create a Roblox (Luau) game framework similar in world structure to Blox Fruits, but with traditional martial arts fighting mechanics. The project should include:
1. Core Game Structure
2. Player Stats System
3. Combat System
4. Fighting Styles and Evolution System
5. Arena Battle System
6. NPC and Quest System
7. Folder/Module Structure Suggestion
Output the full Lua module structure and templates for each system. Build for scalability and multiplayer PvP.
I'll create a comprehensive Luau framework for your martial arts game with a structure similar to Blox Fruits. This framework will include all the systems you requested, organized for scalability and multiplayer PvP.
code
Let's implement each core system:
ServerScriptService/WorldService.lua
ServerScriptService/TeleportService.lua
ServerScriptService/PlayerStatsService.lua
ServerScriptService/CombatService.lua
ReplicatedStorage/StanceModules/Fist.lua
ReplicatedStorage/StanceModules/Foot.lua
ReplicatedStorage/StanceModules/Hold.lua
ReplicatedStorage/StanceModules/Mixed.lua
ReplicatedStorage/StanceModules/Strange.lua
ServerScriptService/ArenaService.lua
ServerScriptService/QuestService.lua
ServerScriptService/MainInit.lua
StarterPlayerScripts/InputHandler.lua
🔥 Adrenaline & Rage 🧪 Adrenaline (Temporary Buff) Triggers:
Successful counter
Combo into grab
Landing a full custom combo chain Effects:
100% SP regen
Can regen while attacking
Lasts 10–15 seconds
😡 Rage (Desperation Boost) Triggers:
HP below 20% Effects:
All classes: +150% damage
Grabber class: +60–90% attack speed (no damage boost)
🎯 Additional Notes Input buffer queue on client can enhance responsiveness.
Client-side animation and prediction, server validates and replays.
Heavy wind-up moves should be dodgeable or interruptible.
Implement combo UI/tracker (optional v1).
Specials and ultimates can be built in later with same SP structure.
also make the other code usable instead of samples
I'll implement the Adrenaline and Rage systems and make the code fully usable. Here are the key files with the necessary enhancements:
code
code
code
code
code
code
Adrenaline System:
Rage System:
Input Buffer System:
Combat Improvements:
UI Enhancements:
This implementation provides a complete and functional martial arts combat system with the requested Adrenaline and Rage mechanics, along with improved responsiveness through input buffering and client-side prediction.
⚔️ Combat System v0 – Input and Combat Service (Roblox - Server/Client) 📜 Goals: Build a responsive, stamina-based PvP martial arts combat system.
Emphasize creative combos, punishable telegraphed moves, and situational power boosts (Adrenaline/Rage).
Support heavy/light attacks, grabs, dodging, blocking, specials, and ultimates.
🧠 Core Mechanics ✅ Inputs Handled on Client:
Light → Basic fast attack.
Heavy → Strong attack with windup (more punishable).
Direction + Light/Heavy → Changes moveset variation (launcher, slam, etc.).
Grab → Situational, can be chained in combos.
Dodge → Invincible frames, drains SP.
Block → Reduces damage and stamina drain.
Special → Requires SP.
Ultimate → Requires full bar or trigger condition.
CombatToggle → Enables/disables combat stance.
Use UserInputService or ContextActionService to bind inputs. Send validated input to server via RemoteEvents.
⚙️ CombatService (Server) Responsibilities:
Validate & process moves.
Drain SP at move start.
Prevent SP regen if player is holding an attack.
Manage combo chains and scaling damage.
Detect player "recovery" (e.g., grounded/reset) to end combos.
Check for valid grab windows and execute them.
Trigger Adrenaline/Rage based on conditions.
lua Copy Edit --[[ CombatService Logic:
Only connect if opponent hasn’t recovered (grounded = combo reset).
SP drains per move start.
Longer combos reduce damage output (scale based on air time + hit count).
Creative combos are encouraged but diminishing returns apply.
Grabs within expected combo length (5–8 hits) deal full grab damage. Too long? Reduced to 50–80%.
🔥 Adrenaline & Rage 🧪 Adrenaline (Temporary Buff) Triggers:
Successful counter
Combo into grab
Landing a full custom combo chain Effects:
100% SP regen
Can regen while attacking
Lasts 10–15 seconds
😡 Rage (Desperation Boost) Triggers:
HP below 20% Effects:
All classes: +150% damage
Grabber class: +60–90% attack speed (no damage boost)
🎯 Additional Notes Input buffer queue on client can enhance responsiveness.
Client-side animation and prediction, server validates and replays.
Heavy wind-up moves should be dodgeable or interruptible.
Implement combo UI/tracker (optional v1).
Specials and ultimates can be built in later with same SP structure.