Start with your current Roblox Studio place. Save a separate working copy first. We are fixing a couple of lines, not rebuilding Phase 1.
You're building the game, not finishing another worksheet. Each new gameplay feature will identify HENRY'S SPEC (your existing decision) and WORKING DEFAULT (a value or rule we've supplied so you can test it). Change working defaults when you can see how they affect the game. We'll keep gameplay settings together instead of burying numbers throughout scripts.
HENRY'S SPEC · Dismantle: key 1 is the current control we're testing; the individual input field still needs to be marked final. Current values: 10 damage, 20 CE, 8-second cooldown, 0.6-second windup, 60-stud range and 1.2-second stun; blockable, dodgeable and interruptible; white-and-black slash. These are not implemented by Steps 01–08 yet.
WORKING DEFAULT · visual preview: the temporary Part sizes, animation length and one-second cleanup are just starting choices for testing appearance. They do not set damage, hitbox size, windup or cooldown.
Our two mistakes. Your two fixes.
Fix A — remove one stray 1
Explorer → ServerScriptService → Services → RespawnService
- Open RespawnService (a ModuleScript).
- Find
print(player.Name, "spawn protection ended")(around line 54 in the version we checked). - There is an extra
1immediately before that print. Delete only the extra 1. Keep the print line.
print(player.Name, "spawn protection ended")
Fix B — make the 1 key work
Explorer → StarterPlayer → StarterPlayerScripts → CombatClient
Two different starting files: Henry's CursedPandemonium_phase1.rbxl already has the Dismantle keypress code, but it's wrongly placed inside F/Block. The Qwerty reference file dcPhase1.rbxl has no Dismantle keypress code yet. They need different fixes.
- Open CombatClient (a LocalScript). Find
UserInputService.InputBegan:Connect(function(input, gameProcessed). - Find the F = Block section. Look for
if input.KeyCode == Enum.KeyCode.One thenanywhere in this sameInputBeganfunction. - Henry: If the
1-key block is inside the F block, move that existing block below F's closingend. Don't make a second copy. - Reference file / other place with no
1block: add only the four-line1-key block from the example below, after F's closingendbut before the existingInputBeganclosingend). - If a
1-key block already exists after F and insideInputBegan, leave it alone. Do not paste duplicate code.
-- Hold F = Block
if input.KeyCode == Enum.KeyCode.F then
combatAction:FireServer("BlockStart")
end
-- Press 1 = Dismantle
if input.KeyCode == Enum.KeyCode.One then
print("Dismantle request sent")
combatAction:FireServer("Dismantle")
endImportant: Both if blocks must stay inside the original InputBegan function, above its end). Keep your Q, R, M1 and F release code intact. If your current F section contains extra logic, keep it; just move the Dismantle branch outside it.
1 once and read Output. You must see Dismantle request sent (Client · CombatClient). No server print is expected until Step 04. No new red script errors.Give your arena real names.
While comparing your project with the reference version, we noticed four objects all called SpawnLocation, plus other map objects with generic names like Part.
Why it matters: a team can't build or debug a game if everyone has to click through a pile of anonymous objects to find the right wall or spawn. Good names tell the next developer what each thing is and does. They also make your own scripts much easier to work with.
- Open Explorer → Workspace. Click each spawn and see where it is in the arena.
- Rename the four existing spawns
Spawn1,Spawn2,Spawn3,Spawn4— the convention in the reference project. Pick a consistent order you can explain. - Find the generic arena
Parts. Rename each for its actual job and position. For example:Arena_NorthWall,Arena_SouthWall,Arena_EastWall,Arena_WestWall, orArena_Floorif it's genuinely the floor. - There are five additional map parts in the version we compared. Make sure all five have useful, unique names, not just the walls.
Rename only. Don't delete, move, resize or change the object type. A SpawnLocation stays a SpawnLocation. Don't rename any scripts, RemoteEvents or service folders.
Check the original game before adding anything.
Stop any old playtest. Save your project. Choose Play (F5), not Run (F8). Run starts a simulation without your character, so pressing keys will not test the same thing.
- In Studio, open Output (from the Window menu or Script tab). Clear old messages if useful. Make sure the Output text filter is empty.
- Click inside the live game viewport to give it keyboard focus. Don't leave the cursor inside the code editor or chat.
- Press 1 once. Look for
Dismantle request sent, marked Client · CombatClient. - Try Q Dash, R Dodge and F Block (hold and release). Check HP/CE HUD. For a complete baseline, use a two-player Studio test for M1 damage and respawn.
- Check Output for red errors from your game scripts.
qwertykidsDC spawn protection ended — Server — RespawnService:53 only means spawn protection ended. It is not proof that Dismantle was received.If pressing 1 produces no client message
- Confirm you're in Play with an avatar and in Client mode (not Server mode).
- Click the 3D game view, then press the number 1 along the top row of the keyboard. Make sure chat isn't open.
- Make sure Output isn't filtered to Server only.
- Open StarterPlayer → StarterPlayerScripts → CombatClient. Check that the Dismantle
ifis insideInputBeganbut after F's closingend. Do not add a second copy. - Check the first red error, if any. Stop here until the client print works.
Does the server hear Dismantle?
First check the client. Only continue if Step 03 showed Dismantle request sent when you pressed 1. That message comes from CombatClient, not RespawnService.
A. Add one small server branch (if it is missing)
Explorer → ServerScriptService → CombatActionHandler · Script
- Stop the playtest and open CombatActionHandler.
- Find the existing
combatAction.OnServerEvent:Connect(function(player, action)handler and itsif action == "M1" thenchain. - Look below
BlockEnd. If you already added the Dismantle branch, don't add it again. - Otherwise insert only these two lines after the
BlockEndaction, before the matching finalendof the action chain.
elseif action == "Dismantle" then
print("[Server] Received Dismantle from", player.Name)Check the ending: the bottom of your existing handler should look like this. For comparison only—do not paste a second BlockEnd branch.
elseif action == "BlockEnd" then
CombatService.SetBlocking(player, false)
elseif action == "Dismantle" then
print("[Server] Received Dismantle from", player.Name)
end
end)The first end closes the action chain; end) closes OnServerEvent:Connect(...). Keep all existing M1, Dash, Dodge and Block logic above these lines. No new RemoteEvent and no new listener.
B. Test the client and server, one press
- Press Play (F5). Confirm your avatar appears. Stay in Client mode.
- Open Output. Clear previous messages. Make sure there is no text or context filter hiding Client or Server messages.
- Click in the live 3D game, then press 1 once.
- Find both of the following messages. Roblox may add a timestamp, script name and line number.
1 · Client (CombatClient)
Dismantle request sent
2 · Server (CombatActionHandler)
[Server] Received Dismantle from qwertykidsDC
The username will be your own if you're not logged in as qwertykidsDC. The [Server] inside the message is text from our print; Roblox also labels where that message came from.
Only one message—or only “spawn protection ended”?
- Only “spawn protection ended”: that's normal respawn output, not a Dismantle test result. Did you press 1 after clicking the live game? Check the Client message first.
- No client message: return to Step 03; check game focus, Client mode, the InputBegan branch and Output filters.
- Client yes, server no: check that
CombatActionHandleris a normal Script, enabled and insideServerScriptService; that it listens toReplicatedStorage → Remotes → CombatAction; and that your Dismantle branch is inside its existing action chain. Check the first red Output error. - “Expected 'end'”: undo the last insertion. Confirm the two final closings are
endandend), not two plainends.
Don't progress while a check fails. A missing print doesn't mean the code above it worked.
Now make a slash appear.
Only start if you personally saw both Dismantle messages in Step 04. This is a visual-only preview: no damage, hitbox, CE cost or cooldown.
- Stop the playtest. Open ServerScriptService → CombatActionHandler.
- Find the
elseif action == "Dismantle" thenbranch you just tested. - Add the following inside this branch, directly under
print("[Server] Received Dismantle from", player.Name)and before the action chain's closingend. - Keep that original server print. Don't replace the entire handler or create a new script.
local character = player.Character
local humanoid = character and character:FindFirstChildOfClass("Humanoid")
local root = character and character:FindFirstChild("HumanoidRootPart")
if humanoid and humanoid.Health > 0 and root then
local slash = Instance.new("Part")
slash.Name = "DismantlePreview"
slash.Anchored = true
slash.CanCollide = false
slash.CanTouch = false
slash.CanQuery = false
slash.Material = Enum.Material.Neon
slash.Color = Color3.fromRGB(245, 245, 255)
slash.Size = Vector3.new(6, 2, 0.2)
slash.CFrame = root.CFrame
* CFrame.new(0, 1, -5)
* CFrame.Angles(0, 0, math.rad(25))
slash.Parent = workspace
print("[Server] DismantlePreview created")
game:GetService("Debris"):AddItem(slash, 1)
endDon't miss this: The code has one end closing its own if humanoid ... then. Keep the original end and end) below it. It is not a replacement for either of them.
Test the visible result
- Press Play (F5), click inside the live game and face an open area.
- Press 1 once. Look in front of your character for a pale angled part that appears for one second.
- Output should show the Client message, the Server received message, and
[Server] DismantlePreview created. No red script errors. - Check Q, R and F still work. Save the Roblox place when finished.
What if you don't see it?
- No Dismantle client/server prints: go back to Step 04.
- Server received but no “created”: check the first red error and confirm the new code is inside the Dismantle branch. Make sure your character is alive and has a HumanoidRootPart.
- “Created” prints but no slash is visible: face clear space, press 1 again and look ahead of the avatar. In Server-mode Explorer during the playtest, check Workspace for
DismantlePreviewwhile the one-second effect exists.
Make the slash move.
Start here only if Step 05 worked: pressing 1 produced [Server] DismantlePreview created and you saw the pale slash. Save your working Roblox place before changing anything.
Right now, the slash appears like a sign and vanishes. Let's make it grow and fade. Roblox's TweenService animates properties for us.
WORKING DEFAULT: the 0.45 seconds in TweenInfo is how long the visual animation lasts. Try 0.25 for a snappier slash or 0.7 for a slower one. This is not the 0.6-second ability windup Henry specified; that comes later.
- Stop the playtest. Open ServerScriptService → CombatActionHandler (a Script).
- Find
elseif action == "Dismantle" then. Inside that branch, find these two existing lines near its bottom:
print("[Server] DismantlePreview created")
game:GetService("Debris"):AddItem(slash, 1)- Insert this entire snippet between those two lines. Do not replace either one. Keep it inside
if humanoid and humanoid.Health > 0 and root then.
game:GetService("TweenService"):Create(
slash,
TweenInfo.new(0.45, Enum.EasingStyle.Quad),
{
Size = Vector3.new(9, 3, 0.2),
Transparency = 1
}
):Play()No other changes. In particular, keep game:GetService("Debris"):AddItem(slash, 1); it still cleans up the Part.
Test 06 · One growing slash
- Press Play (F5), click the live game viewport, face some empty space and press 1 once.
- The pale slash should now expand and fade instead of staying still for a full second. Cleanup still happens automatically.
- Output should still show
Dismantle request sent,[Server] Received Dismantle from ...and[Server] DismantlePreview created. There should be no new red script errors.
Still looks static, or isn't visible?
Confirm the new code is between the print and Debris lines, and that you haven't removed ):Play(). Check the first red Output error before continuing. The animation lasts about half a second: press 1 a couple of times, separately, if you missed it.
Add a second slash stroke.
Let's make the visual more distinctive: one bright slash and one black crossing stroke. This changes only the appearance, not the attack rules. HENRY'S SPEC: a white-and-black slash. WORKING DEFAULT: the second stroke's angle, width and animation timing. Change those and see how the effect feels.
- Stop the playtest. Open the same CombatActionHandler Script.
- Find the Step 06 animation, which ends with
):Play(). - Directly after that
):Play()but beforegame:GetService("Debris"):AddItem(slash, 1), paste the snippet below. Keep the original pale slash and its cleanup.
local darkSlash = slash:Clone()
darkSlash.Name = "DismantleDarkPreview"
darkSlash.Color = Color3.fromRGB(16, 16, 22)
darkSlash.Transparency = 0.1
darkSlash.Size = Vector3.new(5, 1.5, 0.2)
darkSlash.CFrame = slash.CFrame
* CFrame.Angles(0, 0, math.rad(-55))
* CFrame.new(0, 0, -0.35)
darkSlash.Parent = workspace
game:GetService("TweenService"):Create(
darkSlash,
TweenInfo.new(0.45, Enum.EasingStyle.Quad),
{
Size = Vector3.new(7, 2.2, 0.2),
Transparency = 1
}
):Play()
game:GetService("Debris"):AddItem(darkSlash, 1)
print("[Server] DismantleDarkPreview created")Important: The darkSlash block still belongs inside the same if humanoid ... then. Do not paste below its closing end, and don't duplicate any elseif or event handler.
Test 07 · Two visible strokes
- Press Play (F5), click inside the playing game, face open space and press 1 once.
- You should see two crossing strokes expand and fade. Both clean up automatically.
- Output should include the previous three messages plus
[Server] DismantleDarkPreview created. Check for new red script errors.
Only one stroke?
First look for [Server] DismantleDarkPreview created. If missing, inspect the first red error and check that the new code is inside the Dismantle branch. If the message appears, try rotating the character and pressing 1 again; the dark stroke is a quick, narrower second flash.
Prove it works for two players.
No more new code in this step. Roblox is multiplayer: a visual that works for one client isn't yet a tested multiplayer effect.
HENRY'S GAME RULE: the server validates actions. A shared visual created by the server should be visible to both players. WORKING DEFAULT: two players for this quick test; the game can be tested with larger groups later.
- Stop the solo playtest. In Studio's testing mode dropdown select Server & Clients, choose 2 clients and press Play (or F7).
- In Client 1, click the game viewport and press 1 once. Watch both client windows. The slash should appear in front of Player 1 for both clients.
- In Client 2, click the game viewport and press 1. Again, watch both client windows. The slash should now appear in front of Player 2 for both clients.
- Check that Q, R, F, health/CE UI and existing combat still work. Look for new red script errors in the Output of any session.
- Use End Session. Save a new copy of the Roblox place with your working visual prototype intact.
Only one player sees the effect?
Stop here. Check that the Part is created inside the existing server CombatActionHandler Script and parented to workspace. Don't move the effect into a LocalScript to make it appear. Save the Output error and check the actual script before editing.
The next separate build should move ability visuals into a modular service and implement Henry's confirmed damage, CE, cooldown, windup and hit validation rules. Those are not part of this visual prototype.
Save what actually worked.
Steps 01–05 establish the first working slash. Steps 06–07 animate and layer it; Step 08 verifies it with two players. Stop at the last passed test. Save a new Roblox place copy and record the step number you reached.
Nothing here replaces Henry's existing game or his approved Phase 2 gameplay specifications. When real damage and CE rules are added, keep Henry's chosen values and label any supplied missing rule as a WORKING DEFAULT that can be revised through playtesting.