Script Untitled Boxing Game «REAL EDITION»

-- Helper: find opponent local function getOpponent(player) for _, p in pairs(playersInMatch) do if p ~= player then return p end end return nil end

-- Punch logic local function handlePunch(attacker, punchType) local opponent = getOpponent(attacker) if not opponent or not matchActive then return end

-- Base damage by punch type local damage = attackerData.style.punchDamage if punchType == "Hook" then damage = damage * 1.2 elseif punchType == "Uppercut" then damage = damage * 1.3 end

-- Game state local matchActive = false local playersInMatch = {} -- array of 2 players local playerStats = {} -- [player] = {health, stamina, style, wins, losses} Script Untitled Boxing Game

-- Untitled Boxing Game - Core Script (Server) local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") -- Remote events for client-server communication local remotes = { punch = Instance.new("RemoteEvent"), dodge = Instance.new("RemoteEvent"), block = Instance.new("RemoteEvent"), special = Instance.new("RemoteEvent"), updateUI = Instance.new("RemoteEvent") -- send health/stamina to client }

remotes.dodge.OnServerEvent:Connect(function(player) -- reduce incoming damage for next 0.5 sec end)

-- Simulate queue command (in real game, use GUI button) game:GetService("ReplicatedStorage"):WaitForChild("Queue"):OnServerEvent:Connect(function(player) if #queue == 0 then table.insert(queue, player) else startMatch(queue[1], player) queue = {} end end) Handles inputs, animations, and sends actions to server. dodge = Instance.new("RemoteEvent")

-- Styles data local styles = { Outboxer = { health = 100, stamina = 120, punchDamage = 10, speed = 1.2, special = "Jab Storm", specialDamage = 30 }, Slugger = { health = 120, stamina = 100, punchDamage = 15, speed = 0.9, special = "Haymaker", specialDamage = 45 }, Swarmer = { health = 90, stamina = 140, punchDamage = 8, speed = 1.4, special = "Body Blows", specialDamage = 25 } }

local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local UserInputService = game:GetService("UserInputService") local player = Players.LocalPlayer local remotes = ReplicatedStorage -- Keybinds local keybinds = { [Enum.KeyCode.Q] = "Jab", [Enum.KeyCode.E] = "Cross", [Enum.KeyCode.R] = "Hook", [Enum.KeyCode.F] = "Uppercut", [Enum.KeyCode.LeftShift] = "block", [Enum.KeyCode.Space] = "dodge", [Enum.KeyCode.T] = "special" }

defenderData.health -= damage

-- Defense check (client would send block/dodge state) -- For simplicity, assume opponent blocking reduces damage by 50% local isBlocking = false -- would be set by remote event if isBlocking then damage = damage * 0.5 end

for _, remote in pairs(remotes) do remote.Parent = ReplicatedStorage end

-- 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 block = Instance.new("RemoteEvent")