Server-authoritative combat system designed for secure multiplayer gameplay. Handles hit detection, damage pipelines and ability logic while preventing client-side exploits.
Client Input
├── RemoteEvent
├── Server-side Validation
├── Hit Detection (Raycasting/Region Checks)
├── Damage Calculation (Base + Modifiers)
├── Replication
local funcrion dealDamage(player, target, amount)
if not target then return end
local humanoid = target:FindFirstChild("Humanoid")
if humanoid then
humanoid:TakeDamage(amount)
end
end