Goal
Make combat readable, responsive, and server-authoritative.
Authority
- Let the client request intent, animation, aim direction, or target candidate.
- Let the server validate range, cooldown, line of sight, team, state, and damage.
- Never let the client decide final hit, damage, reward, kill credit, or loot.
- Rate-limit combat remotes.
- Use deterministic balance tables shared or mirrored carefully.
Combat Loop
Design:
- Anticipation, action, impact, recovery.
- Clear cooldowns and ability availability.
- Strong feedback for hit, miss, crit, block, dodge, and death.
- Enemy tells and fair counterplay.
- Early encounters that teach through safe repetition.
Implementation Areas
- Hitboxes and raycasts.
- Cooldown and stamina/energy systems.
- Damage types and modifiers.
- Status effects with duration, stacking, and cleanup.
- Enemy AI target selection and leash rules.
- Reward grants tied to server-confirmed contribution.
MCP Workflow
- Locate combat scripts with
script_searchandscript_grep. - Read attack, damage, enemy, and reward scripts with
script_read. - Inspect remotes and combat instances with
search_game_treeandinspect_instance. - Edit with
multi_edit. - Playtest attacks using
start_stop_play,user_keyboard_input,user_mouse_input, andscreen_capture. - Check
get_console_output.
Output
Return:
- Combat state flow.
- Server validations.
- Balance knobs.
- Feedback hooks.
- Exploit and regression tests.
Next
Validate every combat remote and damage path with roblox-security-economy, add impact with roblox-animation-audio-feedback, and verify with roblox-playtest-qa and roblox-mobile-playtest.