Using a roblox dragon ball ki blast script is the fastest way to turn a basic fighting game into something that actually feels like the anime. We've all been there—you're jumping around a baseplate, and you realize your character looks cool, but they can't actually do anything. In a Dragon Ball game, the ki blast is your bread and butter. It's the most basic projectile, but if you don't get the "feel" right, the whole game just feels clunky.
Creating a script like this doesn't have to be a nightmare of complex math and CFrame calculations. If you break it down into simple steps, it's mostly just about moving a part from point A to point B and making sure the server knows who got hit. Let's dive into how you can actually set this up without pulling your hair out.
The Logic Behind the Blast
Before you even touch a line of code, you have to understand how Roblox handles projectiles. A lot of beginners make the mistake of putting all the code into a single script inside a tool. While that might work for a single-player game, it's going to break the second you try to play with friends.
In Roblox, things need to happen on both the client (the player) and the server. If you spawn a ki blast only on the client, you'll see it, but nobody else will, and it definitely won't deal any damage to other players. That's why we use RemoteEvents. Think of a RemoteEvent like a walkie-talkie. The player's computer says, "Hey server, I just pressed the 'Q' key to fire a blast!" and the server says, "Got it, I'll create the blast for everyone to see."
Setting Up the RemoteEvent
The first thing you'll want to do in your Explorer window is head over to ReplicatedStorage. This is a neutral ground where both the client and the server can see things. Right-click and insert a RemoteEvent, then name it something obvious like KiBlastEvent.
It might seem like an extra step, but trust me, this is the foundation of any good roblox dragon ball ki blast script. Without this, your game won't have any multiplayer functionality.
Writing the LocalScript (The Input)
Now, you need a way to tell the game when you want to fire. Usually, this goes into a LocalScript inside the player's StarterCharacterScripts or inside a Tool. We're going to use the UserInputService to detect a key press.
```lua local UIS = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local event = ReplicatedStorage:WaitForChild("KiBlastEvent")
UIS.InputBegan:Connect(function(input, processed) if processed then return end -- Don't fire if typing in chat if input.KeyCode == Enum.KeyCode.E then -- You can change E to Q or whatever event:FireServer() end end) ```
This is a super simple bit of code. It just waits for you to press "E" and then pings the server. We also added a check for processed so you don't accidentally fire a ki blast while you're trying to talk to someone in the game chat.
The ServerScript (The Action)
This is where the heavy lifting happens. You'll want to place a regular Script in ServerScriptService. This script listens for that walkie-talkie signal we set up earlier. When it hears the signal, it creates the projectile, gives it a look, and flings it forward.
The server needs to know where the player is looking, though. So, we actually need to go back and tweak our LocalScript slightly to send the mouse position. But for the sake of keeping it simple, let's just make the blast fire in the direction the character is facing.
Inside your server script, you'll be creating a Part. You'll want to set its shape to a sphere, make it a bright neon color (yellow or blue usually works best for that DBZ vibe), and give it a bit of "glow" by turning up the PointLight or ParticleEmitter.
Making the Blast Move
To get the part moving, you have a few options. Back in the day, everyone used BodyVelocity. Now, Roblox suggests using LinearVelocity, but honestly, BodyVelocity is still way easier for a basic roblox dragon ball ki blast script.
You set the velocity to the LookVector of the character's root part and multiply it by a big number, like 100. This sends the ball flying straight ahead. It's satisfying, fast, and exactly what you want for a ki blast.
Adding the "Dragon Ball" Aesthetic
If you just have a glowing ball flying through the air, it looks okay. But to make it look like a real Dragon Ball game, you need three things: Trails, Auras, and Sounds.
- Trails: Add a
Trailobject inside your projectile. This creates that streaking effect behind the blast as it moves. It makes the speed feel much more intense. - Particle Emitters: Put a small
ParticleEmitterinside the ball. Have it emit a few "sparks" or "energy wisps." It adds texture to the energy. - Sound Effects: Don't skip the "pew" sound! A quick, high-pitched energy blast sound played the moment the part is created makes the action feel much more responsive.
Handling the Impact
A ki blast that doesn't explode is just a glowing ball of disappointment. You have two main ways to handle hits: the .Touched event or Raycasting.
For a beginner roblox dragon ball ki blast script, the .Touched event is fine. You just connect a function to the projectile that checks if it hit a "Humanoid." If it did, you subtract some health.
```lua projectile.Touched:Connect(function(hit) local character = hit.Parent local humanoid = character:FindFirstChild("Humanoid")
if humanoid then humanoid:TakeDamage(10) -- Boom! Damage dealt. projectile:Destroy() -- Don't forget to delete the blast! end end) ```
However, if you want your game to feel professional, look into Raycasting later. .Touched can be a bit laggy if the projectile is moving extremely fast, sometimes clipping through players before the game realizes a hit happened. Raycasting is much more precise for high-speed combat.
Optimization: Don't Crash the Server
Here's a tip that separates the pros from the amateurs: Cleanup. If you fire 500 ki blasts and they never hit anything, they just keep flying forever into the void of the Roblox map. Eventually, the server is going to start sweating, and your game will lag to a crawl.
Always use the Debris Service. It's a built-in Roblox service that lets you say, "Hey, delete this object in 5 seconds no matter what." It's a lifesaver for projectile-heavy games.
lua local Debris = game:GetService("Debris") Debris:AddItem(projectile, 5) -- Deletes the blast after 5 seconds automatically
Final Touches and Cooldowns
You probably don't want players to be able to fire 100 blasts per second by spamming their keyboard like a maniac. This is where a Debounce comes in. It's just a fancy word for a cooldown.
In your LocalScript, you can add a simple boolean variable called canFire. Set it to true. When the player fires, set it to false, wait 0.5 seconds, and set it back to true. It's a tiny bit of code that saves your game's balance. Without it, the "spam meta" will ruin the fun for everyone.
Getting your roblox dragon ball ki blast script working is a huge milestone. Once you have the basic blast down, you can start experimenting with bigger things—like charging up a beam or creating an "Ultimate" attack that creates a massive explosion. The logic is basically the same; you're just changing the size, the damage, and the fancy effects.
Building things in Roblox is all about iteration. Start with the ball that moves, then make it pretty, then make it balanced. Before you know it, you'll have a combat system that rivals the big anime games on the platform. Happy scripting!