DORYWOOF

ROBLOX SYSTEMS SCRIPTER — MODERN LUAU

SERVER- AUTHORITATIVE COMBAT SYSTEMS.

I script the systems players actually feel — combo combat with real hitstop, parkour movement state machines, and full ability frameworks. Everything validated on the server, nothing exploitable from the client.

0ability handlers, one framework
0movement states in one controller
0level progression curve
0client-trusted damage calls
01

SELECTED WORK

PROJECT HXH — ACTION RPG SYSTEMS, BUILT SOLO

SYSTEM RENDER — REAL PARAMETERS
W-01

COMBAT SERVICE

A four-hit M1 combo that reads like an action game, not a Roblox toolkit. The client only asks — every hit is resolved on the server.

  • Combo chain 12 / 12 / 14 / 22 with finisher knockback
  • Spatial hit detection — GetPartBoundsInBox, 15 stud range cap
  • 0.18s server-side rate limit per swing
  • Hitstop through velocity dampening, never WalkSpeed
  • Block state replicated and checked before damage
SYSTEM RENDER — REAL PARAMETERS
W-02

ABILITY FRAMEWORK

Six ability classes, three keybinds each — eighteen handlers running through one service, so adding class number seven is data, not rewrites.

  • Costs and cooldowns validated server-side, per player
  • AoE resolution via GetPartBoundsInRadius
  • Timed buffs and debuffs with guaranteed cleanup
  • Roots, slows, drains, teleports, multi-hit barrages
  • XP hooks on every confirmed hit
SYSTEM RENDER — REAL PARAMETERS
W-03

MOVEMENT CONTROLLER

One state machine owns locomotion: run, dash, double air-dash, slide, wall-climb, wall-run, vault. Buffs and combat hooks change speed through rules, not hacks.

  • 7 states, clean enter/exit transitions
  • Dash 110 / air-dash 120 impulse, physics driven
  • Spring-based camera tilt on wall-run
  • Speed caps react to buffs, debuffs and attack state
  • Shared client state syncs combat and movement
02

EXPERIENCE

GAMES I HAVE SCRIPTED ON

E-01

ANIME ADVENTURES

Full tower defense stack — trait and evolution systems, enemy waves and pathing, unit targeting and placement, damage and upgrade balancing

TOWER DEFENSE SCRIPTER
E-02

PROJECT MUGETSU

Core RPG components — ability kits, transformation and progression systems, damage pipeline, status effects, server-side validation

ACTION RPG SCRIPTER
E-03

PROJECT SLAYERS

Core RPG components — combat systems, classes and skill trees, boss mechanics, buffs and debuffs, stat scaling

OPEN-WORLD RPG SCRIPTER
E-04

PROJECT HXH

Every system in the game, solo — combat, nen ability framework, movement tech, progression

ACTION RPG FULL SYSTEMS — SOLO
E-05

+ MANY MORE

Commission work on private and unreleased titles — ask for specifics

COMMISSION WORK PRIVATE / UNRELEASED TITLES
03

HOW I SCRIPT

PRINCIPLES, NOT PREFERENCES

S-01

SERVER AUTHORITY

Damage, costs, cooldowns and hit validation live on the server. Remotes are requests, never commands — with rate limits and range caps on every one.

S-02

MODERN LUAU

Current syntax, typed where it pays off, zero deprecated APIs. Config tables at the top of every script so balancing never means digging through logic.

S-03

GAME FEEL FIRST

Hitstop, camera springs, knockback curves, afterimages. Combat that feels heavy because the physics say so — velocity driven, no WalkSpeed shortcuts.

S-04

STATE MACHINES

Movement, combos and ability phases run as explicit states with owned transitions. No boolean soup, no ghost states, no stuck characters.

S-05

DATA-DRIVEN BALANCE

Stats, multipliers and a 100-level XP curve defined in module data. New content is a table entry; tuning is a number change.

S-06

PERFORMANCE

Event-driven systems, no polling loops. Cleanup is guaranteed — every buff, hitbox and connection has an owner and a lifetime.

04

PROCESS & FAQ

HOW A COMMISSION RUNS

P-01

SCOPE

You describe the system and the feel you want — reference clips welcome. I come back with a fixed scope and a timeline.

P-02

PROTOTYPE

A playable core lands first: the combo, the ability, the movement state. You test the feel before anything gets polished.

P-03

ITERATE

Tuning passes on numbers, timing and effects until it plays right. Balance lives in config tables, so changes are fast.

P-04

SHIP

Clean handover: organized services, config documentation, and a walkthrough of every system I built for you.

Do I get the full source code?

Yes. Everything I write for you is yours — organized, config-driven modern Luau you can extend without me.

Can you work inside an existing codebase?

Yes. Refactors and system rewrites in live games are part of what I do — I match your structure or fix it, your call.

Is your work exploit-safe?

Every remote is validated server-side: rate limits, range caps, cost checks, cooldowns. The client never decides damage.

How do payments work?

50% upfront and 50% on delivery, or 100% upfront — your choice. I do not start on pay-after-delivery terms; the upfront half is what locks your slot.

CURRENTLY OPEN FOR

COMBAT SYSTEMS ABILITY KITS MOVEMENT TECH SYSTEM REFACTORS