local player = game.Players.LocalPlayer
local jumpsAvailable = 0
local baseJumpPower = 50
local canUseJump = true
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
humanoid.JumpPower = baseJumpPower
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
local function onJumping()
if canUseJump and jumpsAvailable > 0 then
canUseJump = false
jumpsAvailable = jumpsAvailable - 1
humanoid:ChangeState(Enum.HumanoidStateType.Freefall)
print("Hoppade! Tillgängliga hopp:", jumpsAvailable)
humanoid.JumpPower = baseJumpPower -- Håll hoppkraften konstant
if jumpsAvailable == 0 then
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
end
wait(0.5)
canUseJump = true
end
end
humanoid.Jumping:Connect(onJumping)
end
player.CharacterAdded:Connect(onCharacterAdded)
if player.Character then
onCharacterAdded(player.Character)
end
local giveJumpEvent = game.ReplicatedStorage:WaitForChild("GiveJumpEvent")
giveJumpEvent.OnClientEvent:Connect(function()
jumpsAvailable = jumpsAvailable + 1
local character = player.Character
if character then
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true)
print("Mottog PowerJump! Tillgängliga hopp:", jumpsAvailable)
end
end
end)
local function preventMultipleJumps()
local character = player.Character
if character then
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoid then
-- Logik för att förhindra flera hopp kan hanteras här om nödvändigt
end
end
end
game:GetService("RunService").Stepped:Connect(preventMultipleJumps)