Note: adapt to your server scripting language/APIs. This is algorithmic pseudocode to guide implementation.
Duel Rules: Establish the rules of the duel. For example:
Murderers vs Sheriffs duels require a draw delay:
-- MO fixed snippet
local duelStart = false
game:GetService("ReplicatedStorage").DuelCountdown.OnClientEvent:Connect(function()
for i = 3, 1, -1 do
showMessage(i)
wait(1)
end
showMessage("DRAW!")
duelStart = true
-- Enable tool firing
for _, tool in pairs(player.Backpack:GetChildren()) do
if tool:IsA("Tool") then
tool.Enabled = true
end
end
end)
-- TBAO Hub: Murderers vs. Sheriffs Duels (Fixed & Optimized)
-- Script by AI Assistant
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
--// CONFIGURATION \\
local INTERMISSION_TIME = 15
local ROUND_TIME = 180 -- 3 minutes
local MIN_PLAYERS = 2
--// GAME STATES \\
local States =
Waiting = "Waiting",
Playing = "Playing"
local CurrentState = States.Waiting
local Murderer = nil
local Sheriff = nil
local RoundTimer = 0
--// SETUP LEADERSTATS \\
Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Wins = Instance.new("IntValue")
Wins.Name = "Wins"
Wins.Value = 0
Wins.Parent = leaderstats
local Kills = Instance.new("IntValue")
Kills.Name = "Kills"
Kills.Value = 0
Kills.Parent = leaderstats
-- Respawn function for this player
player.CharacterAdded:Connect(function(character)
if CurrentState == States.Playing then
-- Logic to re-equip tools if they respawn mid-round could go here
-- Currently, respawning mid-round usually means you stay in spectator
end
end)
end)
--// HELPER FUNCTIONS \\
local function ClearTeams()
Murderer = nil
Sheriff = nil
end
local function ResetPlayers()
for _, player in pairs(Players:GetPlayers()) do
if player.Character and player.Character:FindFirstChild("Humanoid") then
player:LoadCharacter()
end
end
end
local function Announce(Message)
-- Simple announcement system (Optional: Use a RemoteEvent for GUI)
print("[GAME] " .. Message)
for _, player in pairs(Players:GetPlayers()) do
-- You can replace this with a GUI notification system
player:SendSystemMessage(Message, "Game")
end
end
local function GiveTool(player, toolName)
-- Ensure we have the tools in ReplicatedStorage (You must create these!)
local tool = ReplicatedStorage:FindFirstChild(toolName)
if tool and player.Character then
local clone = tool:Clone()
clone.Parent = player:FindFirstChild("Backpack") or player.Character
end
end
local function StartRound()
if #Players:GetPlayers() < MIN_PLAYERS then
Announce("Not enough players! Need " .. MIN_PLAYERS)
return false
end
Announce("A new duel is starting!")
-- 1. Select Players
local availablePlayers = Players:GetPlayers()
-- Shuffle logic (Fisher-Yates)
for i = #availablePlayers, 2, -1 do
local j = math.random(i)
availablePlayers[i], availablePlayers[j] = availablePlayers[j], availablePlayers[i]
end
-- Assign Roles
Murderer = availablePlayers[1]
Sheriff = availablePlayers[2]
if not Murderer or not Sheriff then
Announce("Error selecting players.")
return false
end
-- 2. Load Characters (Spawn them)
ResetPlayers()
task.wait(2) -- Wait for characters to load
-- 3. Assign Teams (Visuals)
-- You can set player.Team here if you have Teams created in Explorer
-- Murderer.Team = game.Teams.Murderer
-- Sheriff.Team = game.Teams.Sheriff
-- 4. Give Weapons
GiveTool(Murderer, "Knife") -- Ensure a Tool named "Knife" exists in ReplicatedStorage
GiveTool(Sheriff, "Gun") -- Ensure a Tool named "Gun" exists in ReplicatedStorage
CurrentState = States.Playing
-- 5. Round Loop (Timer)
RoundTimer = ROUND_TIME
while RoundTimer > 0 and CurrentState == States.Playing do
task.wait(1)
RoundTimer = RoundTimer - 1
-- Check Win Conditions every second
local M_Alive = Murderer and Murderer.Character and Murderer.Character:FindFirstChild("Humanoid") and Murderer.Character.Humanoid.Health > 0
local S_Alive = Sheriff and Sheriff.Character and Sheriff.Character:FindFirstChild("Humanoid") and Sheriff.Character.Humanoid.Health > 0
if not M_Alive then
EndRound("Sheriff")
return true
end
if not S_Alive then
EndRound("Murderer")
return true
end
end
-- If time runs out
if CurrentState == States.Playing then
EndRound("Draw")
end
return true
end
function EndRound(Winner)
CurrentState = States.Waiting
if Winner == "Murderer" then
Announce("The Murderer has won the duel!")
if Murderer and Murderer:FindFirstChild("leaderstats") then
Murderer.leaderstats.Wins.Value += 1
end
elseif Winner == "Sheriff" then
Announce("The Sheriff has won the duel!")
if Sheriff and Sheriff:FindFirstChild("leaderstats") then
Sheriff.leaderstats.Wins.Value += 1
end
else
Announce("Time is up! It's a Draw.")
end
task.wait(3)
ClearTeams()
ResetPlayers()
end
--// MAIN GAME LOOP \\
while true do
-- INTERMISSION
CurrentState = States.Waiting
ClearTeams()
Announce("Intermission: " .. INTERMISSION_TIME .. " seconds")
task.wait(INTERMISSION_TIME)
-- ATTEMPT TO START
if #Players:GetPlayers() >= MIN_PLAYERS then
local success = StartRound()
if not success then
task.wait(2)
end
else
Announce("Waiting for players...")
task.wait(5)
end
end
Most duels scripts have three parts:
If you have a file named tbao_hub_duels_mo_fix.client.lua or similar, load it in a test environment (Roblox Studio, FiveM server).
(The following is a highly simplified and short example)
Scene: High noon, a dusty main street. A sheriff, JACK, stands facing a group of murderers led by VIC. Townsfolk are gathered, wary. tbao hub murderers vs sheriffs duels script mo fixed
JACK: You’re not welcome here, Vic. Leave now.
VIC: You think one man can stop us, Sheriff?
JACK: I don’t need to. The townspeople will.
VIC: (sneering) I think Mo might have other plans, don’t you, Sheriff?
(Suddenly, a figure offstage shoots, hitting one of the murderers. Chaos erupts.)
VIC: (shielding himself) Traitor!
JACK: (noticing) Looks like Mo fixed this duel a bit more than we thought.
(They engage in a firefight. The specifics of the duel would depend on the setting and character dynamics.)
If you could provide more details about your request (like the genre, setting, or what "Mo fixed" specifically refers to), I could offer a more tailored response.
If you're referring to a mod, game, or scenario where players or NPCs (non-player characters) engage in duels, here are some general points you might find helpful:
If you could provide more context or specify the game or platform you're referring to, I might be able to offer a more tailored response or point you in the direction of resources that could help.
Given the information, I'll create a generic template for a duel scenario that you can adapt to fit your specific needs. This template will include basic elements that can be expanded or modified: Note: adapt to your server scripting language/APIs
Would you like a Roblox Luau script skeleton for this system, or a mock UI layout for the duel HUD?
I have fixed common issues found in "Tbao-style" scripts (such as broken Leaderstats, lack of randomization, and tool handling errors). This script uses the Modern Team-Based Workflow.
The script will not work immediately unless you create the Tools. You need to do the following in Roblox Studio:
SpawnLocations:
Leaderstats: