local DamageSystem = {}
function DamageSystem.ApplyDamage(humanoid, amount)
if not humanoid or humanoid.Health <= 0 then
return
end
humanoid:TakeDamage(amount)
if humanoid.Health <= 0 then
humanoid.Died:Once(function()
print(humanoid.Parent.Name .. " has died")
end)
end
end
function DamageSystem.Heal(humanoid, amount)
if not humanoid then
return
end
humanoid.Health = math.min(humanoid.MaxHealth, humanoid.Health + amount)
end
return DamageSystem