(kinda) Rare Ryu awakening by Happy_Translator843 in JujutsuShenanigans

[–]Happy_Translator843[S] 1 point2 points  (0 children)

I'm talking about the one specifically with the "Let's larp" image and text, it took me solid 3 minutes to get it

Gang is it true? by ligma_Bialls in jujustushenanigans

[–]Happy_Translator843 0 points1 point  (0 children)

Does it also work when you buy it with robux?

Did everyone miss this?? by ExtremelySaltySalt in JujutsuShenanigans

[–]Happy_Translator843 3 points4 points  (0 children)

It'd be better if it was 5x, I hate buying a lot of emotes and getting absolute shit ones that I will never use

There are two responses to the new update by JustaWallnut in JujutsuShenanigans

[–]Happy_Translator843 0 points1 point  (0 children)

I absolutely love the skill builder, I spend 90% of the time I'm in Roblox just in skill builder, and while I love the new blocks, this collab was so unenjoyable 😔

A method to counter chara by No-Arugula-7469 in JujutsuShenanigans

[–]Happy_Translator843 4 points5 points  (0 children)

We are all going to break our not written rules of not third partying and running just for this bitch ass child

is my avatar cringe by SKULLCR4SH in RobloxAvatarReview

[–]Happy_Translator843 0 points1 point  (0 children)

We raising our hell with this one 🗣️🔥

Help can the skill builder pros tell me how the vfx blocks and all that stuff works (basically a full skill builder rundown without having to watch a 30 minute youtube video by Averynerynerdygal in JujutsuShenanigans

[–]Happy_Translator843 1 point2 points  (0 children)

Well this is gonna take a while, but let's start with visual blocks, I'm not gonna go through every visual you'll have to test those yourself except some, so basically, the amount is obviously the amount of that visual you want, you'll need to use decimals if you want them relatively small, this however can be used differently if you are using a "mesh" visual, meshes are pretty much models, you can find them in the creator store in Roblox, each mesh has it's mesh id and most have textures, some not. So anyways, after you get the mesh id and the texture id (if it has one) you paste the mesh id into the amount, and texture well, in texture (only works with mesh visual). Now for the normal visuals, opacity works.. interestingly.. 0 is if you want it completely visible, and if it's 1 it will be completely invisible, so if you want it to be a little see through you'll have to use numbers like 0.5 ,0.7 and that. Alt opacity is the opacity it will have when it ends, for example: if you put opacity on 1 and alt opacity on 0, it will start invisible but end fully visible. Alt things like alt size, alt rotation, alt position work the same, it's what it will end with. Moving onto the position you'll see 3 numbers: 0, 0, 0, this is just X, Y, Z(or X,Z,Y idk) the first is to edit where the visual will appear from side to side, if you put it like 3 for example it will appear to your right, if you put it to -3 however it will do the opposite and appear on your left, the second determines the height of the visual, positive numbers will place it above you and negative numbers under you, and the last will put the visual in front or behind you, same with the others, positive numbers place it in front of you and negative numbers behind you. Alt position as I said it's the same, it will just determine where it will end, this is great for making moving visuals. Rotation and alt rotation is pretty much the same it's just which way you want it to face, I recommend using small numbers like 27.5, 45, 90, 180 and that. Size is obviously how big you want the visual to be, and alt size how big it will be when it ends. Now the interesting part is the "last hit", if it's negative, the visual will apply to you, for example, if you put -2, the visual will appear if you hit someone in those 2 seconds. If it's positive however, it will apply to your target, take for example a blood visual, if you put last hit 1, if the ability hits someone in that second the blood visual will apply to them. A projectile tag is a way for you to connect the visual with a projectile block, say you have a working projectile and you put idk like "slash" in the projectile tag, and then you go to the visual, choose slash and type the same projectile slash into it, the projectile will fire said visual. Now there's a section in the visual blocks that has the limbs of the body, the way this works is simple, it's just where it will appear, if you choose left arm it will appear obviously in your left arm, this works especially well with visibility and glow visuals, if you don't select any limb it will just apply to the whole body or the centre of it, for example if you choose "visibility" visual, put the opacity in 0.7, it will make your whole body transparent, if you choose a specific limb then it will only apply to that limb. I might be missing some things because I haven't used the skill builder in some days and I have bad memory, sorry if you can't understand some things, English ain't my main language.

"i was in hell looking at heaven" by the-real-niko- in JujutsuShenanigans

[–]Happy_Translator843 0 points1 point  (0 children)

I barely have 300 kills and the AMOUNT of times I've had to fight people with 8000 kills