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| 19 Aug 2016 12:11 PM |
Can anyone please make me an XP and Level System, please? I got the stats like this: h t t p : / / p r n t . s c / c 7 t d j z The stats are located in game.Players.LocalPlayer
If u can do this, i will really appreciate it.
R$18 |
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Zawie
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| Joined: 04 Jul 2010 |
| Total Posts: 6338 |
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Badandy11
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| Joined: 02 Jul 2009 |
| Total Posts: 1861 |
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| 19 Aug 2016 12:33 PM |
| If storing in the player, do you also have FilteringEnabled active? |
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Badandy11
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| Joined: 02 Jul 2009 |
| Total Posts: 1861 |
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| 19 Aug 2016 12:36 PM |
| You better activate it or an exploiter could easily change their money to 900000 or something and it would replicate to the server. |
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Objectly
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| Joined: 18 Jul 2016 |
| Total Posts: 210 |
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| 19 Aug 2016 12:37 PM |
| Stop asking for free scripts and learn how to code. |
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Badandy11
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| Joined: 02 Jul 2009 |
| Total Posts: 1861 |
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| 19 Aug 2016 12:39 PM |
Fyi @EvolutionPower
I'm not here to make you a script but walk you through the steps so you can learn how to make it yourself. |
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| 19 Aug 2016 12:59 PM |
Do not worry, i got anti hack scripts that prevent stuff like ass hax, rc7 and more
R$18 |
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Real_Edgy
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| Joined: 23 Oct 2013 |
| Total Posts: 1212 |
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| 19 Aug 2016 01:00 PM |
| use filteringenabled you primitive boy |
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Badandy11
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| Joined: 02 Jul 2009 |
| Total Posts: 1861 |
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| 19 Aug 2016 01:10 PM |
| Anti-hack scripts are rubbish compared to FilteringEnabled . Just do FilteringEnabled and save a headache. |
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Badandy11
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| Joined: 02 Jul 2009 |
| Total Posts: 1861 |
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| 19 Aug 2016 01:17 PM |
| Do you have already weapons or anything that interacts with the client? If you flip FilteringEnabled on, it may break certain things in your game that communicate between the client and server like ClickDetectors |
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| 19 Aug 2016 01:17 PM |
"Done, what's next?"
lol
inb4WHYEVERYTHINGBREAK
Formerly xXTheRobotXx, add 13,349 posts |
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alij12
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| Joined: 03 Oct 2011 |
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| 19 Aug 2016 01:35 PM |
Is this a good xp and level system? function onXPChanged(player, XP, level) if XP.Value>=level.Value * 20 then XP.Value = XP.Value - level.Value * 20 level.Value = level.Value + 1 end end
function onLevelUp(player, XP, level) end
function onPlayerRespawned(player) end
function onPlayerEntered(newPlayer)
local stats = game.Players.LocalPlayer:WaitForChild 'Stats' local XP = stats.XP local level = stats.Level stats.Parent = newPlayer
XP.Changed:connect(function() onXPChanged(newPlayer, XP, level) end) level.Changed:connect(function() onLevelUp(newPlayer, XP, level) end)
while true do wait(2) XP.Value = XP.Value + 5 end
newPlayer.Changed:connect(function (property) if (property == "Character") then onPlayerRespawned(newPlayer) end end) end
function onPlayerRemoving(player) end game.Players.PlayerRemoving:connect(onPlayerRemoving) game.Players.ChildAdded:connect(onPlayerEntered)
R$32 |
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| 19 Aug 2016 01:38 PM |
Sorry, i changed it again. function onXPChanged(player, XP, level) if XP.Value>=level.Value * 20 then XP.Value = XP.Value - level.Value * 20 level.Value = level.Value + 1 end end
function onLevelUp(player, XP, level) end
function onPlayerRespawned(player) end
local stats = game.Players.LocalPlayer:WaitForChild 'Stats' local XP = stats.XP local level = stats.Level newPlayer = game.Players.LocalPlayer
XP.Changed:connect(function() onXPChanged(newPlayer, XP, level) end) level.Changed:connect(function() onLevelUp(newPlayer, XP, level) end)
while true do wait(2) XP.Value = XP.Value + 5 end
newPlayer.Changed:connect(function (property) if (property == "Character") then onPlayerRespawned(newPlayer) end end)
function onPlayerRemoving(player) end game.Players.PlayerRemoving:connect(onPlayerRemoving) game.Players.ChildAdded:connect(onPlayerEntered)
R$32 |
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