this works in the way that the player gets the item and when he/she resets/dies they will get it in there inventory and what doesn't work is that other players when they die the item stays in server storage and its a problem when it leaves the inventory, in general, how would I fix this thank you
local gamepassid_ = 10022825
local b = game:GetService("ServerStorage"):FindFirstChild("GravityCoil"):Clone()
game.Players.PlayerAdded:Connect(function(player)
if game:GetService("MarketplaceService"):UserOwnsGamePassAsync(player.UserId, 10022825) then
if player.Backpack:FindFirstChild("GravityCoil") == nil then
game.ServerStorage:FindFirstChild("GravityCoil"):Clone()
b.Parent = player.Backpack
end
end
end)
game:GetService('Players').PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
character:WaitForChild("Humanoid").Died:Connect(function()
b:clone()
game:GetService("ServerStorage"):FindFirstChild("Gravitycoil"):clone()
wait(5.2)
print(gamepassid_)
if game:GetService("MarketplaceService"):UserOwnsGamePassAsync(player.UserId, 10022825) then
if player.Backpack:FindFirstChild("GravityCoil") == nil then
game.ServerStorage:FindFirstChild("GravityCoil"):Clone()
b.Parent = player.Backpack
end
end
end)
end)
end)

1 comment
remove the .Died inside characteradded