For a game I'm trying to develop, I am trying to make a functional clock at the top of the screen. There are 3 different Text labels to adjust the minutes, and 2 digits for the seconds. When running, whenever the clock hits a flat 10 value in the seconds section the 10 will remain on the first digit. For example, if the time were to be going 6:42, 6:41 to 6:40, it would instead show 6:3 10. I am using this script with a NumValue in ReplicatedStorage. What should I go about doing to make sure the last digit never becomes a flat out 10 and to revert ten back to the 2nd digit?
local TimerValue = game.ReplicatedStorage.TimerValue.Value
-- script.Parent.Seconds.Text = print(ThirdDigitFinal) Stored code for later
if script.Parent.Seconds2.Text == 10 then
script.Parent.Seconds2.Text = 0
end
while TimerValue > 0 do
wait(1)
TimerValue = TimerValue - 1
game.ReplicatedStorage.TimerValue.Value = TimerValue - 1
local TimerValue = game.ReplicatedStorage.TimerValue.Value
local MinutesRough = game.ReplicatedStorage.TimerValue.Value/60
local Minutes = tostring(math.floor(MinutesRough))
local SecondsDecimated = MinutesRough - Minutes
local Seconds = SecondsDecimated * 60
local Seconds2nd = tostring(math.floor(Seconds/10))
local Seconds3rd = Seconds/10
local ThirdDigit = Seconds3rd - Seconds2nd
local ThirdDigitFin = ThirdDigit * 10
local ThirdDigitFinal = tostring(math.ceil(ThirdDigitFin))
script.Parent.Seconds2.Text = ThirdDigitFinal
script.Parent.Minute.Text = Minutes
script.Parent.Seconds.Text = Seconds2nd
print(ThirdDigitFinal)
end

2 comments
Why are you using two TextBoxs for the seconds? Wouldn’t just using one work.
I used two because I couldn't find a way to keep a zero in front of the text value with just one, it left the values going something like this: 3:11, 3:10, 3:9, 3:8