Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

Why is my Leveling Script in my Game not working? (No Error Msg)

Asked by 3 years ago

It's a Leveling Script. It doesn't give any Error on Click, but it doesn't reduce XP or give Levels. Can someone help?

local plr = script.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() local xps = plr.leaderstats.XP.Value local Level = plr.leaderstats.Level.Value if Level == 0 then if xps >= 10 then Level = 1 xps = xps - 10 end elseif Level == 1 then if xps >= 15 then Level = 2 xps = xps - 15 end elseif Level == 2 then if xps >= 22 then Level = 3 xps = xps - 22 end elseif Level == 3 then if xps >= 34 then Level = 4 xps = xps - 34 end elseif Level == 4 then if xps >= 51 then Level = 5 xps = xps - 51 end elseif Level == 5 then if xps >= 76 then Level = 6 xps = xps - 76 end elseif Level == 6 then if xps >= 114 then Level = 7 xps = xps - 114 end elseif Level == 7 then if xps >= 171 then Level = 8 xps = xps - 171 end elseif Level == 8 then if xps >= 256 then Level = 9 xps = xps - 256 end elseif Level == 9 then if xps >= 385 then Level = 10 xps = xps - 385 end elseif Level == 10 then if xps >= 577 then Level = 11 xps = xps - 577 end elseif Level == 11 then if xps >= 866 then Level = 12 xps = xps - 866 end elseif Level == 12 then if xps >= 1300 then Level = 13 xps = xps - 1300 end elseif Level == 13 then if xps >= 1950 then Level = 14 xps = xps - 1950 end elseif Level == 14 then if xps >= 2910 then Level = 15 xps = xps - 2910 end elseif Level == 15 then if xps >= 4380 then Level = 16 xps = xps - 4380 end elseif Level == 16 then if xps >= 6560 then Level = 17 xps = xps - 6560 end elseif Level == 17 then if xps >= 9850 then Level = 18 xps = xps - 9850 end elseif Level == 18 then if xps >= 14770 then Level = 19 xps = xps - 14770 end elseif Level == 19 then if xps >= 22160 then Level = 20 xps = xps - 22160 end elseif Level == 20 then script.Parent.Text = "Already maxed" wait(0.5) script.Parent.Text = "Level Up!" end end)

0
https://pastebin.com/raw/disgJc4W Here for the right Script Ferrarimami 120 — 3y

1 answer

Log in to vote
0
Answered by 3 years ago
Edited 3 years ago

I think your problem is you are trying to modify player stats via local scripts. This will not work as the server is responsible for handling anything besides the character itself. You are also approaching it in a harder way. Based on your xp's required to level up you have a ~1.5 exponential growth to them. Instead of checking each level and each required exp for that level, just use some math to determine how much exp they would need to level up at their current level

-- In a script located anywhere
game.Players.PlayerAdded:Connect(function(player) -- Connect function to players joining
    local stats = player:WaitForChild("leaderstats") -- Wait for leaderstats
    local experience = stats:WaitForChild("XP") -- Wait for xp
    local level = stats:WaitForChild("Level") -- Wait for level
    experience:GetPropertyChangedSignal("Value"):Connect(function() -- Detect when experience value is changed, and when it is run below code
        if experience.Value >= 10 * (1.5 ^ level.Value * (1.5 ^ 1 - 1)) / (1.5 - 1) then -- Basically this checks to see if the players experience is equal or greater to the required exp for that level. I will bust the math down below
            experience.Value = experience.Value - 10 * (1.5 ^ 4 * (1.5 ^ 1 - 1)) / (1.5 - 1) -- If so, remove that much exp from the player (exactly that amount as not to remove exp over the required)
            level.Value = level.Value + 1 -- Level player up
        end
    end)
end)
-- This function will run any time the player gets exp, and if they have enough it will level them up.
--Now to explain the math
-- The formula you need looks like 10 * (1.5 ^ level.Value * (1.5 ^ 1 - 1)) / (1.5 - 1) 
-- It looks like this when you havent inputted your values.
-- b * (r ^ k * (r ^ 1 - 1)) / (r - 1)
-- b = the base experience required, in your case, 10
-- r = the exponential growth, in your case, 1.5
-- k = the current level
--With this in mind, you can change the values from b and r. Changing b will simply require more exp to start with, but each level up would be the same difference from having 1 or 1000. Changing r will make each level up require more or less experience than the last. So making that number lower will result in each level up only costing slighly more than the last, or making it bigger will make each level up cost way more. Using 1.5 is pretty close to your current formula.
0
I'll test it later tomorrow! Ferrarimami 120 — 3y
0
I changed it a bit, because it was in c8 as it is Level 4, i changed it to level.Value too. Thank you really really much! Ferrarimami 120 — 3y
0
No problem. glad you got it working. Goodluck! WizyTheNinja 834 — 3y
0
You really helped me out alot! Can I credit you in my game? Ferrarimami 120 — 3y
0
If you wish, no need though. I enjoy problem solving and helping others. All I ask is you try to learn from my code and become a better programmer, thats my goal. WizyTheNinja 834 — 3y
Ad

Answer this question