Script so far, I need it so when it dips Below X Power the clickdetector disables but when it gets above X power it re-enables
Health = script.Parent.Parent.Parent.Health Shield = script.Parent.Parent.Parent.Shield FedPower = script.Parent.Parent.Parent.FedPower Beam = script.Parent.Parent.VFDualBeam Beam1 = script.Parent.Parent.VFDualBeam1 Sound = script.Parent.Parent.VFDualSound Button = script.Parent.Parent.VFDualButton Status = script.Parent.Parent.VFDualStatus Effects = script.Parent.Parent.VFDualEffects Effects1 = script.Parent.Parent.VFDualEffects1 function Damage() if (Shield.Value <=149) then Shield.Value = Shield.Value - 6.25 Health.Value = Health.Value - 10 elseif (Shield.Value >= 99) then Shield.Value = Shield.Value - 6.25 Health.Value = Health.Value - 15 elseif (Shield.Value >= 49) then Shield.Value = Shield.Value - 6.25 Health.Value = Health.Value - 20 elseif (Shield.Value >= 1) then Shield.Value = Shield.Value - 6.25 Health.Value = Health.Value - 25 end end function PowerFunction() if (FedPower.Value >=20) then Button.ClickDetector.MaxActivationDistance = 0 if (FedPower.Value <=0) then Button.ClickDetector.MaxActivationDistance = 10 end end end function onClicked() Damage(onClicked) PowerFunction(onClicked) FedPower.Value = FedPower.Value - 20 Beam.Transparency = 0.2 Beam1.Transparency = 0.2 Sound.Firing:Play() Button.ClickDetector.MaxActivationDistance = 0 Status.BrickColor = BrickColor.new(21) Effects.Fire.Enabled = true Effects1.Fire.Enabled = true Effects.PointLight.Enabled = true Effects1.PointLight.Enabled = true wait(1.2) Beam.Transparency = 1 Beam1.Transparency = 1 Effects.Fire.Enabled = false Effects1.Fire.Enabled = false Effects.PointLight.Enabled = false Effects1.PointLight.Enabled = false wait(4) Button.ClickDetector.MaxActivationDistance = 10 Status.BrickColor = BrickColor.new(37) if (FedPower.Value <=0) then Button.ClickDetector.MaxActivationDistance = 10 end end script.Parent.ClickDetector.MouseClick:connect(onClicked)