So I got a Leaderboard that someone made for my Surface Shop GUI but when someone is on the server first they get control in the downsizing the money like when it's at 100 for all players then it's 80 for all players when other players click to purchase a item form the shop it let's them buy unlimited amount of items only until the first player runs out of money...
You will notice in the pictures on what I'm talking about.
http://imgur.com/a/MFfea
Here's the Script to the leaderboard
RequestLeaderboardChange
values = script:WaitForChild("RequestedValues"):getChildren() playerName = script:WaitForChild("playerName") --The Value Commit Queue is basically a folder that holds lists of values that need to be updated queue = game.ServerStorage.ValueCommitQueue playerFolder = Instance.new("Folder") playerFolder.Name = playerName.Value playerFolder.Parent = queue --Move values to queue for i=1,#values do values[i].Parent = playerFolder end wait() script:Destroy()
ManageLeaderboardScript
values = {{"Tickets",100}} game.Players.ChildAdded:connect(function(player) local leaderboard = Instance.new("Folder") leaderboard.Name = player.Name for i=1,#values do local value = Instance.new("IntValue") value.Name = values[i][1] value.Value = values[i][2] value.Parent = leaderboard end local local_leaderboard = leaderboard:clone() local_leaderboard.Name = "leaderstats" leaderboard.Parent = script.Parent.Players local_leaderboard.Parent = player SSS_Players = script.Parent.Players:getChildren() end) game.Players.ChildRemoved:connect(function(player) script.Parent.Players[player.Name]:Destroy() SSS_Players = script.Parent.Players:getChildren() end) game.ServerStorage.ValueCommitQueue.ChildAdded:connect(function(folder) wait() --Debounce new additions to value commit queue so that all children of said additions are actually acquired local playerFolder = script.Parent.Players:findFirstChild(folder.Name) if playerFolder then local folderValues = folder:getChildren() for i=1, #folderValues do local playerValue = playerFolder:findFirstChild(folderValues[i].Name) if playerValue then playerValue.Value = folderValues[i].Value end end end wait() folder:Destroy() end)
And LockLeaderboardScript
while true do wait() SSS_Players = script.Parent.Parent.Players:getChildren() for i=1, #SSS_Players do local player = game.Players[SSS_Players[i].Name] if player then leaderstats = player.leaderstats:getChildren() for i=1, #leaderstats do leaderstats[i].Value = SSS_Players[i][leaderstats[i].Name].Value end end end end
I don't know which of these scripts don't recognize the other players as separated instead of together... And no Output comes out I tried so I have no idea what is causing this...
Shop Script
--Services-- local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") --Variables-- local Player = Players.LocalPlayer local PlayerGui = Player.PlayerGui local LeaderStats = Player:FindFirstChild("leaderstats") local RequestLeaderboardChangeMaster = game.ReplicatedStorage.RequestLeaderboardChange local Backpack = Player:FindFirstChild("Backpack") local StarterGear = Player:FindFirstChild("StarterGear") local SurfaceGui = ReplicatedStorage:FindFirstChild("Shop", true):Clone() --Why bother making changes to the master copy? SurfaceGui.Parent = PlayerGui local mouse = Player:GetMouse() --Mouse can be grabbed via localscript; we'll be using this to make shops mouse-over-able for activation --Define items as an array of arrays; each individual array is an item with name, cost, and currency type specified local ItemsForSale = { ["Sword"] = { ["Cost"] = 10; ["Currency"] = "Tickets"; }, ["Sword2"] = { ["Cost"] = 20; ["Currency"] = "Tickets"; }, ["Sword3"] = { ["Cost"] = 30; ["Currency"] = "Tickets"; } } --This is kind of a messy implementation, just copy item names over here; facilitates for automatic button generation local ItemNames = {"Sword","Sword2","Sword3"} --This maps the Shop GUI onto whatever the mouse is hovering on (provided it's a part named "Shop") local function UpdateShopTarget() if mouse.Target then if mouse.Target.Name == "Shop" then SurfaceGui.Adornee = mouse.Target else SurfaceGui.Adornee = nil end else SurfaceGui.Adornee = nil end end --Check if the value we want to check exists in leaderstats clientside; if it does, return it local function GetMoney(Currency) local IntValue = LeaderStats:FindFirstChild(Currency) if IntValue then return IntValue.Value end return 0 end local function SubtractMoney(Currency, Amount) --Create a new instance of a leaderboard-change object, initialize it with appropriate values, and commit it to the update queue --More information on how this works in the RequestLeaderboardChange script in ReplicatedStorage local LeaderboardChangeObject = RequestLeaderboardChangeMaster:clone() local valueToUpdate = Instance.new("IntValue") valueToUpdate.Name = Currency valueToUpdate.Value = GetMoney(Currency) - Amount valueToUpdate.Parent = LeaderboardChangeObject.RequestedValues LeaderboardChangeObject.playerName.Value = Player.Name LeaderboardChangeObject.Parent = game.Workspace end local function AwardItem(ItemName) --If the item exists in ReplicatedStorage, clone that sucker right into the player's backpack (and also their StarterGear) local Item = ReplicatedStorage.Weapons:FindFirstChild(ItemName) if Item then Item = Item:Clone() Item.Parent = Backpack --If you want your players to lose their purchases when they die then comment out the next two lines Item = Item:Clone() Item.Parent = StarterGear end end --SurfaceGui Pre-initialization-- local Window = SurfaceGui:FindFirstChild("Window") local ProtoButton = SurfaceGui:FindFirstChild("ProtoButton") for i=1, #ItemNames do --This basically just creates a new button for each item you specified earlier so that you don't have to make the whole GUI by hand. --Seriously, who wants to do that? GUIs suck. newButton = ProtoButton:clone() newButton.Name = ItemNames[i] newButton.Position = UDim2.new(0,22,0,100*i) newButton.Active = true newButton.Visible = true newButton.Parent = Window end --Automatically adjusts the window's size to compensate for how many buttons there are Window.CanvasSize = UDim2.new(1,0,0,100+100*#ItemNames) --SurfaceGui Variables-- local ArrayOfChildren = Window:GetChildren() --Didn't really muck with this code much, it's pretty stable --Basically checks if an item that the button says exists, exists --If it does exist, check that the button is clicked using object.event:connect() --If leaderstats exists (it should) and the player has enough money (we can check this player-side because we're not tampering with it), then: --Call SubtractMoney, which handles the creation of a new RequestLeaderboardChange object and then call AwardItem to give player their shinies --I commented out the print statements because if you've got more than like 2 items the console spam is VERY ANNOYING. for _, Button in pairs (ArrayOfChildren) do local ItemName = Button.Name print("Got button", ItemName) local ItemAttributes = ItemsForSale[ItemName] if ItemAttributes ~= nil then --print("Got data for", ItemName) local Cost = ItemAttributes["Cost"] local Currency = ItemAttributes["Currency"] --print(" ", "Cost:", Cost) --print(" ", "Currency:", Currency) Button.Text = ItemName..": "..Cost.." "..Currency Button.MouseButton1Click:connect(function() if LeaderStats then if GetMoney(Currency) >= Cost then SubtractMoney(Currency, Cost) AwardItem(ItemName) end end end) end end --Connection event to map the Shop GUI onto whatever the mouse is hovering on (provided it's named "Shop") mouse.Move:connect(UpdateShopTarget)
The problem probably lies within the shop or wherever you update money in that it will be changing the money for all players rather than just the purchaser. Post them up here and we can see if there is any problems like that
A good idea is to use the GetPlayers
function instead of PlayerAdded
In the leaderboards, you need to do GetChildren
Lua is CaSe-SeNsItIvE.
If any of this works do some support please!