Ok, I have a script that will let people buy stuff with cash that is collected by the tycoon( stored in game.ServerStorage.MoneyStorage)
I have a purchasHandler Script that takes care of the buttons and stuff.
I need an add on to my script that will allow people to buy weapons and stuff with some cash and some Ko points ( which are acquired from killing players) (Example: M16= 1200(cash) and 5(Ko)points)
After bought the cash is gone, and the Ko points are gone.
I have tried many different ways but none are working.
As well I need the people to get like 100 cash from each kill (every way I do it the cash is gained but cant be spent on upgrades for the tycoon)
Hope someone can help!
PurchasHandler Script:
---handels all buttons
objects = {} ---empty erray for script
teamcolor = BrickColor.new(script.Parent.Name)
config = script.Parent.Parent.Parent.Configuration
wait(1)
script.Parent.Essentials.Spawn.TeamColor = teamcolor
script.Parent.Essentials.Spawn.BrickColor = teamcolor
script.Parent.Essentials.Collector.Touched:connect(function(hit)
if hit:FindFirstChild("Cash") then
script.Parent.Cash.Value = script.Parent.Cash.Value + hit.Cash.Value --checks if they ahve cash and takes the price from it
Instance.new("Sparkles",hit).Color=Color3.new(math.random(1,255)/255,math.random(1,255)/255,math.random(1,255)/255)
game.Debris:AddItem(hit,0.1)
end
end)
script.Parent.Essentials.Giver.Touched:connect(function(hit)
local player = game.Players:GetPlayerFromCharacter(hit.Parent) ---makes sure that is is a player
if player ~= nil then
if script.Parent.Owner.Value == player then ---makes sure that it is the owner
if hit.Parent:FindFirstChild("Humanoid") then
if hit.Parent.Humanoid.Health > 0 then ---makes sure thta the player is alive when touched
local cashmoney = game.ServerStorage.MoneyStorage:FindFirstChild(player.Name)---checks the storage for cash
if cashmoney ~= nil then
cashmoney.Value = cashmoney.Value + script.Parent.Cash.Value
script.Parent.Cash.Value = 0 ----makes sure that they have enough money to buy the item
end
end
end
end
end
end)
script.Parent:WaitForChild("Buttons") ---- waits for all the buttons to arrive
for i,v in pairs(script.Parent.Buttons:GetChildren()) do
if v:FindFirstChild("Head") then ---makes sure it is a button
local object = script.Parent.Purchases:FindFirstChild(v.Object.Value)---look for an object by the name of the button
if object ~= nil then
objects[object.Name] = object:Clone() --- clones the object
object:Destroy() ----destroys the object
else
print("Button: "..v.Name.." is missing its object and has been removed.")
v.Head.CanCollide = false
v.Head.Transparency = 1 ---removes the button
end
if v:FindFirstChild("Dependency") then
v.Head.CanCollide = false
v.Head.Transparency = 1
coroutine.resume(coroutine.create(function()
if script.Parent.PurchasedObjects:WaitForChild(v.Dependency.Value) then
if config.ButtonFadeInDependency.Value == true then
for i=1,20 do
wait(config.ButtonFadeInTime.Value/20)
v.Head.Transparency = v.Head.Transparency - 0.05
end
end
v.Head.CanCollide = true
v.Head.Transparency = 0
end
end))
end
v.Head.Touched:connect(function(hit)
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if v.Head.CanCollide == true then
if player ~= nil then
if script.Parent.Owner.Value == player then
if hit.Parent:FindFirstChild("Humanoid") then
if hit.Parent.Humanoid.Health > 0 then
local cashmoney = game.ServerStorage.MoneyStorage:FindFirstChild(player.Name)
if cashmoney ~= nil then
if cashmoney.Value >= v.Price.Value then
cashmoney.Value = cashmoney.Value - v.Price.Value ---makes sure you have enough money
objects[v.Object.Value].Parent = script.Parent.PurchasedObjects ---makes the object go away until bought
if config.ButtonExplodeOnBuy.Value == true then
local explosion = Instance.new("Explosion",workspace)
explosion.Position = v.Head.Position
explosion.DestroyJointRadiusPercent = 0
explosion.BlastPressure = 0
end
if config.ButtonFadeOutOnBuy.Value == true then
v.Head.CanCollide = false
coroutine.resume(coroutine.create(function()
for i=1,20 do
wait(config.ButtonFadeOutTime.Value/20)
v.Head.Transparency = v.Head.Transparency + 0.05
end
end))
else
v.Head.CanCollide = false
v.Head.Transparency = 1
end
end
end
end
end
end
end
end
end)
end
end
LeaderBoard Script:
print("LinkedLeaderboard script version 5.00 loaded")
stands = {}
CTF_mode = false
function onHumanoidDied(humanoid, player)
local stats = player:findFirstChild("leaderstats")
if stats ~= nil then
local deaths = stats:findFirstChild("Wipeouts")
deaths.Value = deaths.Value + 1
-- do short dance to try and find the killer
local killer = getKillerOfHumanoidIfStillInGame(humanoid)
handleKillCount(humanoid, player)
end
end
function onPlayerRespawn(property, player)
-- need to connect to new humanoid
if property == "Character" and player.Character ~= nil then
local humanoid = player.Character.Humanoid
local p = player
local h = humanoid
humanoid.Died:connect(function() onHumanoidDied(h, p) end )
end
end
function getKillerOfHumanoidIfStillInGame(humanoid)
-- returns the player object that killed this humanoid
-- returns nil if the killer is no longer in the game
-- check for kill tag on humanoid - may be more than one - todo: deal with this
local tag = humanoid:findFirstChild("creator")
-- find player with name on tag
if tag ~= nil then
local killer = tag.Value
if killer.Parent ~= nil then -- killer still in game
return killer
end
end
return nil
end
function handleKillCount(humanoid, player)
local killer = getKillerOfHumanoidIfStillInGame(humanoid)
if killer ~= nil then
local stats = killer:findFirstChild("leaderstats")
if stats ~= nil then
local kills = stats:findFirstChild("KOs")
if killer ~= player then
kills.Value = kills.Value + 1
else
kills.Value = kills.Value - 1
end
end
end
end
-----------------------------------------------
function findAllFlagStands(root)
local c = root:children()
for i=1,#c do
if (c[i].className == "Model" or c[i].className == "Part") then
findAllFlagStands(c[i])
end
if (c[i].className == "FlagStand") then
table.insert(stands, c[i])
end
end
end
function hookUpListeners()
for i=1,#stands do
stands[i].FlagCaptured:connect(onCaptureScored)
end
end
function onPlayerEntered(newPlayer)
if CTF_mode == true then
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local captures = Instance.new("IntValue")
captures.Name = "Captures"
captures.Value = 0
captures.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
stats.Parent = newPlayer
else
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local kills = Instance.new("IntValue")
kills.Name = "KOs"
kills.Value = 0
local deaths = Instance.new("IntValue")
deaths.Name = "Wipeouts"
deaths.Value = 0
local cash = Instance.new("IntValue")
cash.Name = "Cash"
cash.Value = 0
local cashmoney = game.ServerStorage.MoneyStorage:FindFirstChild(newPlayer.Name)
if cashmoney ~= nil then
cashmoney.Changed:connect(function()
cash.Value = cashmoney.Value
end)
end
kills.Parent = stats
deaths.Parent = stats
cash.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
local humanoid = newPlayer.Character.Humanoid
humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )
-- start to listen for new humanoid
newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )
stats.Parent = newPlayer
end
end
function onCaptureScored(player)
local ls = player:findFirstChild("leaderstats")
if ls == nil then return end
local caps = ls:findFirstChild("Captures")
if caps == nil then return end
caps.Value = caps.Value + 1
end
findAllFlagStands(game.Workspace)
hookUpListeners()
if (#stands > 0) then CTF_mode = true end
game.Players.ChildAdded:connect(onPlayerEntered)
Thanks!
