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GUI not working? part 2

Here is part 2 of 2, so when I made this GUI it was supposed to fill when I killed an enemy, but it didn't and when I tried one of the moves out (after manually adding the amount through the script) the moves wouldn't work either. So here is the script:

VINT=Tool.Parent.Torso.CFrame.lookVector
		ST=Tool.Handle.CFrame.p
		for i=1, 15 do
		e=Instance.new("Part")
		e.TopSurface=0
		e.BottomSurface=0
		e.CanCollide=false
		e.Anchored=true
		e.Shape="Ball"
		e.Size=Vector3.new(1,1,1)
		e.CFrame=CFrame.new(ST+(VINT*(i*5))+Vector3.new(math.random(-1,1),-1,math.random(-1,1)))*CFrame.fromEulerAnglesXYZ(0,0,0)
		e.Name="Effect"
		e.BrickColor=Tool.Parent.Torso.BrickColor
		e.Parent=workspace
		m=script.Parent.BlastMesh:clone()
		m.Parent=e
		coroutine.resume(coroutine.create(function(m) for i=1, 10 do m.Parent.CFrame=m.Parent.CFrame*CFrame.new(0,0.1,0) m.Scale=m.Scale+Vector3.new(.5,1-i*.175,.5) m.Parent.Transparency=i/100 wait() end m.Parent.Parent=nil end),e.BlastMesh)
		Pos=e.Position
		m=Tool.Handle.MS:clone()
		m.Parent=e
		m:Play()
		for _,d in pairs(workspace.Enemies:children()) do
			if d.className=="Model" then
				t=d:FindFirstChild("Torso")
				h=d:FindFirstChild("Humanoid")
				if t~=nil and h~=nil then
					if h.Health>0 and (t.Position-(Pos-Vector3.new(0,0,0))).magnitude<=6.5 then
						if d~=Tool.Parent and game.Players:GetPlayerFromCharacter(d)==nil and d:FindFirstChild("DD")==nil then
							v=Instance.new("BodyVelocity")
							v.P=5000
							v.maxForce=Vector3.new(math.huge,math.huge,math.huge)
							v.velocity=Vector3.new(0,5*i,0)+(t.Position-Pos).unit*2+VINT*45
							v.Parent=t
							h:TakeDamage(20)
							game:GetService("Debris"):AddItem(v,.25)
							v=Instance.new("Sound")
							v.Volume=.5
							v.Pitch=2.5
							v.Parent=t
							v.SoundId="http://roblox.com/asset/?id=10209821"
							v:Play()
							game:GetService("Debris"):AddItem(v,5)
							v=Instance.new("BodyAngularVelocity")
							v.P=5000
							v.maxTorque=Vector3.new(60000,60000,60000)*60000
							v.angularvelocity=Vector3.new(math.random(-10,10),20,math.random(-10,10))+(t.Position-Pos).unit*20
							v.Parent=t
							game:GetService("Debris"):AddItem(v,.5)
							ShowDamage(d,20,.5)
						end
					end
				end
			end
		end
		wait(.1)
		end
		wait(.5)
		Tool.Handle.Slash.Pitch=.6
		contip1:disconnect()
		FakeS.MaxVelocity=.15
		FakeS.DesiredAngle=1.6
		Reset(FakeS)
		Tool.Handle.Slash.Pitch=1
end
sp=true
vKey=function(k)
	if sp==false then return end
	sp=false
	print("!")
	vPlayer=game.Players.LocalPlayer
	if k=="z" then
		if Rage<40 then
			sp=true
			return
		end
		print("SPINSLASH")
		SpinSpec()
		Rage=Rage-40
		wait(3)
	elseif k=="x" then
		if Rage<55 or vPlayer:FindFirstChild("Shockwave")==nil then
			sp=true
			return
		end
		Rage=Rage-55
		MegaSmash()
	elseif k=="c" then
	end
	sp=true
end
SlashAnim=function(Weld,TypeS,EndCMD,TimeW)
	if TypeS==1 then
		Type="Slash"
		Origin=CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
		StartC0=CFrame.new(0.75, -2.18556941e-008, -1, 0, -0.866025388, -0.5, 0, -0.5, 0.866025388, -1, 0, 0)
		Anim=Weld
		Anim.C0=StartC0
		Anim.MaxVelocity=0
		Anim.C1=Anim.C1*CFrame.new(0,1,0)
		Anim.CurrentAngle=2.8
		Tool.Handle.Slash:Play()
		Tool.Handle.Slash.Pitch=.5
		Anim.MaxVelocity=.5
		Anim.DesiredAngle=-.7
		conmain=Tool.Handle.Touched:connect(function(hit) Damage(hit,3) end)
		vpv=Instance.new("BodyVelocity")
		vpv.P=2000
		vpv.maxForce=Vector3.new(math.huge,0,math.huge)
		vpv.Parent=Blade
		vpv.velocity=CPlayer.Torso.CFrame.lookVector*8
		game:GetService("Debris"):AddItem(vpv,.2)
		for i=1, 4 do
			wait(.05)
			Anim.C0=Anim.C0*CFrame.new(-.175,-0.1,.05)
		end
		wait(.1)
		Anim.C1=Anim.C1*CFrame.new(0,-1,0)
		Anim.C0=Origin
		Tool.Handle.Slash.Pitch=.6
		wait(.1)
	elseif TypeS==2 then
Weld.DesiredAngle=3.6
		Weld.MaxVelocity=.7
		wait(.07)
		Tool.Handle.Slash:Play()
		wait(.07)
		Weld.MaxVelocity=.6
		Type="PowerfulSlash"
		conmain=Tool["Handle"].Touched:connect(function(hit) Damage(hit,0) end)
		Weld.DesiredAngle=-.1
		wait(.15)
		Weld.DesiredAngle=1.6
		wait(.15)
	elseif TypeS==3 then
Tool.Handle.Slash:Play()
		Tool.Handle.Slash.Pitch=.85
		Weld.C0=Weld.C0*CFrame.fromEulerAnglesXYZ(-math.pi/2,0,0)+Vector3.new(.25,-.5,0)
		Weld.MaxVelocity=.4
		Weld.CurrentAngle=1.6
		Weld.DesiredAngle=-.4
		Type="Slash"
		conmain=Tool["Handle"].Touched:connect(function(hit) Damage(hit,0) end)
		wait(.3)
		Tool.Handle.Slash.Pitch=.6
		Weld.C0=RightS.C0
	end
	if EndCMD=="Reset" then
		Reset(Weld)
	elseif EndCMD=="ResetandWait" then
		Reset(Weld)
		wait(TimeW)
	end
	conmain:disconnect()
end	
Swing=function()
	if CPlayer==nil then
		return
	end
	Torso=CPlayer:FindFirstChild("Torso")
	if Torso==nil then
		return
	end
	if not Deb then return end
		Deb=false
	Sh=Torso["Right Shoulder"]
	if Type=="Slash" and Timing(.2)==false then
		SlashAnim(Sh,1,"Nothing")
		if Type~="PowerfulSlash" then	
		wait(.2)
			Reset(Sh)
		end
		Time=time()
	elseif Type=="Slash" and Timing(.4)==true then
		SlashAnim(Sh,2,"Reset")
		Time=time()
		coroutine.resume(coroutine.create(function() while true do if Timing(.4)==false then break end wait() end Type="Slash" end))
	elseif Type=="PowerfulSlash" and Timing(.4)==true then
		SlashAnim(Sh,3,"Reset")
		Time=time()
		while true do
			if Timing(.2)==false then
				break
			end
			wait()
		end
		Type="Slash"
	end
	Deb=true
end
EquipDebounce=true
onEquipped=function(mouse)
	if not EquipDebounce then
		return
	end
	EquipDebounce=false
	CPlayer=Tool.Parent
	coroutine.resume(coroutine.create(Animation),CPlayer["Torso"],"Stop")
	wait()
	jCon=CPlayer.Humanoid.Jumping:connect(function() JumpCon(FakeS) end)
	print(".")
	print(lol)
end
EqLocal=function(mouse)
	lol=mouse.KeyDown:connect(function(l) print("KK") vKey(l) end)
	mouse.Button1Down:connect(Swing)
end
onPutAway=function()
	if CPlayer==nil then
		return
	end
	EquipDebounce=true
	Animation(CPlayer["Torso"],"Resume")
	jCon:disconnect()
end
Tool.Unequipped:connect(onPutAway)
Tool.Equipped:connect(onEquipped)
Tool.Equipped:connect(EqLocal)
CCRage=function(M,c)
	for ___,mmmm in pairs(M) do
		if c==mmmm then
			return false
		end
	end
	return true
end
HandlePB=function(BAR)
	Added={}
	while true do
		Div=Rage/MaxRage
		if Rage<10 then
			Rag=string.sub(Rage,1,3)
		else
			Rag=string.sub(Rage,1,4)
		end
		BAR.PressureBar.RageBar.Fill.Size=UDim2.new(Div,0,.9,0)
		BAR.PressureBar.RageBar.Label.Text="Rage("..tostring(Rag)..")"
		for _,v in pairs(vPlayer:children()) do
			if v.Name=="RageUp" then
				if CCRage(Added,v)==true then
					table.insert(Added,v)
					MaxRage=MaxRage+v.Value
					print("MORE RAGE.")
				end
			end
		end
		wait()
	end
end
SetupGUI=function()
	BarGUI=vPlayer.PlayerGui:FindFirstChild("RageGUI")
	if BarGUI==nil then
		BarGUI=script.RageGUI:clone()
		BarGUI.Parent=vPlayer.PlayerGui
	end
	coroutine.resume(coroutine.create(HandlePB),BarGUI)
end
wait(5)
while true do
	vPlayer=game.Players.LocalPlayer
	if vPlayer~=nil then
		if vPlayer.Character~=nil then
			SetupGUI()
			break
		end
	end
	wait(.1)
end

Thanks if you read this and double thanks if you reply it starts at line 202 and ends at line 468. Btw this was an edited question since I didn't want to ask a new one. Thanks

1 answer

✓ Accepted answer
function onPlayerRespawned(player)

	    wait(5)

	    player.Character.Humanoid.Health = player.leaderstats.Level * 100

	    player.Character.Humanoid.MaxHealth = player.leaderstats.Level * 100

First of all, this looks like a free model... Secondly, I don't see anywhere in the script where you have even tried to change the health, at least try and script it. This is not a request site. Third, this is what?? This changes the health when the player respawns?? what?

How to do this


player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth +50
player.Character.Humanoid.Health = player.Character.Humanoid.Health +50

Always change the MaxHealth before you try to exceed the overall maxhp.

Hope this helps.

3 comments

0

I'm offended you would think this is a free model, it was scripted entirely by me for my game, I do appreciate the information you have given me though

0

I tried it and it worked so thanks anyway

0

I didn't mean to offend you but, it never looked like you tried.. And it didn't look like you knew what you were doing as you posted a ton of code not needed. Also "fireworks" are old school, I suggest using the particle system. Anyway, accept my answer if this has answered your question.

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