numofkills = game.Workspace.LeaderboardV3.leaderstats.KOs.Value
script.Parent.Touched:connect(function()
if numofkills == 0 then
for i, v in pairs(game.Players:GetChildren()) do
if v.Backpack ~= nil then
clone2 = game.Lighting.Venomshank:Clone()
clone2.Parent = v.Backpack
end
end
end
end)
here is the leaderboard script as well
print("Leaderboard script version 3.00 loaded")
function onPlayerEntered(newPlayer)
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
kills.Parent = stats
deaths.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
function Send_DB_Event_Died(victim, killer)
-- killer may be nil
local killername = "no one"
if killer ~= nil then killername = killer.Name end
print("DIED EVENT: ", victim.Name, " KILLED by ", killername)
if shared["deaths"] ~= nil then
shared["deaths"](victim, killer)
print("SENT DB DEATH EVENT")
end
end
function Send_DB_Event_Kill(killer, victim)
print("KILL EVENT. ", killer.Name, " BLOXXED ", victim.Name)
if shared["kills"] ~= nil then
shared["kills"](killer, victim)
print("SENT DB KILL EVENT")
end
end
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)
Send_DB_Event_Died(player, killer)
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
Send_DB_Event_Kill(killer, player)
end
end
end
game.Players.ChildAdded:connect(onPlayerEntered)

3 comments
thanks bro appreciate it. i just gave the leaderboard script incase that you needed to fix an error in the other script. that could have possibly had a false variable. But THANK YOU so much bro.
No problem. That leaderboard script looks like it came from the ROBLOX Staff, and it's highly unlikely for it to error, unless you tamper with it.
yeah it did lol im not advanced in scripting that much. im more of a beginner/ advanced i dont know everything.