if mouse.Target.BrickColor == BrickColor.new("New Yeller") and player.leaderstats.level.Value >= 1 then
thing()
elseif mouse.Target.BrickColor == BrickColor.new("Deep orange") and player.leaderstats.level.Value >= 5 then
thing()
elseif player.leaderstats.level.Value > 5 and mouse.Target.BrickColor == BrickColor.new("Deep orange") then
print'no level for you' -- this never happens
elseif mouse.Target.BrickColor == BrickColor.new("Lime green") and player.leaderstats.level.Value >= 10 then
thing()
end
where mouse = game.Players.LocalPlayer:GetMouse() and thing() is a function I KNOW that its something with the if's or the values being dumb, because i set my level val to 1, and it still didn't print anything when i moved my mouse over it.
basically, this is supposed to make it so that if the mouses target is say, green, and the player's leaderstat value 'level' is not greater than, or equal to ten, but for some reason, it's not printing anything when the mouses target is deep orange.
the level requirments are because
the color is an identifier, both with sight and script.

3 comments
A good title describes YOUR question, not every one on this site.
Can you briefly explaining the reasoning behind the difference choices? Why the mix of color and level requirements?
done