function onXPChanged(player, XP, level) if XP.Value>=level.Value * 50 then -- Lv 1 to Lv 2 need 20 XP XP.Value = 0 -- If you do not want the Xp turn to 0 when lv up , delete this line level.Value = level.Value + 1 end end function onLevelUp(player, XP, level) print('nothing') end function onPlayerRespawned(player) wait(5) player.Character.Humanoid.Health = player.Leaderstats.Level * 50 player.Character.Humanoid.MaxHealth = player.Leaderstats.Level * 50 end function onPlayerEntered(newPlayer) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local kills = Instance.new("IntValue") kills.Name = "Gold" kills.Value = 0 local level = Instance.new("IntValue") level.Name = "Level" -- The Name of LV level.Value = 1 local xp = Instance.new("IntValue") xp.Name = "XP" -- The Name of XP xp.Value = 0 stats.Parent = newPlayer kills.Parent = stats level.Parent = stats xp.Parent = stats xp.Changed:connect(function() onXPChanged(newPlayer, xp, level) end) level.Changed:connect(function() onLevelUp(newPlayer, xp, level) end) --------------------------------------------------------------------------------------------------------------- -- Do not edit past here or you will be risking breaking the script!!!! -- --------------------------------------------------------------------------------------------------------------- -- 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 = "unknown" if killer ~= nil then killername = killer.Name end print(victim.Name, " was killed by ", killername) if shared["deaths"] ~= nil then shared["deaths"](victim, killer) print("Death event sent.") end end function Send_DB_Event_Kill(killer, victim) print(killer.Name, " killed ", victim.Name) if shared["kills"] ~= nil then shared["kills"](killer, victim) print("Kill event sent.") end end function onHumanoidDied(humanoid, player) local stats = player:findFirstChild("leaderstats") if stats ~= nil then local deaths = stats:findFirstChild("Deaths") 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("Kills") local xp = stats:findFirstChild("XP") if killer ~= player then kills.Value = kills.Value + 1 xp.Value = xp.Value + 3 else kills.Value = kills.Value - 0 end Send_DB_Event_Kill(killer, player) end end end game.Players.ChildAdded:connect(onPlayerEntered)
For leaderstats:
game.StarterGui:SetCoreGuiEnabled(0,false)
And for the health thing, I'm guessing you mean the function onPlayerRespawned(player). First off, I don't think you ever actually call the function, and you might want to change the maxhealth first, so the health isn't greater then the maximum health.