If a player wanted to exploit, which gives him/herself more than 7 Levels a time, the Level changes back. How can I do that? I know GetPropertyChangedSignal maybe will work, but where do I start...? Give me an example, please.
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How can I prevent a player's stat from going up a certain amount one time?
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i'm just doing this from head so i don't know if it will work..
local leaderstats = game:GetService("Players").LocalPlayer.leaderstats -- change to your gold or whatever currency.......
if leaderstats.Value = leaderstats.Value + 7,1000000 then -- i really don't know if this will work, this is pure guess work i'm doing
game:GetService("Players").LocalPlayer:Kick() -- kicks the player
end
this will probably not work, but worth a try
Utilize Filtering enabled/Experimental mode and RemoteEvents/Functions and you won't need to. Whatever they change is local (only they will see it) and won't register as real to the server. ROBLOX is requiring Filtering enabled, now called experimental mode to be turned on in the future anyway, so you might as well learn how to use it now.
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I'd love to turn on FE, but some of my game's system is not compatible with it...
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Thanks for giving me some ideas, I know how to do it now, although there's a lot of mistakes in your script, but thanks anyways!
No problem..