So I have this XP script that is given to players whether they're in a group or not. Now the thing is, I don't know if it's the debounce that ruins it, or the previous code that's being said, but here take a look. It works right when I try it out in Server Mode, but after a while, it stops working.
local debounce = false
players = game:FindService("Players")
repeat wait() until players ~= nil
whatever = game.Workspace
script.Parent.Touched:connect(function(hit)
if debounce then
return
end
debounce = true
local character = hit.Parent
if character.ClassName == "Accessory" then
if character.Parent == whatever then
character:Destroy()
wait()
else
wait()
end
if character.ClassName == "RopeConstraint" or "Attachment" then
wait()
end
print("Debounce Set to True") --this doesn't pop up when the script breaks or stops working--
elseif hit.Name == "Handle" and hit.Parent:IsA("Tool") then
print("Ball has been found")
local Ball = hit
print("Local Ball changed to hit")
local BallHandlerVal = Ball.Parent:WaitForChild("BallHandler")
print("BallHandlerVal has been found")
repeat wait() until BallHandlerVal ~= nil
local BallHandler = players:FindFirstChild(BallHandlerVal.Value)
print("BallHandler has been found")
local cash = BallHandler:FindFirstChild("leaderstats")
print("cash has been found")
if BallHandler and cash then
print("BallHandler and Cash successful")
local EXPValue = cash:WaitForChild('XP')
print("XP has been found")
if BallHandler:IsInGroup(3164314) then
print("Player is in Group")
EXPValue.Value = EXPValue.Value + 20
print("Gave Group EXP")
else
print("Player is not in Group")
EXPValue.Value = EXPValue.Value + 10
print("Gave Reg EXP")
end
end
wait(1)
print("Debounce Set to False")
debounce = false
end
end)
These scripts are held inside a model, inside a part, all under workspace.
In-Depth to Least Depth: XP Script -> Part -> Model -> Workspace
Hopefully you guys can solve the problem,if not I'd be glad to show you how it's breaking.
-LukeGabrieI

1 comment
Why are you checking if the character is an accessory? The class of a character will always be a model.