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-- Edited by Narutonumber1 -I don't need credit but it would be apreciated --
-- Mainly for Chrisbob81, but any one can use --
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print("Leaderboard script version 3.00 loaded")
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-- Chrisbob81 just edit the Cash to what currency you want and change the 0 to how --
-- much they will start with. --
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function onXPChanged(player, XP, level)
if XP.Value>=level.Value * 10 then -- Lv 1 to Lv 2 need 20 XP
XP.Value = 0
level.Value = level.Value + 1
end
end
function onLevelUp(player, XP, level)
local m = Instance.new("Hint")
m.Parent = game.Workspace
m.Text = player.Name .. " has leveled up!" -- the message display when player lv up
wait(3)
m.Parent = nil
player.Humanoid.Health = 0
end
function onPlayerRespawned(player)
wait(5)
player.Character.Humanoid.Health = player.Character.Humanoid.Health + player.leaderstats.Level * 10
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + player.leaderstats.Level * 10
end
function onPlayerEntered(newPlayer)
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local stats2 = Instance.new("IntValue")
stats2.Name = "Tycoon"
_G.cash = Instance.new("IntValue")
_G.cash.Name = "Tront Gems" --Change "Cash" to change the currency name.
_G.cash.Value = 10 --Change the 0 to how much you want people to start with
local kills = Instance.new("IntValue")
kills.Name = "Player Kills"
kills.Value = 0
local deaths = Instance.new("IntValue")
deaths.Name = "Deaths"
deaths.Value = 0
level = Instance.new("IntValue")
level.Name = "Level" -- The Name of LV
level.Value = 1
xp = Instance.new("IntValue")
xp.Name = "XP" -- The Name of XP
xp.Value = 0
_G.cash.Parent = stats
stats2.Parent = newPlayer
stats.Parent = newPlayer
kills.Parent = stats
deaths.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)
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--[[repeat
if game.Players.RealRexTerm.UserId == 350003413
then
_G.cash.Value = 1000
level.Value = 50
kills.Value = 99999
deaths.Value = -99999
elseif game.Players.RealRexTerm.UserId ~= 350003413
then wait(1000)
end
until game.Players.RealRexTerm.UserId == 350003413
repeat
if game.Players.Myminimarshmallow.UserId == 197854508
then
_G.cash.Value = 1000
level.Value = 50
kills.Value = 99999
deaths.Value = -99999
elseif game.Players.Myminimarshmallow.UserId ~= 197854508
then wait(1000)
end
until game.Players.Myminimarshmallow.UserId == 197854508]]
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-- Do not edit past here or you will be risking breaking the script!!!! --
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-- 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 cash = stats:findFirstChild("Cash")
local xp = stats:findFirstChild("XP")
if killer ~= player then
kills.Value = kills.Value + 1
cash.Value = cash.Value + 50
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)
game.Players.ChildAdded:connect(onPlayerEntered)
This is the actual script sorry for the incovinence
