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How would I make it so this LeaderBoard Script is just Kills/Money and not Kills/Money/Deaths?

Asked by 10 years ago
print("LinkedLeaderboard script version 5.00 loaded")

stands = {}
CTF_mode = false


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)

        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")
            if killer ~= player then
                kills.Value = kills.Value + 1

            else
                kills.Value = kills.Value - 1

            end
        end
    end
end


-----------------------------------------------



function findAllFlagStands(root)
    local c = root:children()
    for i=1,#c do
        if (c[i].className == "Model" or c[i].className == "Part") then
            findAllFlagStands(c[i])
        end
        if (c[i].className == "FlagStand") then
            table.insert(stands, c[i])
        end
    end
end

function hookUpListeners()
    for i=1,#stands do
        stands[i].FlagCaptured:connect(onCaptureScored)
    end
end

function onPlayerEntered(newPlayer)

    if CTF_mode == true then


        local stats = Instance.new("IntValue")
        stats.Name = "leaderstats"

        local kills = Instance.new("IntValue")
        kills.Name = "Kills"
        kills.Value = 0

        local cash = Instance.new("IntValue")
        cash.Name = "Money"
        cash.Value = 0 --This sets the amount of money every player starts with

        local deaths = Instance.new("IntValue")
        deaths.Name = "Deaths"
        deaths.Value = 0

                local captures = Instance.new("IntValue")
                captures.Name = "Captures"
                captures.Value = 0

        kills.Parent = stats
        deaths.Parent = stats
                captures.Parent = stats
        cash.Parent = stats

        -- 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(1)
        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

    else

        local stats = Instance.new("IntValue")
        stats.Name = "leaderstats"

        local kills = Instance.new("IntValue")
        kills.Name = "Kills"
        kills.Value = 0

        local cash = Instance.new("IntValue")
        cash.Name = "Money"
        cash.Value = 0 --This sets the amount of money every player starts with

        local deaths = Instance.new("IntValue")
        deaths.Name = "Deaths"
        deaths.Value = 0

        kills.Parent = stats
        deaths.Parent = stats
        cash.Parent = stats

        -- 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(1)
        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

end


function onCaptureScored(player)

        local ls = player:findFirstChild("leaderstats")
        if ls == nil then return end
        local caps = ls:findFirstChild("Captures")
        if caps == nil then return end
        caps.Value = caps.Value + 1

end


findAllFlagStands(game.Workspace)
hookUpListeners()
if (#stands > 0) then CTF_mode = true end
game.Players.ChildAdded:connect(onPlayerEntered)



Thanks!

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