The code below goes into the enemies, it gives the killer gold and xp. But I don't know how to make it know who killed it.

local gold = script.Parent.Config.Gold.Value
local exp = script.Parent.Config.XP.Value

local Humanoid = script.Parent.Humanoid
function PwntX_X() 
local tag = Humanoid:findFirstChild("creator") 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild("leaderstats") 
			if Leaderstats ~= nil then 
Leaderstats.Gold.Value = Leaderstats.Gold.Value + gold
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X) 

This script is the damage script in the handle of the weapon used to kill the victim. If you know how to write it so it connects with the gold/exp script I would be very grateful.

dmg = script.dmg.Value

function touch(hit)
local	humanoid = hit.Parent:FindFirstChild("Humanoid")
	hit.Parent:FindFirstChild("Humanoid").Health = hit.Parent:FindFirstChild("Humanoid").Health - dmg
  script.Disabled = true
end

script.Parent.Touched:connect(touch)

And the following script is something I got from the roblox paintball gun paintball script. I tried putting it inside the damage script and it didn't work.

function tagHumanoid(humanoid)
	-- todo: make tag expire
	local tag = script.Parent:findFirstChild("creator")
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = humanoid
	end
end


function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild("creator")
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

4 comments

1

Basically log in the attacks into the server, and the last one weapon that touched the victim will be logged in the server.

0

Would that work if the weapon is destroyed as soon as it hits the victim? I'm also using projectiles.

0

@Edbotikx, don't use deprecated code and please make your function(in the first code snippet) have its name be relevant to what you are coding

0

Actually I decided to use my brain. I will make it so that when a weapon hits the victim, it will change a object value in the victim to the object value of the attacker. And when the victim dies it will get the player from the character. I think that should work.