I have been trying to figure out a way to multiply the damage of my fireball script but every time i try, it doesn't multiply or the fireball wont work at all
I hope you can tell me exactly how to do this as i'm not a very experienced scripter and sometimes mess up, Anyway heres the script, let me know how i can add a multiplying script
--// Services \\-- local ReplicatedStorage = game:GetService("ReplicatedStorage") local Debris = game:GetService('Debris') --// Variables \\-- local player = game.Players.LocalPlayer local Remote = ReplicatedStorage.FireBallEvent local FireBall = ReplicatedStorage.FireBall --// Settings \\-- local Damage = 1 local ServerDebounces = {} Remote.OnServerEvent:Connect(function(plr, Mouse) if not ServerDebounces[plr] then ServerDebounces[plr] = true local Char = plr.Character or plr.CharacterAdded:Wait() local FireBallClone = FireBall:Clone() FireBallClone.CFrame = Char.HumanoidRootPart.CFrame * CFrame.new(0,0,-3) FireBallClone.Parent = workspace local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.MaxForce = Vector3.new(math.huge, math.huge, math.huge) BodyVelocity.Velocity = Mouse.lookVector BodyVelocity.Parent = FireBallClone spawn(function() for i = 0, 1000 do wait() FireBallClone.Size = FireBallClone.Size + Vector3.new(0.07,0.07,0.07) BodyVelocity.Velocity = Mouse.lookVector*i end end) ServerDebounces[plr] = false Debris:AddItem(FireBallClone, 10) local Debounce = true FireBallClone.Touched:Connect(function(h) if h.Parent:FindFirstChild('Humanoid') and h.Parent.Name ~= plr.Name and Debounce then Debounce = false local Enemy = h.Parent.Humanoid Enemy:TakeDamage(Damage) FireBallClone.Transparency = 1 BodyVelocity:Destroy() FireBallClone.Effect.Speed = NumberRange.new(8,8) wait(1) FireBallClone.Effect.Enabled = false wait(1) FireBallClone:Destroy() wait(3) Debounce = true end end) end end)
If I understand correctly, you just need to multiply damage(passed to TakeDamage), so I assume your player has leader stars . You just need to take plr provided by remote event and find its strength inside leaderstats, then you can pass this to TakeDamage(damage*strength.Value)