So here's the code...
repeat wait() until script.Parent.Parent:IsA("ImageButton") local button = script.Parent.Parent local player = game.Players.LocalPlayer or game.Players.PlayerAdded:Wait() local mouse = player:GetMouse() local children = script.Parent.Parent.Parent:GetChildren() local enabled = script.Enabled local yes = true local u = game:GetService("UserInputService") spawn(function() while true do wait() if enabled.Value == true then yes = true button.ImageColor3 = Color3.fromRGB(189, 189, 189) for i = 1, #children do if yes == true then if children[i]:IsA("ImageButton") then local spellbutton = children[i] if spellbutton.Name == button.Name then return end if spellbutton:FindFirstChildOfClass("Configuration") then local spell = children[i]:FindFirstChildOfClass("Configuration") if spell:FindFirstChild("Client") then local clientscript = spell:FindFirstChild("Client") clientscript.Enabled.Value = false end end end end end else yes = false button.ImageColor3 = Color3.fromRGB(255, 255, 255) end end end) u.InputBegan:Connect(function(key, typing) if typing then return end if key.KeyCode == Enum.KeyCode[script.Letter.Value] then if enabled.Value == false then enabled.Value = true else enabled.Value = false end end end)
When I activate both of the buttons, they will fight and then the user's inventory is forever stuck! Is there something wrong with my code? Too deep? Well here's a simple explanation.. Do you know Elemental Battlegrounds where you select a button and some of the previous spells you selected gets deactivated? Well I am trying to do it too, but instead, the two buttons fight together trying to deactivated one of the bool values but the other one is refusing (vice-versa)