(Warning: If you use the model in studio, make sure you enable “Enable Studio Access to API Services” in Settings > Security for the datastore to work!)
Other setup is inside the model, along with some configurations.
Feedback is very appreciated!
- infiniteraymond.
Updates:
19/08/2020, 10:32 am: - added a shop for gears, still beta. use it sparing-ly until its known to work.
19/08/2020, 1:54 pm: - update notes are on this post
I don’t think I will be updating this too often anymore, It’s not working very well ;(
It doesn’t check if the message is actually sent (the anti - spam) and thus you can level up solely by spamming chat even if your messages are not being sent to anyone else.
Err, true. I’ll look into it to see what I can fix!
Also, I’m making a shop that you can use to sell gears for levels!
Could you help me with the anti-spam? I’m kinda confused here, I’ve gotten the forked ChatFloodDetector script, but it looks like it was made for chat only.
Ooh, thats a cool idea! I’m also planning on adding commands (eg /shop, /resetdata, and maybe /leaderboard?) although the leaderboard is technically on the playerlist :v
Oh, maybe. I’m not sure how I could do that without heavy datastore queues since it would require a table, but once im finished making the shop i’ll look into it!
Sooo… this is like a discord bot in roblox. Epic.
My question is how would this be used in games? I can see it working in social games where you chat a lot, or maybe other games.
Also, how would you prevent spam? Like people saying
“a”
“a”
“a”
etc.
@OP could make it where your message needs to be at lease 5 characters long, or a similar length, check if the previous message was similar, and if it is ignore it, and probably add a limit of how many times you can level up per minute.
game.Players.PlayerAdded:Connect(function(player)
player.Chatted:Connect(function(message)
if #message >= 5 then --(idk which way).
--Something
end)
end)
I think this system is really simple but good to use if you want to learn how chat systems work.