Hey everyone I’m trying to have it when players put on a hat and collect a lollipop it will give them a sugar multiplier.
Thanks
Can you be more specific on how the player puts on the hat and how your code will detect the hats? Do you want a player to use a tool / UI to put on the hat, do you want to scan a player’s character for the hats or some other value, etc.
So basically the player has in inventory that they can equip the hats, I want the game to add a multiplier to the player so when the collect a lollipop they will receive the multiplier of it
Code for getting a hat and putting it on
local dataStore = game:GetService(“DataStoreService”)
local HatsData = dataStore:GetDataStore(“HatDataSavingg”)
local module = {}
local currency = script:WaitForChild(“Settings”):WaitForChild(“Currency”)
local maxhats = script:WaitForChild(“Settings”):WaitForChild(“MaxEquippableHats”)
local cansavehats = false
local alredysavedhats = true
function module.loadhats(player)
local maxhats = Instance.new("IntValue",player)
maxhats.Name = "maxHats"
maxhats.Value = script:WaitForChild("Settings"):WaitForChild("MaxEquippableHats").Value
local maxhatsinv = Instance.new("IntValue",player)
maxhatsinv.Name = "maxHatsInv"
maxhatsinv.Value = script:WaitForChild("Settings"):WaitForChild("MaxHatStorage").Value
local HatsFolder = Instance.new("Folder",player)
HatsFolder.Name = "Hats"
local HatsTable = {}
local function dataload()
HatsTable = HatsData:GetAsync(player.UserId)
end
local sucess, err = pcall(dataload)
if sucess then
if not HatsTable or #HatsTable == 0 then
alredysavedhats = false
end
local num1 = 1
local num2 = 2
local num3 = 3
local num4 = 4
if HatsTable then
if #HatsTable >0 then
for i = 1, #HatsTable / 4 do
local hat = Instance.new("BoolValue",HatsFolder)
hat.Name = HatsTable[num1]
hat.Value = HatsTable[num2]
local hatimage = Instance.new("NumberValue",hat)
hatimage.Name = "ImageID"
hatimage.Value = HatsTable[num3]
local hatrarity = Instance.new("StringValue", hat)
hatrarity.Name = "Rarity"
hatrarity.Value = HatsTable[num4]
if num4 == #HatsTable then
cansavehats = true
end
num1 = num1 + 4
num2 = num1 + 1
num3 = num1 + 2
num4 = num1 + 3
end
end
end
else
print("Error while loading: "…err)
player:Kick(“Failed to load your data!”)
end
end
–Save Hats
function module.savehats(player)
if cansavehats == true or alredysavedhats == false then
local HatsTableSave = {}
for i,v in pairs(player:WaitForChild("Hats"):GetChildren()) do
table.insert(HatsTableSave, v.Name)
table.insert(HatsTableSave, v.Value)
table.insert(HatsTableSave, v:WaitForChild("ImageID").Value)
table.insert(HatsTableSave, v:WaitForChild("Rarity").Value)
end
local function checking()
HatsData:SetAsync(player.UserId, HatsTableSave)
end
local sucess, err = pcall(checking)
if sucess then
else
print("Error while saving: "..err)
local plr = player
module.savehats(plr)
end
end
end
function module.PlrJoinedAddHat(player)
for i,v in pairs(player:WaitForChild(“Hats”):GetChildren())do
if v.Value == true then
local clone = game.ServerStorage:WaitForChild(“Hats”):WaitForChild(v.Name):Clone()
clone.Name = v.Name
local object = Instance.new("ObjectValue",v)
object.Name = "Object"
object.Value = clone
repeat wait() until game.Workspace:FindFirstChild(player.Name)
local char = game.Workspace:WaitForChild(player.Name)
char:WaitForChild("Humanoid"):AddAccessory(clone)
end
end
end
function module.deletehat(player,hat)
hat:Destroy()
end
function module.equipunequip(player,state,hat)
if state == “Unequip” then
hat.Value = false
hat:WaitForChild(“Object”).Value:Destroy()
hat:WaitForChild(“Object”):Destroy()
elseif state == "Equip" then
hat.Value = true
local clone = game.ServerStorage:WaitForChild("Hats"):WaitForChild(hat.Name):Clone()
clone.Name = hat.Name
local object = Instance.new("ObjectValue",hat)
object.Name = "Object"
object.Value = clone
repeat wait() until game.Workspace:FindFirstChild(player.Name)
local char = game.Workspace:WaitForChild(player.Name)
char:WaitForChild("Humanoid"):AddAccessory(clone)
end
end
local hats = game.ServerStorage:WaitForChild(“Hats”)
function getRandomRarity(hatshop)
local tempRarityTable = {}
for _, i in ipairs(hatshop:WaitForChild(“Rarities”):GetChildren()) do
for p = 0, i.Value do
table.insert(tempRarityTable, i.name)
end
end
return tempRarityTable[math.random(#tempRarityTable)]
end
function getRandomHatByRarity(rarity)
local tempTable = {}
for _, i in ipairs(hats:GetChildren()) do
if i:WaitForChild(“Rarity”).Value == rarity then
table.insert(tempTable, i)
end
end
return tempTable[math.random(#tempTable)]
end
function module.buyhat(plr, hatshop, amount)
if hatshop == nil then return end
local price = hatshop:WaitForChild("Price").Value
if plr:WaitForChild("leaderstats"):WaitForChild(currency.Value).Value >= price then
if #plr:WaitForChild("Hats"):GetChildren() + amount > script:WaitForChild("Settings"):WaitForChild("MaxHatStorage").Value then return "Not enough space" end
plr:WaitForChild("leaderstats"):WaitForChild(currency.Value).Value = plr:WaitForChild("leaderstats"):WaitForChild(currency.Value).Value - price
local hatsOpened = {}
for i = 1, amount do
local rarity = getRandomRarity(hatshop)
local hat = getRandomHatByRarity(rarity)
local hatAdd = Instance.new("BoolValue",plr:WaitForChild("Hats"))
hatAdd.Name = hat.Name
hatAdd.Value = false
local rarit = Instance.new("StringValue",hatAdd)
rarit.Name = "Rarity"
rarit.Value = rarity
local imageid = Instance.new("NumberValue",hatAdd)
imageid.Name = "ImageID"
imageid.Value = game.ServerStorage:WaitForChild("Hats"):WaitForChild(hat.Name):WaitForChild("ImageID").Value
table.insert(hatsOpened, hatAdd.Name)
table.insert(hatsOpened, rarit.Value)
table.insert(hatsOpened, imageid.Value)
end
return hatsOpened
else
return "Insufficient Funds"
end
end
return module
:FindFirstChild() in your if statement
not :FirstChild()
Still, nothing happens in the game
Opps, sorry! I only check the code in the script you posted (the image). I see that the script is trying to access the “Character” but you’ll have to specify which player’s character.
Also, there isn’t a lollipop in your explorer so I can’t help to that range.
About the sugar multiplier, you’re supposed to check leaderstats for the multiplier column…? It seems from your code that there’s a multiplier column but the sugar doesn’t make sense.
You’ll have to create the leaderboard, the lollipop and then alter the amount like what you’re trying to do.