How to fix reward cap?

My first assumption is because you’re using IntValues, which can’t hold such large integers

Oh!! Makes sense. How do I add another type of value that can contain large values without breaking the whole structure of the game.

You could put the amount of damage into categories, ect. starting at “categoryA” for all numbers below a thousand, when reaching over a thousand, the damage goes into “categoryB” and numbers counted will move one step to the left. Meaning that numbers 1-999 will count normally, but numbers above that will count as “1.1k”, “1.24k”, and since we know these numbers are under “categoryB” we also know, that even though they’re technically only “1.1” and “1.24”, they’re still higher than for example “2” in “categoryA”

Edit: I described it as damage, you can do it with any numbertype, like experience, gold ect.

Could you please specify I don’t understand…

It’s really hard to specify, try and re-read the reply.

Use NumberValues instead of IntValues, they have no cap I believe

They also have a cap. NumberValue

My mistake but the cap is still astronomically higher than an IntVaue

Can you tell me a script to put in cause I can’t understand it

Ok I try really quick to explain, since I have to go.

You have a purse with different currencies. Gold, Silver and Copper.

Let’s say you have 239 copper. Instead of having them saved as 239 copper, you for each 100 copper, turn them into silver. So the new number would be 2 silver and 39 copper.

Let’s say you have 504 silver (equivalent to 5040 copper), then we store it as 5 gold, 4 silver and 0 copper.

Edit: if you’ve played the game World of Warcraft, then the system would make sense right away.

Oh! So in this situation I’m converting Int value to number value

Edit: I’ve never played world of warcraft

Not really, in this situation you’re converting IntValueA to IntValueB, and then making so IntValueB is for example 100 times more worth than IntValueA. And this way, we just did so we could have the maximum number * 100

The main difference between a NumberValue and a IntValue is, that NumberValue can contain decimals, and a IntValue cannot. So I always go with a IntValue when possible, because I rarely want decimals in my storing of numbers.

So I could Just do IntvalueA * 100 = intvalueB

Uuuhm, I would do something like…

IntValueB.Value = math.floor(IntValueA/100) -- We do math.floor to remove any decimals. Let's say we have 104 in IntValueA.Value, then the last 4 will not be accounted for and will vanish.

Something like that.

Alright but what line would I put that script tho

Well, you gotta setup how you do it yourself. I cannot help with that sadly.

Oh. I’m using a kit and the kit is in a video I linked below so I didn’t make it ;/

You gotta try scripting your way through it, you learn by doing.

It starts to make sense though. I’ll add more to this post if I got any more questions!

Thanks and have a nice day! :smiley: I’m starting to get values because of our talk