How to make a script that gives in-game cash when i kill zombie?


So I made a money system and shopping system

i want make a script that gives me in-game cash when i kill zombie but i don’t know how to do that

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Bruh, don’t ask people to make entire scripts for you, use ChatGPT: https://chat.openai.com/

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dont use ChatGPT for scripting that aint going to help you with anything

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this is wayyyyy better than chatgpt at scripting

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Not everybody has the assistant yet.

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I don’t use chatgpt to be honest

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Anyone help? I do not have much time.

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How do the players kill the zombie?

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With handgun or sword i guess.

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Inside of the tool, you can detect if the humanoid has died on touch tool and if its dead add a tag to it “dead” and make a check so the player can’t gain extra cash from it already being dead and add cash to player

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I’m confused, what do you mean?

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can you show us the script for the tools?

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I think my sword script may be focusing on another cash system or there is something wrong.

But i’m confused a lot

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well if you’d send it i’d be glad to show you how to modify the script so it uses your cash system.

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Are you talking about the script of the sword?

If you are talking about sword, i will

Waiting for respond.

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yes, i’m talking about the script of the sword.

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Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Mesh = Handle:WaitForChild("Mesh")

Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")

BaseUrl = "http://www.roblox.com/asset/?id="

Grips = {
	Up = CFrame.new(0, 0, -1.5, 0, 0, 1, 1, 0, 0, 0, 1, 0),
	Out = CFrame.new(0, 0, -1.5, 0, -1, -0, -1, 0, -0, 0, 0, -1),
}

DamageValues = {
	BaseDamage = 5,
	SlashDamage = 10,
	LungeDamage = 30,
}

Damage = DamageValues.BaseDamage

Sounds = {
	Slash = Handle:WaitForChild("Slash"),
	Lunge = Handle:WaitForChild("Lunge"),
	Unsheath = Handle:WaitForChild("Unsheath"),
}

LastAttack = 0

ToolEquipped = false

Tool.Enabled = true

function SwordUp()
	Tool.Grip = Grips.Up
end

function SwordOut()
	Tool.Grip = Grips.Out
end

function IsTeamMate(Player1, Player2)
	return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end

function TagHumanoid(humanoid, player)
	local Creator_Tag = Instance.new("ObjectValue")
	Creator_Tag.Name = "creator"
	Creator_Tag.Value = player
	Debris:AddItem(Creator_Tag, 2)
	Creator_Tag.Parent = humanoid
end

function UntagHumanoid(humanoid)
	for i, v in pairs(humanoid:GetChildren()) do
		if v:IsA("ObjectValue") and v.Name == "creator" then
			v:Destroy()
		end
	end
end

function Attack()
	Damage = DamageValues.SlashDamage
	Sounds.Slash:Play()
	local Anim = Instance.new("StringValue")
	Anim.Name = "toolanim"
	Anim.Value = "Slash"
	Anim.Parent = Tool
end

function Lunge()
	Damage = DamageValues.LungeDamage
	Sounds.Lunge:Play()
	local Anim = Instance.new("StringValue")
	Anim.Name = "toolanim"
	Anim.Value = "Lunge"
	Anim.Parent = Tool	
	local Force = Instance.new("BodyVelocity")
	Force.velocity = Vector3.new(0, 10, 0) 
	Force.maxForce = Vector3.new(0, 4000, 0)
	Debris:AddItem(Force, 0.5)
	Force.Parent = RootPart
	wait(0.25)
	SwordOut()
	wait(0.25)
	if Force and Force.Parent then
		Force:Destroy()
	end
	wait(0.5)
	SwordUp()
end

function Blow(Hit)
	if not Hit or not Hit.Parent or not CheckIfAlive() then
		return
	end
	local RightArm = (Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand"))
	if not RightArm then
		return
	end
	local RightGrip = RightArm:FindFirstChild("RightGrip")
	if not RightGrip or (RightGrip.Part0 ~= RightArm and RightGrip.Part1 ~= RightArm) or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
		return
	end
	local character = Hit.Parent
	local humanoid = character:FindFirstChild("Humanoid")
	if not humanoid then
		return
	end
	local player = Players:GetPlayerFromCharacter(character)
	if player and (player == Player or IsTeamMate(Player, player)) then
		return
	end
	UntagHumanoid(humanoid)
	TagHumanoid(humanoid, Player)
	humanoid:TakeDamage(Damage)
end

function Activated()
	if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
		return
	end
	Tool.Enabled = false
	local Tick = RunService.Stepped:wait()
	if (Tick - LastAttack) < 0.2 then
		Lunge()
	else
		Attack()
	end
	Damage = DamageValues.BaseDamage
	LastAttack = Tick
	Tool.Enabled = true
end

function CheckIfAlive()
	return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent and Player and Player.Parent) and true) or false)
end

function Equipped()
	Character = Tool.Parent
	Player = Players:GetPlayerFromCharacter(Character)
	Humanoid = Character:FindFirstChild("Humanoid")
	RootPart = Character:FindFirstChild("HumanoidRootPart")
	if not CheckIfAlive() then
		return
	end
	ToolEquipped = true
	Sounds.Unsheath:Play()
end

function Unequipped()
	ToolEquipped = false
end

SwordUp()

Handle.Touched:connect(Blow)

Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
1 Like

i have modified your Blow() function so it gives money whenever you kill someone:

function Blow(Hit)
	if not Hit or not Hit.Parent or not CheckIfAlive() then
		return
	end
	local RightArm = (Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand"))
	if not RightArm then
		return
	end
	local RightGrip = RightArm:FindFirstChild("RightGrip")
	if not RightGrip or (RightGrip.Part0 ~= RightArm and RightGrip.Part1 ~= RightArm) or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
		return
	end
	local character = Hit.Parent
	local humanoid = character:FindFirstChild("Humanoid")
	if not humanoid then
		return
	end
	local player = Players:GetPlayerFromCharacter(character)
	if player and (player == Player or IsTeamMate(Player, player)) then
		return
	end
	UntagHumanoid(humanoid)
	TagHumanoid(humanoid, Player)
	humanoid:TakeDamage(Damage)

    if humanoid.Health <= 0 then
        local leaderstats = Player:WaitForChild("leaderstats")
        local cash = leaderstats:WaitForChild("Cash")
        cash.Value += ADDITIVE_VALUE
    end
end

you can modify how much it gives by changing the ADDITIVE_VALUE.

1 Like

Thank you

But what should I delete in the sword script