Is there any way to bypass JumpPower limit?

I’m making a jumping game. I got an idea of making a 2nd world with higher gravity, but the limit of JumpPower is 1000 and i cant make it go above that number.

local p = game.Players
local DataStoreService = game:GetService("DataStoreService")
local dataStore = DataStoreService:GetDataStore("FinalData")
local function saveData(player)

	local tableToSave = {player.leaderstats.Jump.Value, player.leaderstats.Wins.Value, player.leaderstats.Rebirth.Value
	}

	local success, err = pcall(function()
		dataStore:SetAsync(player.UserId, tableToSave)
	end)

	if success then
		print("Data has been saved!")
	else
		print("Data hasn't been saved!")
		warn(err)
	end
end
p.PlayerAdded:Connect(function(player)
	local Folder = Instance.new("Folder", player)
	local leaderstats = Instance.new("IntValue", Folder)
	local leaderstats2 = Instance.new("IntValue", Folder)
	local leaderstats3 = Instance.new("IntValue", Folder)
	Folder.Name = "leaderstats"
	leaderstats.Name = "Jump"
	leaderstats2.Name = "Wins"
	leaderstats3.Name = "Rebirth"
	local data
	local success, err = pcall(function()

		data = dataStore:GetAsync(player.UserId)
	end)
	if success and data then

		leaderstats.Value = data[1]
		leaderstats2.Value = data[2]
		leaderstats3.Value = data[3]
	else
		print("Player has no data!")
	end
	local char = player.Character or player.CharacterAdded:Wait()
	char.Humanoid.JumpPower = leaderstats.Value
	leaderstats.Value = char.Humanoid.JumpPower
	local JUMPIncrease = coroutine.create(function()
		while task.wait(1) do
			leaderstats.Value += 1 + ((leaderstats2.Value / 2) + (leaderstats3.Value * 2))
		end
	end)
	coroutine.resume(JUMPIncrease)
	leaderstats.Changed:Connect(function()
		char.Humanoid.JumpPower = leaderstats.Value
	end)
	if char:WaitForChild("Humanoid").Died then
		player.CharacterAdded:Connect(function(char)
			char:WaitForChild("Humanoid").JumpPower = leaderstats.Value
			leaderstats.Changed:Connect(function()
				char.Humanoid.JumpPower = leaderstats.Value
			end)
		end)
	end
end)
game.Players.PlayerRemoving:Connect(function(player)
	local success, err = pcall(function()
		saveData(player)
	end)

	if success then
		print("Data has been saved")
	else
		print("Data hasn't been saved")
	end
end)

game:BindToClose(function()
	for _, player in pairs(game.Players:GetPlayers()) do
		local success, err = pcall(function()
			saveData(player)
		end)
		if success then
			print("Data has been saved")
		else
			print("Data hasn't been saved")
		end
	end
end)
1 Like

If you are making a jumping game, most games of this kind reduce the gravity for the local player so that the player can go up more but you could also use the ApplyImpulse() function on the player’s HumanoidRootPart to push them higher.