Models, Tools, Workspace, ReplicatedStorage, Cloning and Destroying

Yep, the issue here is that ProximityPromptService was used instead of the individual unique proximity prompt object.

Here is the logic

ProximityPromptService.PromptTriggered–> triggers all prompts -->triggers all the potions

You can solve it by creating a proximity prompt and prompt triggered connection for each potion so you pick up each potion individually.

I also additionally suggest looking at dev forum resources to see how other people do it. Sometimes those roblox tutorials are just not enough. Like this tool giver here:

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