so i have my leaderstats, and that works. but i’m trying to make it so that when the player steps on the part, they lose their “hotdogs” value, and the amount of hotdogs they had, goes adds to the cash amount. so basically a simulator sell system.
here is my code:
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder",player)
leaderstats.Name = "leaderstats"
local Hotdogs = Instance.new("IntValue",leaderstats)
Hotdogs.Name = "Hotdogs"
local Cash = Instance.new("IntValue",leaderstats)
Cash.Name = "Cash"
end)
local sell = game.Workspace.Part
local currentval = game.Players.LocalPlayer.leaderstats.Hotdogs.Value
sell.Touched:connect(function(hit)
local player = game.Players.LocalPlayer
if game.Players:GetPlayerFromCharacter(hit.Parent)then
player.leaderstats.Hotdogs.Value = player.leaderstats.Hotdogs.Value - player.leaderstats.Value
player.leaderstats.Cash.Value = player.leaderstats.Value + currentval
end
end)
Think yuo’d do something like this for the touched event
local sell = game.Workspace.Part
sell.Touched:Connect(function(hit)
local player = game:GetService("Players"):GetPlayerFromCharacter(hit.Parent)
if not player then return end
local stats = player.leaderstats
local dogs = stats.Hotdogs
local cash = stats.Cash
cash.Value += dogs.Value
dogs.Value = 0
end)
Get the player and get the stats, add to the cash the amount of hotdogs you have and set the hotdogs to 0
Must be a server script, which shouldn’t be an issue if this is with your leaderstats code
sell.Touched:Connect(function(hit)
local player = game:GetService(“Players”):GetPlayerFromCharacter(hit.Parent)
if not player then return end
local stats = player.leaderstats
local dogs = stats.Hotdogs
local cash = stats.Cash
cash.Value = cash.Value + dogs.Value * 1 -- change the 1 to your multi
dogs.Value = 0