Not Rewarding The Cash to The Right Player

Hello, i’m using Alvin Blox’s Sword game Tutorial And I noticed that Whenever a player Won It Only Rewarded the money to a different player, the behaviour i seen is that If i win i get the money but if another person won i still Got the money, The code i have so far is

-- Variables

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local ServerStorage = game:GetService("ServerStorage")

local MapsFolder = ServerStorage:WaitForChild("Maps")

local Status = ReplicatedStorage:WaitForChild("MainGameEvents"):WaitForChild("Main"):WaitForChild("Status")

local GameLength = 70

local reward = 100

--game loop

while true do 
	Status.Value = "Waiting for enough players"
	
    repeat wait() until game.Players.NumPlayers >= 2	
	
	Status.Value = "Intermission"
	
	wait(7)
	
	local plrs = {}
	for i, player in pairs(game.Players:GetPlayers())  do
		if player then
			table.insert(plrs,player) --- add teh players incase if a player joins mid game
		end
	end
	
	wait(2)
	
	local AvailaibleMaps = MapsFolder:GetChildren()
	
	local ChosenMap = AvailaibleMaps[math.random(1,#AvailaibleMaps)]
	
	Status.Value = ChosenMap.Name.." Chosen"
	
	local ClonedMap = ChosenMap:Clone() 
	ClonedMap.Parent = workspace
	--telport PLayers to map
	local SpawnPoint = ClonedMap:FindFirstChild("Spawn")
	if not SpawnPoint then
		warn("Spawn point has not been found!")
	end
	
	local availableSpawnPoints = SpawnPoint:GetChildren()
	
	for i, player in pairs(plrs) do
		if player then
			character = player.Character
			if character then
				--teleports them
				character:FindFirstChild("HumanoidRootPart").CFrame = availableSpawnPoints[1].CFrame
				table.remove(availableSpawnPoints,1)
				
				--give sword
				local sword = ServerStorage.Tools.Sword:Clone()
				sword.Parent = player.Backpack
				
				local gametag = Instance.new("BoolValue")
				gametag.Name = "GameTag"
				gametag.Parent = player.Character
				
			else
				
				--this is not a player so we will remove them from the table
				if not player then 
					table.remove(plrs,i)
				end
			end
			
		end
	end
	
	
	Status.Value = "Get ready to play!"
	
	wait(2)
	
	for i = GameLength,0,-1 do
		for i, player in pairs(plrs) do
			if player then
				
				character = player.Character
				
				if not character then
					--probably left teh game cuz its too hard
				else
					if character:FindFirstChild("GameTag") then
						print(player.Name.."is actually alive")
					else
						--they oofed
						table.remove(plrs,x)
						
					end
				end
			else
				table.remove(plrs,x)
				print(player.Name.."has been removed")
				
				
				
			end
		end
		
		Status.Value = "There are "..i.." seconds remaining, and "..#plrs.." players left"
		
		if #plrs == 1 then
			--HE WON WOOOOOOOOOOOW
			Status.Value = "The Winner is "..plrs[1].Name
			plrs[1].leaderstats.Cash.Value = plrs[1].leaderstats.Cash.Value + reward --part where i think it errors
			break 
		elseif #plrs == 0 then
			Status.Value = "Nobody won"
		elseif i ==0  then
			Status.Value = "Times up!"
		break	
		end
		
		wait(1)
	end
	
	print("End of game")
	
	for i, player in pairs(game.Players:GetPlayers()) do
		character = player.Character 
		
		if not character then
			--ignore
		else
			if character:FindFirstChild("GameTag") then
				character.GameTag:Destroy()
			end
			if player.Backpack:FindFirstChild("Sword") then
				player.Backpack.Sword:Destroy()
				
			end
			if character:FindFirstChild("Sword") then
				character.Sword:Destroy()
		   end
		end
	player:LoadCharacter()	
	end
		
	ClonedMap:Destroy()
	Status.Value = "Game ended"
end

is that i did plr[1] so it looks at the first player in the leaderboard which is me?

You never remove the player from the table when they die.

Really, which area did i mess up, cuz im preety sure that it removes the player with table.remove

Never mind, seems I read it wrong :sweat_smile: . I don’t see any problems here, so I’m not sure why it’s giving players who died the cash.
Edit: found it. You remove “x” which is never defined.

Use table.find(player) as the second argument

-- Variables

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local ServerStorage = game:GetService("ServerStorage")

local MapsFolder = ServerStorage:WaitForChild("Maps")

local Status = ReplicatedStorage:WaitForChild("MainGameEvents"):WaitForChild("Main"):WaitForChild("Status")

local GameLength = 70

local reward = 100

--game loop

while true do 
	Status.Value = "Waiting for enough players"
	
    repeat wait() until game.Players.NumPlayers >= 2	
	
	Status.Value = "Intermission"
	
	wait(7)
	
	local plrs = {}
	for i, player in pairs(game.Players:GetPlayers())  do
		if player then
			table.insert(plrs,player) --- add teh players incase if a player joins mid game
		end
	end
	
	wait(2)
	
	local AvailaibleMaps = MapsFolder:GetChildren()
	
	local ChosenMap = AvailaibleMaps[math.random(1,#AvailaibleMaps)]
	
	Status.Value = ChosenMap.Name.." Chosen"
	
	local ClonedMap = ChosenMap:Clone() 
	ClonedMap.Parent = workspace
	--telport PLayers to map
	local SpawnPoint = ClonedMap:FindFirstChild("Spawn")
	if not SpawnPoint then
		warn("Spawn point has not been found!")
	end
	
	local availableSpawnPoints = SpawnPoint:GetChildren()
	
	for i, player in pairs(plrs) do
		if player then
			character = player.Character
			if character then
				--teleports them
				character:FindFirstChild("HumanoidRootPart").CFrame = availableSpawnPoints[1].CFrame
				table.remove(availableSpawnPoints,1)
				
				--give sword
				local sword = ServerStorage.Tools.Sword:Clone()
				sword.Parent = player.Backpack
				
				local gametag = Instance.new("BoolValue")
				gametag.Name = "GameTag"
				gametag.Parent = player.Character
				
			else
				
				--this is not a player so we will remove them from the table
				if not player then 
					table.remove(plrs,i)
				end
			end
			
		end
	end
	
	
	Status.Value = "Get ready to play!"
	
	wait(2)
	
	for i = GameLength,0,-1 do
		for i, player in pairs(plrs) do
			if player then
				
				character = player.Character
				
				if not character then
					--probably left teh game cuz its too hard
				else
					if character:FindFirstChild("GameTag") then
						print(player.Name.."is actually alive")
					else
						--they oofed
						table.remove(plrs,table.find(plrs, player))
						
					end
				end
			else
				table.remove(plrs,table.find(plrs, player))
				print(player.Name.."has been removed")
				
				
				
			end
		end
		
		Status.Value = "There are "..i.." seconds remaining, and "..#plrs.." players left"
		
		if #plrs == 1 then
			--HE WON WOOOOOOOOOOOW
			Status.Value = "The Winner is "..plrs[1].Name
			plrs[1].leaderstats.Cash.Value = plrs[1].leaderstats.Cash.Value + reward --part where i think it errors
			break 
		elseif #plrs == 0 then
			Status.Value = "Nobody won"
		elseif i ==0  then
			Status.Value = "Times up!"
		break	
		end
		
		wait(1)
	end
	
	print("End of game")
	
	for i, player in pairs(game.Players:GetPlayers()) do
		character = player.Character 
		
		if not character then
			--ignore
		else
			if character:FindFirstChild("GameTag") then
				character.GameTag:Destroy()
			end
			if player.Backpack:FindFirstChild("Sword") then
				player.Backpack.Sword:Destroy()
				
			end
			if character:FindFirstChild("Sword") then
				character.Sword:Destroy()
		   end
		end
	player:LoadCharacter()	
	end
		
	ClonedMap:Destroy()
	Status.Value = "Game ended"
end

Oh its okay just it seems to my friends its unfair since i got the money. But is it the part

	for i = GameLength,0,-1 do
		for i, player in pairs(plrs) do
			if player then
				
				character = player.Character
				
				if not character then
					--probably left teh game cuz its too hard
				else
					if character:FindFirstChild("GameTag") then
						print(player.Name.."is actually alive")
					else
						--they oofed
						table.remove(plrs,x)
						
					end
				end
			else
				table.remove(plrs,x)
				print(player.Name.."has been removed")
				
				
				
			end
		end

Yes, I pointed it out in an edit, above. You tried to remove “x” which was never defined.

Okay I will test it out right now