You think you’re so smart, huh? Fixing every single small detail that you didn’t like in the previous part… Good luck on fixing something in this part.
Quick intro: Small idea I got not so long ago where I post coding tips on different random topics, count it as something funny that you would usually see on YouTube Shorts, (Previous Part: Useful but suspiciously specific coding tips)
- Sometimes you need to save values as soon as certain condition is met. In this example, I have an item that boosts players stats when they hold it, but if player will leave the game with an item still in hands, it will mean that boosted stats will be perma-saved, SO, to deal with it, you can create a StringValue (if it’s multiple items like in my case), set the string’s value to the name of the tool, and when player leaves, check the strings name and what to do with it, and only then overwrite the stats:
game.Players.PlayerRemoving:Connect(function(player) if player.stats.StackedItemName.Value == "AFK" then -- check the name of a string value if player.stats.RandomIncomeOdds.Value < 95 then -- create a cap (in case of something will go wrong) --set the stats back to their original values player.stats.RandomIncomeMax.Value = player.stats.RandomIncomeMax.Value - 5 player.stats.RandomIncomeOdds.Value = player.stats.RandomIncomeOdds.Value + 25 player.stats.RandomIncomeDecadenceOdds.Value = player.stats.RandomIncomeDecadenceOdds.Value + 25 player.stats.RandomIncomeMaxDecadence.Value = player.stats.RandomIncomeMaxDecadence.Value - 5 --overwrite new values local ID = "RandomIncomeMax".."-"..player.UserId DataStore:SetAsync(ID,player.stats["RandomIncomeMax"].Value) local IDD = "RandomIncomeOdds".."-"..player.UserId DataStore:SetAsync(IDD,player.stats["RandomIncomeOdds"].Value) local IDDD = "RandomIncomeDecadenceOdds".."-"..player.UserId DataStore:SetAsync(IDDD,player.stats["RandomIncomeDecadenceOdds"].Value) local IDDDD = "RandomIncomeMaxDecadence".."-"..player.UserId DataStore:SetAsync(IDDDD,player.stats["RandomIncomeMaxDecadence"].Value) wait(5) print("AFK sign") end else print("I hate my life") end end)
- Let’s Imagine a scenario where you need to :Clone() something somewhere, and then when the certain condition is met, delete that cloned thing (And believe me, wayyyy to many people don’t really know how to properly deal with it). So, the code that you could write would look like this:
local cln1 = GUI.Frame.effects.RIDO:Clone() function onEquipped() GUI.Enabled = true cln1.Parent = GUI.Frame.ScrollingFrame cln1.Visible = true cln1.Name = "AFKEffect1" cln1.Text = "Random Income (Decadence) Chances: +15%" end function onDequipped() GUI.Frame.ScrollingFrame:FindFirstChild("AFKEffect1"):Destroy() GUI.Enabled = false end
wroooooooooong, the thing with :Destroy() function is the fact that you can’t re-parent the same child again, even with :Clone(), so it wont work and in addition will also error, so, what you must do is to simple use :Remove() instead:
function onDequipped() GUI.Frame.ScrollingFrame:FindFirstChild("AFKEffect1"):Remove() GUI.Enabled = false end
Yup, that’s it
- If you need to get country name and not a code (in my example i need to do it as a small jumoscare for my horror game, like, oh hey, i also know someone from Canada, how cool is that), there’s a code kindly contributed by @AC_Starmarine in here: How to get list of countries (not their codes) using LocalizationService - #6 by AC_Starmarine, and to get a value from a table, here’s a code im using:
local result, code = pcall(function() return LocalizationService:GetCountryRegionForPlayerAsync(player) end) print(regionCountries[code])
PS: LocalizationService can be used only in a local script, to pass this value to the server just simply use events!