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Barmoi
#228410398Monday, December 04, 2017 1:31 AM GMT

Yea Im reverting rn so idk script: local debounce = {} game.ReplicatedStorage:WaitForChild("CoinGiverEvent").OnServerEvent:connect(function(player) local Strength = player:WaitForChild("leaderstats"):WaitForChild("Strength") if (not debounce[player]) then debounce[player] = true; Strength.Value = (Strength.Value + 10) wait(2) debounce[player] = nil; end end) ʰᵉʸ ʷʰᵒ ᵐᵃᵈᵉ ᵐʸ ᵏᵉʸᵇᵒᵃʳᵈ ᵗᶦⁿʸ|R$99,273|~Rocks Owner & Lead VC'er|+2.3k posts
128Gigabytes
#228410470Monday, December 04, 2017 1:32 AM GMT

looks like it'll work but people are going to exploit your game and fire the event them self and get free money because you trust the client too much
Barmoi
#228410599Monday, December 04, 2017 1:35 AM GMT

so how to fix that? ʰᵉʸ ʷʰᵒ ᵐᵃᵈᵉ ᵐʸ ᵏᵉʸᵇᵒᵃʳᵈ ᵗᶦⁿʸ|R$99,273|~Rocks Owner & Lead VC'er|+2.3k posts
128Gigabytes
#228410645Monday, December 04, 2017 1:36 AM GMT

The client has almost no reason to ever request the server give them money, so stop doing that and handle all currency awards server side.

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