Creating the Rebirth System! Roblox Studio Simulator Guide Episode 13 — Transcript
Full transcript
- 0:00hey what's going on ladies and gentlemen
- 0:01hopefully having a great day in today's
- 0:02episode of creating a roblox simulator
- 0:04we're going to be creating the rank
- 0:06system which is also commonly known as
- 0:08the rebirth system as always if this
- 0:10video does help you guys out or you do
- 0:11enjoy it make sure you smash like button
- 0:12also hit the subscribe button and turn
- 0:14this post notifications on if you want
- 0:15to get notified when i upload more
- 0:16roblox development content i also have a
- 0:18patreon if you guys like to support me
- 0:20and gain access to all the scripts and
- 0:21the game file that i make during this
- 0:23episode there's a link down below in the
- 0:24description and you guys go check that
- 0:25out as well with that being said let's
- 0:27get into it so to showcase what the
- 0:28actual rank system is and how it works
- 0:30we're going to go into eating simulator
- 0:32which is the simulator that we're
- 0:33recreating throughout the series and
- 0:35we're going to look at their rank system
- 0:36directly so looking at the rank system
- 0:38directly this is the first rank that you
- 0:39get for completely free and we can see
- 0:41right here these are the stats that it
- 0:42offers so the damage the hp the gain
- 0:45which refers to the food gain and the
- 0:47speed multiplier are all multiplied by
- 0:49one then if we click on the second rank
- 0:50we can see this multiplier changes to
- 0:52two on the third rank this changes to
- 0:53five and for each rank the number keeps
- 0:55increasing another important part is
- 0:57that when you purchase a new rank all of
- 0:58your coins food and items are reset so
- 1:01we want to also make sure to include
- 1:02that in our system as well so to start
- 1:04adding this this newer game what we want
- 1:05to do is we want to go inside the server
- 1:07script surface and go to our shop server
- 1:09script now inside of the script is how
- 1:11we handle all the purchases that the
- 1:12player can make from our in-game shop
- 1:14and we can see the purchase function
- 1:15right here this is called if the player
- 1:17does not own the item and they can
- 1:18afford to purchase it so once we check
- 1:20if they're actually able to purchase it
- 1:22we call this purchase function right
- 1:23here inside of this function we take
- 1:25away the price of the item from the
- 1:26player's coin balance and then we also
- 1:28modify the player's data by going into
- 1:30their inventory and then into the
- 1:31specific directory and then into the
- 1:33specific tool and we change that value
- 1:34to true because they now own it now what
- 1:36we want to do is inside of the purchase
- 1:38function we want to actually check if
- 1:40the shop is equals ranks because then
- 1:43we'll know if the player is purchasing a
- 1:44brand new rank now above this purchase
- 1:46function we want to create a new
- 1:48function which can be called something
- 1:49like reset or rank purchase or rank
- 1:53reset or even rebirth whatever stands
- 1:55out to you the most and makes it easier
- 1:56to understand i'm gonna go with rank
- 1:58reset because when i see rank reset i
- 2:00see this has something to do with rank
- 2:02and it also has something to do with
- 2:03reset so if in the future i'm ever
- 2:05trying to debug code or wondering why
- 2:07the player's stats are being reset then
- 2:08i can look for reset or if i'm trying to
- 2:10figure out something to do with ranks
- 2:11then i can obviously look for the rank
- 2:13keyword and find that exactly here now
- 2:15this function is going to take the
- 2:16player as an argument the first thing
- 2:18that we want to do is we want to do the
- 2:20actual reset part so what we want to do
- 2:22is we want to modify the player's
- 2:23current coin and food balance to zero
- 2:26the way that we do that is that we
- 2:27access their food and coins that and we
- 2:29can see right here that we're actually
- 2:30already accessing their coin stats so we
- 2:32can simply just copy this paste that
- 2:34there and we're gonna set the value to
- 2:36zero because we're resetting the amount
- 2:37of coins that they have and then we're
- 2:38also gonna do this with food as well so
- 2:41we're just gonna change coins to food
- 2:42and there we go and now we reset both
- 2:44the players currencies now on top of
- 2:46this we also want to loop through all of
- 2:48the players owned tools or own food and
- 2:50also their own dna as well and we also
- 2:53want to reset those and if you're
- 2:54confused by that at all what i mean is
- 2:56that when a player purchases a brand new
- 2:57rank their food item will be set back to
- 2:59the first one or the default one and
- 3:01they'll no longer own french fry two
- 3:03french fry three four five and all the
- 3:04way up to whatever they purchased the
- 3:06same goes for dna as well so if they own
- 3:08up to the third dna they'll be reset
- 3:09back to one and they won't own any of
- 3:11these other ones now we'll first start
- 3:13with the own tools and the way that
- 3:14we're gonna do this is by using a for
- 3:16loop so we're gonna say for underscore
- 3:17because we're not using the index here
- 3:19and we're just going to say child and
- 3:21this is going to be a bull value and
- 3:23you'll see why in a sec in ipairs and
- 3:26now we're going to loop through the
- 3:27player.inventory.owned
- 3:31tools and now we're gonna get children
- 3:33and then that creates the for loop right
- 3:35there and if you're confused by this at
- 3:36all it's because of how we have our data
- 3:38system set up so if we go inside of
- 3:39players we go inside of my player we're
- 3:41going into the inventory then we're
- 3:43going into the owned tools folder and
- 3:45when we go into the own tools folder we
- 3:47call get children which gets all of
- 3:49these children right here and now we
- 3:50want to do is we want to say if
- 3:53child.name does not equal our default
- 3:55tool which we can see this right here as
- 3:58long as it does not equal that then we
- 4:00want to set the value of the bull value
- 4:02to false so we want the player to not
- 4:04own that anymore and then we want to
- 4:06copy and paste this and we want to do
- 4:08the exact same thing for own dnas and
- 4:10then of course we're going to change the
- 4:12default right here which is french fry
- 4:14to the default dna which is retro
- 4:16regular so there we go now this will
- 4:18reset all of the players own dnas and
- 4:20food also known as tools now another
- 4:22thing that we need to make sure of
- 4:23though is that the player actually
- 4:25equips the correct tool because what
- 4:27we're doing right now is just setting
- 4:28the values all to false as well as
- 4:30changing the ones that the player has
- 4:32equipped and we actually have a really
- 4:33easy and simple to use function up here
- 4:35which is called unequipped and we need
- 4:36to just pass through the player and the
- 4:38shop and what this will do is it'll
- 4:40check if the shop is food then it's
- 4:41going to set it to the default food
- 4:43right here and it will also give the
- 4:45player the food as well and we can use
- 4:47the exact same function for the dna as
- 4:48well it's not going to give the player
- 4:50the dna but we don't need to give the
- 4:52player the dna so that doesn't matter so
- 4:53we're going to call this unequip
- 4:54function down here we're gonna say
- 4:56unequip we'll pass through the player
- 4:58and we'll pass through food that'll give
- 4:59the player the specific food item and
- 5:01then we'll do the exact same thing for
- 5:02dna as well so now that we pretty much
- 5:04have this function done what we want to
- 5:06do is we want to actually call this
- 5:07function inside of the if statement we
- 5:09created originally so we're going to say
- 5:11rank reset and then just pass through
- 5:13the player so let's go into our player
- 5:14data script right here and change the
- 5:16data store service to just something
- 5:18random so that we reset our data we'll
- 5:20start our game and we'll test this out
- 5:21to see if we're making good progress so
- 5:23far so to test this out let's go ahead
- 5:24and buy french fry too let's buy the
- 5:26second dna as well so now we own
- 5:28something other than the default food
- 5:29and dna and then the rank let's go ahead
- 5:31and purchase the rank we have currently
- 5:33480 coins and let's get ourselves some
- 5:35food as well so there we go now let's go
- 5:36ahead and purchase the second rank we
- 5:38can see our coins and our food have been
- 5:39reset to zero and the food and dna items
- 5:42have both been reset to the default ones
- 5:44as well we also just spotted a little
- 5:45bug as well we can see that when i
- 5:46equipped it the new food item we
- 5:48actually forgot to remove the previous
- 5:50food item as well so we're still left
- 5:51with french fry 2 and french fry 1.
- 5:54luckily because of the way that our
- 5:55system actually works their food isn't
- 5:57increased by using the french fry 2
- 5:59items we're getting two food no matter
- 6:00what food item we actually use so at
- 6:02least it's not easily exploitable we're
- 6:04based on the tool that the player has
- 6:05equipped they could get a lot more money
- 6:07for instance now the area that we're
- 6:08going to apply this fix to is actually
- 6:10the give tool function right here inside
- 6:12of this function we see that we actually
- 6:14already are trying to handle this
- 6:16specific issue currently the thing is
- 6:17though is that the player's tool is only
- 6:20in their backpack if the player does not
- 6:22have that tool equipped so if the player
- 6:24is holding the tool in their hand the
- 6:25tool will no longer be inside their
- 6:27backpack it'll actually be inside of
- 6:29their character we're going to create a
- 6:30new variable inside of here called
- 6:32equipped tool and we're going to set
- 6:33that to player dot character find first
- 6:36child which is up and what we can
- 6:38provide into this function is the
- 6:39specific class that we're looking for
- 6:41and since we're looking for the player's
- 6:43tool we are going to say tool if you're
- 6:44confused at all by the class name you
- 6:46can also think of class name as sort of
- 6:48what type an object actually is inside
- 6:51of our workspace we can see that i have
- 6:52a model right here which is named
- 6:54monster and the class name for this
- 6:56would be model and then if we look
- 6:57inside of monster we can see that there
- 6:59are parts inside of here so if we wanted
- 7:01to select one of these we would say part
- 7:03as that's what these specific objects
- 7:05are or we could say accessory or
- 7:07humanoid or pants shirt and things like
- 7:10that anyways we're gonna look for the
- 7:11tool because the players should only
- 7:12ever have one tool inside of their
- 7:14character at a time anyway and then if
- 7:16we find the tool we're then going to
- 7:18destroy it we can go ahead walk over
- 7:20this plate again we can purchase the
- 7:22second fry we can buy a new rank and we
- 7:24can see that our first tool was deleted
- 7:26and we've been given the new tool as
- 7:27well now we should test this twice
- 7:29because remember originally as long as
- 7:30the player wasn't holding the tool we
- 7:32should not experience the original issue
- 7:34that we were fixing because we would
- 7:36already delete the tool from the
- 7:37backpack but for the tool to not be in
- 7:39the backpack the player has to hold the
- 7:40tool so now as long as we're holding the
- 7:42tool we can see once again that it works
- 7:44perfectly and that's awesome so earlier
- 7:46we created the rank reset function which
- 7:48handles resetting all the different
- 7:49players stats when they purchase a new
- 7:51rank what we haven't done yet is we
- 7:53haven't created a function which handles
- 7:54the modifiers or the actual rewards of
- 7:56using a rank if we look up at the equip
- 7:58function we can see that we have an if
- 8:00statement right here and if the shop is
- 8:02food then we also do some extra work
- 8:04like giving the player their specific
- 8:05food tool inside of here we're going to
- 8:07create an elsif and we're going to check
- 8:08if the shop equals ranks note the shop
- 8:11does equal ranks then we're going to
- 8:12call a new function which is going to be
- 8:14equip rank and we're going to accept the
- 8:16player and rank which is going to be a
- 8:18string so now we can go back to our else
- 8:20if statement and we can call the equip
- 8:21rank and pass through the player and the
- 8:23tool name which would be the rank now
- 8:25whenever we equip a new rank we want to
- 8:27adjust the player's movement speed and
- 8:28their health the way that we can do this
- 8:30is by modifying the properties on the
- 8:31player's humanoid so we're going to
- 8:33create a new variable called humanoid
- 8:35and we're going to find that from the
- 8:36player so player.character find first
- 8:38child humanoid and if we do find the
- 8:40humanoid then we want to modify those
- 8:42properties we're also going to infer
- 8:44that the type of the humanoid variable
- 8:46is going to be a humanoid so we can
- 8:48easily see all the properties that exist
- 8:50so we can see that there's a max health
- 8:51property we can see that there's a
- 8:52health property and there's a walk speed
- 8:55property as well now another thing that
- 8:56we want to do is go inside of the
- 8:58replicated storage and we want to look
- 8:59at the rank config and what we need to
- 9:01figure out is based on the specific rank
- 9:03that the player equips we want to get
- 9:04the multiplier so we can modify the
- 9:06player's stats luckily we already handle
- 9:08this with the get item function up here
- 9:10although it does provide us some extra
- 9:12information like the id which is
- 9:13something that we're not going to use
- 9:15but that's okay we're going to create a
- 9:16new variable inside of our if statement
- 9:18and that's going to be called the
- 9:19multiplier and we're going to set that
- 9:21to get item and we'll pass through the
- 9:23rank and ranks as the shop name now
- 9:26unfortunately because of how we handle
- 9:27this function we're returning two
- 9:29different things we're returning the id
- 9:31and the tool line config so we actually
- 9:33need to do is we want to say local
- 9:35underscore comma multiplier and what
- 9:37we're doing here is we're creating two
- 9:39variables and we're assigning it to what
- 9:40is returned from the get item function
- 9:42so the first variable which would be
- 9:44underscore will be equal to the tool
- 9:45config line dot id and the second
- 9:47variable which is multiplier will be
- 9:49equal to the tool config line now we're
- 9:51using underscore because we don't plan
- 9:53to use the id and in lua you commonly
- 9:55use underscore when you don't plan to
- 9:56actually use that variable that's why in
- 9:58for loops when we don't use the index we
- 10:00also use an underscore instead of
- 10:01another word there as well additionally
- 10:03rather than calling this multiplier we
- 10:04could call this config line so that it's
- 10:06more accurate and then if we want to we
- 10:08could create another variable called
- 10:09multiplier once again and we could set
- 10:11that to config line dot stat so now that
- 10:14we actually have the multiplier let's go
- 10:15ahead and modify the player stats we're
- 10:17gonna modify the player's max health and
- 10:19we're gonna set that to the multiplier
- 10:21times 100. you should make a constant up
- 10:23here which is basically a variable which
- 10:25will never change and we could say local
- 10:28health all in caps that's how contents
- 10:30are supposed to work so that you can
- 10:31easily identify constants and we're
- 10:32going to say 100 or you can even say
- 10:34default health if that helps you
- 10:35remember what this variable is
- 10:37specifically is and then we can replace
- 10:39100 with this variable so that it's
- 10:41easier to understand and the reason that
- 10:42we're using a constant is so that we can
- 10:44easily distinguish this from our other
- 10:46code and if we come back to the script
- 10:47in the future and we can easily identify
- 10:49what variable we need to modify to
- 10:51simply change the health then we can
- 10:52come right here and we can spot that
- 10:53very quickly so now that we change the
- 10:55max health we also want to change the
- 10:57player's current health as well and
- 10:58we're just going to set that to the
- 10:59players max health so they basically
- 11:01fully regenerate all their health
- 11:02instantly and then we also want to set
- 11:04the players walk speed as well and once
- 11:06again i'd recommend creating a constant
- 11:07up here too and we can name that default
- 11:10walk speed or just walk speed whatever
- 11:12you prefer and i'm gonna set mine to 16
- 11:14and then we'll say multiplier times
- 11:17default walk speed and that's how we'll
- 11:18modify the player's walk speed so we can
- 11:20now go ahead and test this out by going
- 11:21into our game let's go ahead and
- 11:23purchase a new rank and we can see that
- 11:25we are moving a lot faster now let's go
- 11:28ahead and go back to a lower rank and we
- 11:29can see that a health indicator did pop
- 11:31up for a second and our speed was
- 11:33changed as well so we can equip the
- 11:34highest rank that we have again and we
- 11:35can see that our movement speed
- 11:36increases once again an issue that i
- 11:38just spotted though is that if we
- 11:39unequip a rank it actually doesn't reset
- 11:41the player's current rank so we still
- 11:43have the fast movement speed but it says
- 11:45that we have the default rank equipped
- 11:46so we need to fix that as well before we
- 11:48apply the fix another thing that i just
- 11:50spotted is our give tool function is
- 11:51pretty much identical to the equip rank
- 11:53except for the fact that we're passing
- 11:55in two parameters into the quip rank
- 11:57what we could do is we could keep this
- 11:59as two parameters although i'd also
- 12:01recommend changing give tool to have two
- 12:03parameters as well but we could also
- 12:05change the equip rank to work the exact
- 12:07same way that our give tool does and
- 12:08rather than requiring the specific tool
- 12:10name to be passed through to this
- 12:11function we actually just get the tool
- 12:13name by looking at this value right here
- 12:15so i figured i would just do the exact
- 12:16same thing for the equip rank as well so
- 12:18we're going to say local rank equals and
- 12:20then we can just copy this right here
- 12:22and we can say instead of equipped tool
- 12:24it's going to be equipped rank and we no
- 12:26longer need to pass through the tool
- 12:27name here because we're already getting
- 12:29it within the function so to fix the
- 12:30original issue that we were just talking
- 12:32about all we need to do is we just need
- 12:33to add this function to the unequipped
- 12:35function as well so now the bottom of
- 12:36the equip function looks identical to
- 12:38the bottom of the unequipped function
- 12:40and realistically we could make the
- 12:41unequip and equip function all into one
- 12:44considering how much exact same code
- 12:45there is but rather than doing that i'll
- 12:47just leave it as is that's just an idea
- 12:49for you guys if you wanted to do that on
- 12:51your own so now the reason that this
- 12:52will fix our issue is because whenever
- 12:53we call this unequipped function we
- 12:55directly change the rank value right
- 12:57here and remember the
- 12:58player.inventory.equippedrank.value
- 13:00will be the rank that's applied up here
- 13:02so when we call the equip rank function
- 13:03this value will be reset to the default
- 13:05value which is noob before this
- 13:07function's called so now whenever we
- 13:09unequip this it'll reset back to the
- 13:10default one and we can test that by
- 13:12going into our game and unequipping this
- 13:14and we can see we're very slow if we
- 13:16equip this and then unequip it we go
- 13:17slow and our health resets as well so
- 13:19that's perfect now you might be
- 13:20wondering when are we going to implement
- 13:22the system which modifies the amount of
- 13:23food the player gains when clicking
- 13:25based on their current rank and we
- 13:26actually already did this in the last
- 13:28episode if we go into the utils folder
- 13:29and we look at the rewards and stats we
- 13:31can see that the food multipliers
- 13:33actually takes the rank into account
- 13:34already so this system is already
- 13:36implemented and whenever the player
- 13:37clicks their food will be multiplied for
- 13:39each specific rank we do also need to
- 13:41add damage as well but considering we
- 13:42haven't set up a pvp or damage system at
- 13:45all yet we'll do that at a later episode
- 13:46the last thing that we need to do though
- 13:48is we need to actually apply the rank's
- 13:49effects to the player when they first
- 13:51join the game what we've done so far is
- 13:52we actually only apply these effects
- 13:54when the player equips that specific
- 13:56item from the shop if we go inside of
- 13:57our player data script we can see inside
- 13:59of here that we actually have a give
- 14:00tool function and if we search for where
- 14:02that's used at that's actually called at
- 14:03the bottom of the setup player data
- 14:05which happens when the player first
- 14:06joins the game so whenever the player
- 14:08first joins the game we want to give
- 14:09them the tool that they had equipped
- 14:10when they left last time and now we also
- 14:12want to apply the effects them from the
- 14:14specific rank that they have equipped as
- 14:15well we can rename this give tool
- 14:17function to something like give items
- 14:19that might not be the best name for it
- 14:21because it could definitely be confusing
- 14:23when i hear items i think physical items
- 14:25like tools but at the same time i can't
- 14:27think of a better name for the function
- 14:28so we'll just call it give items for now
- 14:30and if you think of a better name on
- 14:31your own you can definitely name it to
- 14:33that as well so we're going to go ahead
- 14:34and rename that function and we have a
- 14:36tool variable right here let's go ahead
- 14:37and also create a rank variable as well
- 14:39so equipped rank and pretty much what we
- 14:41want to do is we can copy all that code
- 14:43right there and paste it directly into
- 14:45here and we'd be good to go but we'd of
- 14:46course have to add the get item function
- 14:48and these variables as well the thing is
- 14:50though is that it's actually a really
- 14:51bad practice to write the exact same
- 14:53code in two different scripts and the
- 14:55reason for that is because imagine that
- 14:56we changed some part of this function
- 14:58right here but we forgot that this
- 14:59function is also copied directly into
- 15:02this file as well and we forget to make
- 15:04those changes right here as well one
- 15:05example could even be the default health
- 15:07imagine we change the default health
- 15:08from 100 to 150 in this script but we
- 15:11forget to change it over in here that
- 15:13could definitely cause some issues and
- 15:14it's really easy to forget all of the
- 15:16different scripts that you use these
- 15:17specific variables in so what we can do
- 15:19is we can create a module script to put
- 15:21all the specific code into one script
- 15:23and then we can call that script from
- 15:24all the other scripts that we want to
- 15:26use those specific functions or
- 15:28variables inside of it's very similar to
- 15:30how we made the utils folder and we
- 15:31created the rewards and status modules
- 15:33in the last episode so what we're going
- 15:34to do is inside of the utils folder
- 15:36we're going to create a new module
- 15:37script you could name it something
- 15:39simple as utils this is something that i
- 15:41usually do in all of my games my utils
- 15:43module usually just has a bunch of
- 15:45random little utility functions which
- 15:47aren't worth categorizing or putting
- 15:49into their own specific module scripts
- 15:51because it's way easier to pack a bunch
- 15:52of smaller functions into one module
- 15:54script than have a bunch of module
- 15:56scripts with one function inside of each
- 15:57of them although instead of utils you
- 15:59could call it something like shop helper
- 16:01it really doesn't matter whatever you
- 16:03prefer works but for right now i'll name
- 16:05this to utils and maybe we'll rename it
- 16:06in the future we'll rename the module
- 16:08variable to utils so local utils and
- 16:11return utils and now we want to do is
- 16:13we're going to copy this get item
- 16:14function and we'll paste that inside of
- 16:16utils so rather than local we're just
- 16:18going to say function utils dot get item
- 16:21and we can see that we have some issues
- 16:22in this so we're gonna require the tool
- 16:24config the dna config and the rank
- 16:25config and we get that from all right
- 16:27here so i'm gonna copy this and we'll
- 16:29delete some of these so we don't need
- 16:31the server storage we don't need the
- 16:32remote but we need the config folder and
- 16:34the replicated storage so there we go
- 16:36that fixes that issue now on top of that
- 16:38we also want to copy this equip rank
- 16:41function as well and we'll paste that
- 16:42into here so then remove the local and
- 16:44rename this to utils.equip rank and then
- 16:47we have an error right here so the way
- 16:49that we fix that is by saying
- 16:50utils.getitem because that's what it's
- 16:52named up here and then we're missing the
- 16:54default health and the default walk
- 16:55speed so we can copy that directly from
- 16:58here and we'll paste that right up here
- 17:00so there we go and now we want to do is
- 17:02we want to delete this we want to delete
- 17:04this function since we put that into our
- 17:05utils module script and we'll also
- 17:07remove the equip rank as well and now we
- 17:09want to require the module script inside
- 17:11of our shop server script so we want to
- 17:12get the server script service game get
- 17:16service server script service and then
- 17:18we're going to say local utils equals
- 17:21require server script service dot utils
- 17:24dot utils and there we go and now we can
- 17:27say
- 17:28utils.equip rank and then we'll fix that
- 17:30right here as well and then we also have
- 17:32an error if we scroll down a little bit
- 17:33further right here so there we go now
- 17:35that will all work perfectly fine and
- 17:37then we also need to do the same require
- 17:39inner player data as well so if we look
- 17:41up here we need to add in the server
- 17:42script service we don't need the remote
- 17:44but we need this utils right here we can
- 17:46add the utils right above here and then
- 17:47we're gonna do the same thing so rather
- 17:49than adding this function here we're
- 17:50gonna say utils.equip rank and then
- 17:53we'll pass through the player and based
- 17:54on how we modify the equip rank function
- 17:56we don't actually need the rank variable
- 17:58so we can remove that as well and now it
- 17:59should be all good to go so we have our
- 18:01functions all in one specific script and
- 18:03we use these functions in multiple
- 18:05different scripts so anytime we need to
- 18:06make some adjustments we could just come
- 18:07to this one script right here make those
- 18:09adjustments and those changes will be
- 18:11applied to both the scripts that use
- 18:12this so let's go ahead start our game
- 18:14and test out our changes let's go ahead
- 18:15and equip the rank number two and move
- 18:17around and we can see that we're pretty
- 18:18fast now let's also restart our game
- 18:20once again so we can make sure that the
- 18:22rank stats are applied as soon as we
- 18:24join the game which they are we can see
- 18:25that the speed is retained we still move
- 18:28very fast and we also have that equipped
- 18:29as well so if we reset it back to the
- 18:31default one we're slow and if we join
- 18:33the game we should still have the
- 18:34default one equipped and yes we are
- 18:36still slow so that works perfectly
- 18:38additionally just to confirm with you
- 18:39guys the multiplier does work so with
- 18:40the default rank the multiplier is one
- 18:42we only get one food each click if we
- 18:44equip the second rank we should have the
- 18:46multiplier of two so now when we click
- 18:48we have the multiplier of two and that
- 18:49works flawlessly awesome with that being
- 18:51said ladies and gentlemen that's gonna
- 18:52be it for this episode we learned a lot
- 18:54of really useful lessons in this episode
- 18:56so hopefully you guys did enjoy and
- 18:57hopefully you guys did learn something
- 18:59if you guys did as always make sure you
- 19:00smash the like button also subscribe
- 19:02button and turn this post notifications
- 19:03on if you want to get notified when i
- 19:04upload more roblox development content
- 19:06of course i do have a patreon if you
- 19:07guys like to support me and gain access
- 19:09to all the scripts and the game file
- 19:10that i made during this episode there's
- 19:11a link down below description and you
- 19:13guys go and check that out with that
- 19:14being said i hope that you guys have a
- 19:15great day and i'll see you guys in the
- 19:17next episode
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