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local Item = "item"
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local Item = "magnate bar"
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local amount = math.pi
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local price = math.huge
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game:GetService("ReplicatedStorage").Events.SubmitTrade:FireServer(Item, amount, price)
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-- NOT PART OF TH SCRIPT 
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-- Pick an item
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-- Make sure you have a amount of (3) of that item (3 god bags)
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-- Craft a Market and place it
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-- Craft a Chest and place it close to market
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-- Go in Market 
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-- On script where it says "item" Replace it with name (God Bag)
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-- Press execute - It'll put the stuff in the market
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-- exit the market (C)
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-- Go to chest and drop the remaining inventory of the item in it to get a set value
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-- Cancel the market item (GOD BAG) 
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-- drop it in the chest
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-- Pick it all up
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-- PROFIT
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WHY does THIS work?
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What is happening is that the script puts 4 items on sale in the marketplace, But it doesn't put its full value so what it does
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sets it to a decimal 3.1-3.3  meaning there is 3 and a bit items, the game does not recognize that and thinks it's 4 items, but you still have 0.7-9 item in your inventory?
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This means that when you drop it the 0.7 it's still an item meaning it will drop the full item because there is something still there!
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Once you dropped it in the chest, it won't add onto the old value for example 3.1 in the store 0.9 inventory making 4 but what will happen is 3.1 when you are dropping it you will end up at the last one with 0.1 even though it's not a full value it will still give you the bag since there is still something there.. meaning it will drop 4 items from marketplace even though you put 3.1 and 1 items from 0.7 = 5 items :D