You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Save players BackPack
What is the issue? When a player leaves the game with an item equipped, they do not get that item back upon joining the game.
local toolsFolder = game:GetService("ServerStorage"):FindFirstChild("Tools")
local dataStoreService = game:GetService("DataStoreService")
local dataStore = dataStoreService:GetDataStore("Backpacks")
game.Players.PlayerAdded:Connect(function(plr)
local backpackData = dataStore:GetAsync(plr.UserId)
local backpack = plr:WaitForChild("Backpack")
local startergear = plr:WaitForChild("StarterGear")
if backpackData ~= nil then
for i, v in pairs(backpackData) do
if toolsFolder:FindFirstChild(v) and backpack:FindFirstChild(v) == nil and startergear:FindFirstChild(v) == nil then
toolsFolder[v]:Clone().Parent = backpack
toolsFolder[v]:Clone().Parent = startergear
end
end
end
plr.CharacterRemoving:Connect(function(char)
char:WaitForChild("Humanoid"):UnequipTools()
end)
end)
game.Players.PlayerRemoving:Connect(function(plr)
plr.Character:WaitForChild("Humanoid"):UnequipTools()
local backpackTable = {}
for i, v in pairs(plr.Backpack:GetChildren()) do
table.insert(backpackTable, v.Name)
end
if backpackTable ~= nil then
dataStore:SetAsync(plr.UserId, backpackTable)
end
end)
I added
plr.Character:WaitForChild(“Humanoid”):UnequipTools() to line 27 to try to unequip the tool when the player leaves but by the time it gets to that, the player is already gone. Im not really sure what else to do.
-- Initialize empty inventory table
local Inventory = {}
-- Function to handle player spawning
local function Spawned(Char)
local Plr = game.Players:GetPlayerFromCharacter(Char)
for i, v in pairs(Inventory[Plr] or {}) do -- Check and move items from inventory to backpack
if Plr.Backpack:FindFirstChild(v.Name) then
Plr.Backpack[v.Name]:Destroy()
end
v.Parent = Plr.Backpack
end
Inventory[Plr] = {} -- Clear inventory for the player
Char:WaitForChild('Humanoid').Died:Connect(function() -- Listen for player death to store items back to inventory
for i, v in pairs({ Plr.Backpack, Char }) do
for ii, vv in pairs(v:GetChildren()) do
if vv:IsA('Tool') then
-- Check if the tool is not a starter tool before storing
if not game:GetService("StarterPack"):FindFirstChild(vv.Name) then
table.insert(Inventory[Plr], vv:Clone())
end
vv:Destroy()
end
end
end
end)
end
game.Players.PlayerAdded:Connect(function(Plr)
-- Initialize player's inventory
Inventory[Plr] = {}
local Char = Plr.Character or Plr.CharacterAdded:Wait() -- Get the character or wait for it to respawn
Spawned(Char) -- Call the Spawned function for the player
Plr.CharacterAdded:Connect(Spawned) -- Listen for character respawn to call Spawned again
end)
This script manages player inventory by storing their tools in a table, moving them to the backpack when respawning, and restoring them upon death, ensuring persistent inventory across player sessions.
Edit: added coments so you can understand how the code works
Data storage refers to the process of saving and retrieving data in a game to maintain player progress, settings, or inventory across sessions. In the provided script, there’s no mechanism for saving the player’s inventory across sessions, so if they leave the game, their inventory will be lost. To implement data storage, you’d need to use methods like DataStoreService to save and load player inventory data.
I suggest you to take a look to this documentation
It has so many content related which will be usefull for you
Are you using an AI for these messages lol? That script would not ensure persistent inventory across player sessions. Obviously I know what DataStores are if the original script has them. I just want to know how I could save the tools that arent in the backpack.
I think when a player equips a tool it goes into their workspace model? Try adding a check if there is a tool in the player and if there is, save it to the backpackTable
This was working before, but it stopped working. No idea why, but Im getting the error "attempt to index nil with ‘GetChildren’. Im assuming the players character is being removed before the code can be ran, But im not sure how I would check their tools if thats happening. Any Ideas?
I don’t really know any other suggestions to fully fix this problem (maybe a failsafe with collectionservice to check if the player leaves? In my experience PlayerRemoving is kinda unreliable) but that’s about it, or maybe try checking if you added any deferring in PlayerRemoving? eg.
game.Players.PlayerRemoving:Connect(function(plr)
task.wait(1) -- this wont work
print("Hello")
end)
It’s also possible that running this line (if you still have it) plr.Character:WaitForChild("Humanoid"):UnequipTools()
can defer the PlayeRemoving code because it uses :WaitForChild()