I’m currently creating a battle system for a creature-capturing game, and I was wondering what the best way is to store all of the data while a battle is going on. I initially used a folder with values inside, but adding more information is pretty tricky. I was thinking about using a module script, but how would I do that?
You are already using this data structure, it’s called OOP but you can make it a lot easier for yourself by using metatables so the way you aren’t dragging and dropping stuff.
It is one of the ways and that would be perfectly fine, however I prefer to use global variables as a variant (_G.Table = {}, shared.Table = {}) or as the person mentioned above use the OOP concept.
I’m trying to use this system; however, I’m unsure how the client would get this information. How would the client obtain the data stored on the server? Should it be stored in ReplicatedStorage?
You need to use a remote event. An example: you escape a map, the client sends that info to the remote event which then tells the server to change the “players won” text. Video: