Data store not working

its just speaking about the module script

local Data,Error = pcall(function()
   ds:GetAsync(plrkey)
end)

if Data Then
  print("DataLoaded")
  save1.Value = GetSaved[1]
  save2.Value = GetSaved[2]
else
  print(Error)
end
1 Like

There is a typo in the SetAsync, itā€™s leaderstat

2 Likes

yes, i just realised that got distracted by the getasync

1 Like

No, just keep your original script, changed the plrkey to local plrkey = plr.UserId

and in the playerremoving you misspelled leaderstats

1 Like

oh ok ill try that out

123131231231231

it says this i think i should remove the dot ?
image
and i chanded the plr.userid back to plrkey and it just stil wouldent work

another issue that poped up was that when another player is playing the game they can only see there points going up and not the other persons i think i might have to do with like updating the leaderstats

well thats really really weirdā€¦

ikr ive never got this much of a problem in my codes

it could possibly be another one of your codes

ye thats what i was thinking or it might be like a virus
idk tbh

Try this:

local dds = game:GetService("DataStoreService")
local saveData = dds:GetDataStore("SaveData")

game.Players.PlayerAdded:Connect(function(plr)
    local data
    local lds = plr.leaderstats
    local success, failed = pcall(function()
        data = saveData:GetAsync(plr.UserId) or {}
    end)
    if success then
        lds.save1.Value = data[1]
        lds.save2.Value = data[2]
   else
       warn(failed)
   end
end)

game.Players.PlayerRemoving:Connect(function(plr)
	local lds = plr.leaderstats
    saveData:SetAsync("id_"..plr.UserId, lds.Clicks.Value, lds.Rebirths.Value)
end)

game:BindToClose(function()
    local players = game:GetService("Players")
    for _, plr in pairs(players:GetPlayers()) do
	    local lds = plr.leaderstats
        local success, failed = pcall(function()
            saveData:SetAsync("id_"..plr.UserId, lds.Clicks.Value, lds.Rebirths.Value)
        end)
        if not success then
            warn(failed)
        end
    end
end)

Edit: made an edit to the code x3

alr ill try it on its own thanks

when you tried mine, did you put it in just the leaderstats? and have only the leaderstats? (and other scripts youll need)

ye i made like a seperate one and only used the one script

Hello, you should use pcall() for DataStore:SetAsync() and DataStore:GetAsync().

local Players = game:GetService("Players")
local DataStoreService = game:GetService("DataStoreService")

local DataStore = DataStoreService:GetDataStore("SaveData")

local function LoadPlayerData(Player)
	local Data
	pcall(function()
		Data = DataStore:GetAsync(Player.UserId)
	end)
	
	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	
	local Clicks = Instance.new("NumberValue")
	Clicks.Name = "Clicks"
	
	local Rebirths = Instance.new("NumberValue")
	Rebirths.Name = "Rebirths"
	
	
	if Data then
		Clicks.Value = Data.Clicks
		Rebirths.Value = Data.Rebirths
	end
	
	Clicks.Parent = leaderstats
	Rebirths.Parent = leaderstats
	leaderstats.Parent = Player
end

local function SavePlayerData(Player)
	local leaderstats = Player:FindFirstChild("leaderstats")
	if leaderstats then
		local DataToSave = {}
		DataToSave.Clicks = leaderstats.Clicks.Value
		DataToSave.Rebirths = leaderstats.Rebirths.Value
		
		pcall(function()
			DataStore:SetAsync(Player.UserId, DataToSave)
		end)
	end
end

Players.PlayerAdded:Connect(LoadPlayerData)
Players.PlayerRemoving:Connect(SavePlayerData)

game:BindToClose(function()
	wait(1)
end)

hmmm, i dont know lolā€¦

above us you said ā€œidk if it might be bc of the way the clicks button is coded it also has a effect that pops upā€ what is the script for thaT?

me and my friend have the same thing probably on our gameā€¦ but we have no problems with itā€¦ but we only have clicks.

ye i have like a coded this that showes u a effect every time u click its like a emoji pops up

ok im trying that other script Doqee one didnt work