DataStores - Beginners to Advanced

pcall has 2 arguments, the function and the arguments you want to pass in (optional)
pcall(dataStore.GetAsync, dataStore, key); its just the same as

pcall(function()
    return dataStore:GetAsync(key)
end)

if you got confused with, why pass in the dataStore? any method in a table/object has its functional part, when you do dataStore:GetAsync(key), dataStore is being passed in as the first parameter even tho you don’t see it, which is equal to dataStore.GetAsync(dataStore, key)

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Ahh I see thank you for telling me!

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im going to try and understand the code, so i can implement something like this in future projects

thanks for the help (:

i dont get making a datastore, or get async

elaborate on what you don’t get. “making a datastore” is just fetching it, or if its not found, then create the datastore. get async takes a key argument, it fetches the value in the datastore, with the provided key.

{
    datastore1 = {
        hello = 'world'
    }
}

in this example, if you want to get the hello value, first use :GetDataStore(), then use :GetAsync(“hello”) on the datastore

Is this safe for ordered datastores? also what all would change if we were to use ordered datastore

how i can implement session locking to my code ? i understand the idea of session locking but i find it hard to implement it to my script

i tried it and it didnot save with that way

requesting budget means that you check if you can do a certain action and how many times you can do it for example i want to save the players data so before doing that i should see if i can save the data before trying to save it by requesting the budget and see if i have enough budget or not

but this system will make players after leaving the game can not get their data until 30 min pass

One of the most confusing things here is where to place this, There are no columns signaling where the code should be in, i’ve been wrapping my head at this for quite a time now. Im ofc not placing this in the 500th column there is in any script