my code to save users data in a table:
local function returnPlayerItems(player)
print(playerWords:GetAsync(player.UserId))
return playerWords:GetAsync(player.UserId) or defaultStarterCards
end
game.Players.PlayerAdded:Connect(function(player)
local char = player.Character or player.CharacterAdded:Wait()
globalDiscoveries:SetAsync(player.UserId, {} or globalDiscoveries:GetAsync(player.UserId))
for i, v in pairs(returnPlayerItems(player)) do
addItem(player, v)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local items = {}
for i, v in ipairs(player.PlayerGui.gameGui.Frame.items:GetChildren()) do
if v:IsA('Frame') and v.Name ~= 'temp' then
table.insert(items, v.Name) -- Use v.Name if it's the item identifier
end
end
-- Debugging: Print to ensure the items table looks correct
print("Saving items for player:", player.UserId, items)
-- Attempt to save, handling errors or ensuring the correct format
local success, errorMessage = pcall(function()
playerWords:SetAsync(player.UserId, items)
end)
if not success then
warn("Failed to save items for player:", player.UserId, errorMessage)
end
end)
it flat out refuses to load the correct data for playerWords, even in a real game. I’m going to bed. This is ridiculous.