Can’t you just copy and paste the script so I can show you? lol
Use 3 back ticks ``` to make a code block
-- this is a code block
is essentially:
```
– this is a code block
```
Can’t you just copy and paste the script so I can show you? lol
Use 3 back ticks ``` to make a code block
-- this is a code block
is essentially:
```
– this is a code block
```
game.Players.PlayerAdded:Connect(function(Plr)
local stats = Instance.new(“Folder”, Plr)
stats.Name = “Data”
— Level System
local Levels = Instance.new(“IntValue”, stats)
Levels.Name = “Levels”
Levels.Value = 1
local Exp = Instance.new(“IntValue”, stats)
Exp.Name = “Exp”
Exp.Value = 0
local ExpNeed = Instance.new(“IntValue”, stats)
ExpNeed.Name = “ExpNeed”
ExpNeed.Value = 200
— Money System
local Gold = Instance.new(“IntValue”, stats)
Gold.Name = “Gold”
Gold.Value = 1000000000000
— Stats Text
local DefenseP = Instance.new(“IntValue”, stats)
DefenseP.Name = “DefenseP”
DefenseP.Value = 1
local SwordP = Instance.new(“IntValue”, stats)
SwordP.Name = “SwordP”
SwordP.Value = 1
local LuckP = Instance.new(“IntValue”, stats)
LuckP.Name = “LuckP”
LuckP.Value = 1
local DevilFruit = Instance.new(“IntValue”, stats)
DevilFruit.Name = “DevilFruit”
DevilFruit.Value = 1
— Stats System
local Points = Instance.new(“IntValue”, stats)
Points.Name = “Points”
Points.Value = 1000000
local PointsS = Instance.new(“IntValue”, stats)
PointsS.Name = “PointsS”
PointsS.Value = 1
local Defense = Instance.new(“IntValue”, stats)
Defense.Name = “Defense”
Defense.Value = 0
local Sword = Instance.new(“IntValue”, stats)
Sword.Name = “Sword”
Sword.Value = 0
local Luck = Instance.new(“IntValue”, stats)
Luck.Name = “Luck”
Luck.Value = 0
local Special = Instance.new(“IntValue”, stats)
Special.Name = “Special”
Special.Value = 0
end)
game.Players.PlayerAdded:Connect(function(plr)
wait(.1)
local Exp = plr.Data.Exp
local Levels = plr.Data.Levels
local ExpNeed = plr.Data.ExpNeed
local Points = plr.Data.Points
while wait() do
if Exp.Value >= (100 * (Levels.Value + 1)) and Levels.Value <= 399 then
Levels.Value = Levels.Value + 1
Points.Value = Points.Value + 3
Exp.Value = Exp.Value - ExpNeed.Value
ExpNeed.Value = ExpNeed.Value + 100
game.ReplicatedStorage.LevelSystem.LevelUpGui:FireClient(plr)
end
end
end)
coroutine.wrap(function()
local dss = game:GetService(“DataStoreService”)
local dataStore = dss:GetDataStore(“StatsData”)
local players = game:GetService(“Players”)
local function SerializeLeaderstats(player) : {[string]: number}
local stats = {}
-- this loops through the leaderstats folder and sets the correct values in the table
for _, v in pairs(player.leaderstats:GetChildren()) do
stats[v.Name] = v.Value
end
return stats
end
local function LoadLeaderstatsData(player)
– “pcall” stands for protected call which basically helps with errors that may possibly occur
local success, err = pcall(function()
– this returns the player’s data
return dataStore:GetAsync(player.UserId)
end)
if success then
-- this checks if the call was successful
-- this also checks if they are new/have any data
if err ~= nil then
for name, value in pairs(err) do
-- this loops through the serialized table and sets the values accordingly
player.leaderstats[name].Value = value
end
end
end
return err
end
local function OnPlayerExit(player)
– does what the other one does except it saves the serialized data
local success, err = pcall(function()
dataStore:SetAsync(player.UserId, SerializeLeaderstats(player))
end)
if not success then
-- if it couldn't save, it will send a warning in the output telling you why
warn("unable to save data:", err)
end
end
players.PlayerAdded:Connect(function(player)
– do stuff (place the default things in here)
LoadLeaderstatsData(player) – this calls the loading function so the player’s data can load
end)
players.PlayerRemoving:Connect(OnPlayerExit) – this detects when the player leaves
end)()
local dss = game:GetService("DataStoreService")
local dataStore = dss:GetDataStore("StatsData")
local players = game:GetService("Players")
local function SerializeLeaderstats(player) : {[string]: number}
local stats = {}
-- this loops through the leaderstats folder and sets the correct values in the table
for _, v in pairs(player.Data:GetChildren()) do
stats[v.Name] = v.Value
end
return stats
end
local function LoadLeaderstatsData(player)
-- "pcall" stands for protected call which basically helps with errors that may possibly occur
local success, err = pcall(function()
-- this returns the player’s data
return dataStore:GetAsync(player.UserId)
end)
if success then
-- this checks if the call was successful
-- this also checks if they are new/have any data
if err ~= nil then
for name, value in pairs(err) do
-- this loops through the serialized table and sets the values accordingly
player.Data[name].Value = value
end
end
end
return err
end
local function OnPlayerExit(player)
-- does what the other one does except it saves the serialized data
local success, err = pcall(function()
dataStore:SetAsync(player.UserId, SerializeLeaderstats(player))
end)
if not success then
-- if it couldn't save, it will send a warning in the output telling you why
warn("unable to save data:", err)
end
end
players.PlayerAdded:Connect(function(plr)
local stats = Instance.new("Folder", plr)
stats.Name = "Data"
-- Level System
local Levels = Instance.new("IntValue", stats)
Levels.Name = "Levels"
Levels.Value = 1
local Exp = Instance.new("IntValue", stats)
Exp.Name = "Exp"
Exp.Value = 0
local ExpNeed = Instance.new("IntValue", stats)
ExpNeed.Name = "ExpNeed"
ExpNeed.Value = 200
-- Money System
local Gold = Instance.new("IntValue", stats)
Gold.Name = "Gold"
Gold.Value = 1000000000000
-- Stats Text
local DefenseP = Instance.new("IntValue", stats)
DefenseP.Name = "DefenseP"
DefenseP.Value = 1
local SwordP = Instance.new("IntValue", stats)
SwordP.Name = "SwordP"
SwordP.Value = 1
local LuckP = Instance.new("IntValue", stats)
LuckP.Name = "LuckP"
LuckP.Value = 1
local DevilFruit = Instance.new("IntValue", stats)
DevilFruit.Name = "DevilFruit"
DevilFruit.Value = 1
-- Stats System
local Points = Instance.new("IntValue", stats)
Points.Name = "Points"
Points.Value = 1000000
local PointsS = Instance.new("IntValue", stats)
PointsS.Name = "PointsS"
PointsS.Value = 1
local Defense = Instance.new("IntValue", stats)
Defense.Name = "Defense"
Defense.Value = 0
local Sword = Instance.new("IntValue", stats)
Sword.Name = "Sword"
Sword.Value = 0
local Luck = Instance.new("IntValue", stats)
Luck.Name = "Luck"
Luck.Value = 0
local Special = Instance.new("IntValue", stats)
Special.Name = "Special"
Special.Value = 0
coroutine.wrap(function()
while wait() do
if Exp.Value >= (100 * (Levels.Value + 1)) and Levels.Value <= 399 then
Levels.Value = Levels.Value + 1
Points.Value = Points.Value + 3
Exp.Value = Exp.Value - ExpNeed.Value
ExpNeed.Value = ExpNeed.Value + 100
game.ReplicatedStorage.LevelSystem.LevelUpGui:FireClient(plr)
end
end
end)()
LoadLeaderstatsData(plr) -- this calls the loading function so the player’s data can load
end)
players.PlayerRemoving:Connect(OnPlayerExit) -- this detects when the player leaves
Yo omg it worked but how can i make it save my health??
When i put stat points into my Defense it gives me more health but thats the only thing that doesnt save
When the player joins the game and their defense stats load in, just use whatever you use to calculate their health
I dont understand what your trying to say
This is what i use to give the player more health
game.Players.PlayerAdded:connect(function(player)
player.CharacterAdded:connect(function(character)
wait()
local Data = player.Data
local MaxHealth = Data:WaitForChild(“MaxHealth”)
character.Humanoid.MaxHealth = MaxHealth.Value + 100
character.Humanoid.Health = MaxHealth.Value + 100
end)
end)
Like, when a player upgrades their defense stat and their health increases then they leave, just use the system to upgrade their health when they join the game
Game --> LoadsPlayer --> Upgrades Defense --> Upgrades Health --> Leaves
Game --> LoadsPlayer --> Load their data --> Check what their defense stat is at --> Upgrade Health
Compact it all into a table, encode it and save it to a datastore