If you want to save something, use DataStores. I’ve made a few replies in the past regarding DataStore2, here is a copy;
--Script in ServerScriptService:
local Players = game:GetService("Players")
local ServerScriptService = game:GetService("ServerScriptService")
local ServerStorage = game:GetService("ServerStorage")
-- Wait for our DataStoreVersion object to spawn in, and get it's value
local dV = ServerStorage:WaitForChild("DataStoreVersion").Value
-- Wait for our DataStore2 module object to spawn in, and require it
local dataStore2 = require(ServerStorage:WaitForChild("DataStore2"))
-- Combine all our DataStores into one
dataStore2.Combine(
"MasterKey"..dV, -- Dont change this one
"Slaps"..dV -- Your slaps.
--"Slaps2"..dV -- Just a example of more data you want to save, could also be named coins ect. (Just remember to add a comma after the dV in the Slaps above
)
-- Define DefaultData for our DataStore's
local Default_Slaps = 0
--local Default_Slaps2 = 0
Players.PlayerAdded:Connect(function(Player)
-- Make a warn in output, to tell us that the Player's data started loading
warn("[SERVER]: Started loading [PLAYER: "..Player.Name.."'s] Datastore-data!")
Player:SetAttribute("DataLoadingFinished", false) -- Can be used by other scripts, to determine if our data is loaded, before we do change it their data
-- If you want, just change the Folder below to be your leaderstats folder
-- Create a Folder for our replicated PlayerData, and put it inside our Player
local Folder_PlayerDataFolder = Instance.new("Folder");Folder_PlayerDataFolder.Name = "PlayerData";Folder_PlayerDataFolder.Parent = Player
-- Create a IntValue to store the number of Slaps
local Value_Slaps = Instance.new("IntValue");Value_Slaps.Name = "Slaps";Value_Slaps.Parent = Folder_PlayerDataFolder -- Used to replicate our current data to the player or any player in the server
-- Create a IntValue to store the number of Slaps
--local Value_Slaps2 = Instance.new("IntValue");Value_Slaps2.Name = "Slaps2";Value_Slaps2.Parent = Folder_PlayerDataFolder
local DS_Slaps = dataStore2("Slaps"..dV,Player) -- Define our Slaps Datastore
--local DS_Slaps2 = dataStore2("Slaps2"..dV,Player)
local function Update_Slaps(Value) -- We create a function here, to always update the replicated data to be equal value to our datastore data. This function will run everytime the value of Slaps in our datastore updates
Value_Slaps.Value = Value
warn("[SERVER]: Update_Slaps ran...")
end
--[[local function Update_Slaps2(Value)
Value_Slaps2.Value = Value
warn("[SERVER]: Update_Slaps2 ran...")
end]]
Update_Slaps(DS_Slaps:Get(Default_Slaps)) -- We run the Update_Slaps function, to initialize the default replicated Slaps value in our PlayerData folder. ":Get()" gets our current data of Slaps. "Default_Slaps" is used if no data was found, hit to why it's the default value.
--Update_Slaps2(DS_Slaps2:Get(Default_Slaps2))
DS_Slaps:OnUpdate(Update_Slaps) -- Everytime our Slaps data in our DataStore updates, run the Update_Slaps function
--DS_Slaps2:OnUpdate(Update_Slaps2)
-- OnCharacterAdded
Player.CharacterAdded:Connect(function(Character) -- Since the character does not automatically spawn, we create a function to make it automatically spawn on death, after we've finished loading all the data. It's essentially the same thing the CharacterAutoLoads does.
local Humanoid = Character:WaitForChild("Humanoid")
Humanoid.Died:Connect(function()
task.wait(5) -- Delay before spawn, change to your liking.
Player:LoadCharacter()
end)
end)
warn("[SERVER]: Finished loading [PLAYER: "..Player.Name.."'s] Datastore-data!")
Player:SetAttribute("DataLoadingFinished", true)
Player:LoadCharacter() -- Also turn off CharacterAUtoLoads under "Players" in Explorer. Normally we wont have the player to spawn before all the data is loaded
end)
If you want to know how to save tables, just ask.