First post here. Finally, I can do this. Anyhow,
I Basically just want to check if the user has a stat (in the datastore). Let me explain in a bit more detail by giving an example
if the user does not have the “Cash” stat saved to datastore, set it to 0.
if the user does not have the “Hats” table saved to datastore, set it to {}
I cannot find anything like this, but I’ve did things like this (despite the fact GetAsync only has 1 argument)
if not DataStored:GetAsync(Player.UserId,Cash) then
To check if a user has a certain stat already, you can use the GetAsync method from your datastore.
local DataStoreService = game:GetService("DataStoreService")
local playerDataStore = DataStoreService:GetDataStore("PlayerData")
local playerId = 123456789 -- Replace with the player's UserId
local cash = playerDataStore:GetAsync("Cash_"..playerId)
if cash == nil then
-- The player does not have a "Cash" stat saved in the datastore, so set it to 0
cash = 0
playerDataStore:SetAsync("Cash_"..playerId, cash)
end
local hats = playerDataStore:GetAsync("Hats_"..playerId)
if hats == nil then
-- The player does not have a "Hats" table saved in the datastore, so set it to an empty table
hats = {}
playerDataStore:SetAsync("Hats_"..playerId, hats)
end
We first retrieve the “Cash” and “Hats” values from the datastore using GetAsync, and then check if they are nil. If they are nil, we set “Cash” to 0 and “Hats” to an empty table ({}) using SetAsync.
That was just an example of how you set your default stats for the player.
A complete implementation:
local DataStoreService = game:GetService("DataStoreService")
local playerDataStore = DataStoreService:GetDataStore("PlayerData")
local function getPlayerData(player)
local playerId = player.UserId
local playerData = {
cash = 0,
hats = {}
-- Add more player data fields as needed
}
local savedData = playerDataStore:GetAsync("Data_"..playerId)
if savedData ~= nil then
-- Merge saved data with default data
for key, value in pairs(savedData) do
playerData[key] = value
end
else
-- Save default data to datastore for new players
playerDataStore:SetAsync("Data_"..playerId, playerData)
end
return playerData
end
local function savePlayerData(playerData, player)
local playerId = player.UserId
playerDataStore:SetAsync("Data_"..playerId, playerData)
end
-- Example usage:
local player = game.Players:GetPlayerFromCharacter(workspace.Player1)
local playerData = getPlayerData(player)
-- Update player data
playerData.cash = playerData.cash + 100
table.insert(playerData.hats, "Top Hat")
-- Save updated player data
savePlayerData(playerData, player)
we define two functions: getPlayerData and savePlayerData.
The getPlayerData function takes a player object as an argument and returns a table containing the player’s data. If the player’s data is already saved in the datastore, the function retrieves it using the player’s UserId as a key, and merges it with default data (in this case, cash set to 0 and hats set to an empty table). If the player’s data is not found in the datastore, the function saves the default data to the datastore for new players. The function then returns the merged or default data as a table.
The savePlayerData function takes a player data table and a player object as arguments, and saves the data to the datastore using the player’s UserId as a key.
In the example usage section, we first get the player object and their data using getPlayerData. We then update the player’s data (in this case, adding 100 to their cash and inserting a “Top Hat” to their hats table). Finally, we save the updated data to the datastore using savePlayerData.
Would this conflict with using Number Values? My current datastore inserts a ton of number values (and converts tables with folders) into a ‘Stats’ folder inside the player for ease of use.
If anything simpler than above possible, I just need something to scan over the data stuff and set any values that arent stored yet to a base value, so i can add new ones without wiping data.
If CashRR is a NumberValue, then you must extract the Value from the NumberValue.
local CashRR = DataStored:GetAsync("Cash_"..Player.UserId)
if CashRR == nil then
CashRR = 0
DataStored:SetAsync("Cash_"..Player.UserId, CashRR.Value)
end
----/ Services & Instances \----
local Datastoreservice = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local Ver, Context = 0, "pre-alpha testing 1"
local DataStored = Datastoreservice:GetDataStore("DataV"..Ver.." Context: "..Context)
----/ Variables \----
----/ Functions \----
function LoadData(Player)
if Player then
local leaderstats = Instance.new("Folder")
local Cash = Instance.new("NumberValue")
local Power = Instance.new("NumberValue")
local Hats = Instance.new("Folder")
leaderstats.Parent, leaderstats.Name = Player, "Stats"
Cash.Parent, Cash.Name = leaderstats, "Cash"
Hats.Parent, Hats.Name = leaderstats, "Hats"
-- cluster of data normal values
local CashRR = DataStored:GetAsync("Cash_"..Player.UserId)
if CashRR == nil then
CashRR = 0
DataStored:SetAsync("Cash_"..Player.UserId, CashRR)
end
local data
local function LoadList(dataL, folder) -- converts numbers to strings, change back in scripts with toNumber
for i = 1, #dataL do
local p = Instance.new("StringValue")
p.Name = i
p.Parent = folder
p.Value = dataL[i]
end
end
local s, e = pcall(function()
data = DataStored:GetAsync(Player.UserId)
print(data)
Cash.Value = data.Cash
LoadList(data.Hats,Hats)
end)
if not s and e then warn(e) end
end
end
function SaveData(Player)
if Player then
local leaderstats = Player:FindFirstChild("Stats")
local hatData = {}
local function SaveHats()
local hatsCh = leaderstats.Hats:GetChildren()
for i = 1, #hatsCh do
local t = hatsCh[i]
table.insert(hatData,t.Value)
end
end
local data = {Cash=leaderstats.Cash.Value,Hats=hatData}
local s,e = pcall(function()
DataStored:SetAsync(Player.UserId, data)
print(data)
end)
if not s and e then warn(e) end
end
end
----/ Connections \----
Players.PlayerAdded:Connect(LoadData)
Players.PlayerRemoving:Connect(SaveData)
----/ Services & Instances \----
local DatastoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
local Ver, Context = 0, "pre-alpha testing 1"
local DataStored = DatastoreService:GetDataStore("DataV"..Ver.." Context: "..Context)
----/ Variables \----
local DefaultHats = {}
----/ Functions \----
function LoadData(player)
if not player then
return
end
local leaderstats = player:FindFirstChild("leaderstats")
if not leaderstats then
leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
end
local cash = leaderstats:FindFirstChild("Cash")
if not cash then
cash = Instance.new("NumberValue")
cash.Name = "Cash"
cash.Parent = leaderstats
end
local hats = leaderstats:FindFirstChild("Hats")
if not hats then
hats = Instance.new("Folder")
hats.Name = "Hats"
hats.Parent = leaderstats
end
-- Load Cash value
local cashData = DataStored:GetAsync("Cash_"..player.UserId)
if cashData == nil then
cashData = 0
DataStored:SetAsync("Cash_"..player.UserId, cashData)
end
cash.Value = cashData
-- Load Hats value
local hatsData = DataStored:GetAsync("Hats_"..player.UserId)
if hatsData == nil then
hatsData = DefaultHats
DataStored:SetAsync("Hats_"..player.UserId, hatsData)
end
for key, value in pairs(hatsData) do
local hatValue = Instance.new("NumberValue")
hatValue.Name = tostring(key)
hatValue.Value = value
hatValue.Parent = hats
end
end
function SaveData(player)
if not player then
return
end
local leaderstats = player:FindFirstChild("leaderstats")
if not leaderstats then
return
end
-- Save Cash value
local cash = leaderstats:FindFirstChild("Cash")
if cash then
local cashData = cash.Value
DataStored:SetAsync("Cash_"..player.UserId, cashData)
end
-- Save Hats value
local hats = leaderstats:FindFirstChild("Hats")
if hats then
local hatsData = {}
for _, hatValue in pairs(hats:GetChildren()) do
if hatValue:IsA("NumberValue") then
hatsData[tonumber(hatValue.Name)] = hatValue.Value
end
end
DataStored:SetAsync("Hats_"..player.UserId, hatsData)
end
end
----/ Connections \----
Players.PlayerAdded:Connect(LoadData)
Players.PlayerRemoving:Connect(SaveData)
The updated code includes several changes to improve the functionality and efficiency of the original script:
The script checks if the player already has a leaderstats folder and the necessary NumberValue instances before creating new ones. This prevents duplicates and errors.
The script sets the Cash value to CashRR after loading from the datastore if it was nil, so that the value is always initialized to 0 if it does not exist.
The script loads the Hats data as a table and iterates over the key-value pairs to create new NumberValue instances with the correct name and value.
The script saves and loads data using the appropriate datastore keys for each value.
The script handles errors when saving or loading data by simply returning early if the player or data is nil.
These changes make the script more robust and efficient, by preventing duplicate instances, initializing missing data, and handling errors in a more meaningful way. Additionally, the script now saves and loads data using distinct keys for each value, which makes it easier to manage and modify data in the future.
Actually, I began using this script and it does not work for my game. The issue is the fact it only saves once per type of hat, and my game is a type of simulator, so you may have multiple of the same one, which is causing many problems. I am not sure how to go about this, and I may have to discontinue the project without a fix.