How to make a daily gold system (Repost because no one responded)

I watched a yt tutorial on how to make a gold system. Ever since I wanted to make it so that every day that a person logs in they get a certain amount of gold. I also want to make it that levels 1-5 you get 1000 gold levels 5-10 you get 10000 gold and etc. Kinda like dungeon quest. Here’s the level/gold script:

local DataStore = game:GetService("DataStoreService")
local Level1 = DataStore:GetDataStore("Levels001")
local Beli11 = DataStore:GetDataStore("Beli001")
local Exp1 = DataStore:GetDataStore("Exp001")
local ExpNeed1 = DataStore:GetDataStore("ExpNeed001")
local DefenseP1 = DataStore:GetDataStore("DefenseP001")
local SwordP1 = DataStore:GetDataStore("SwordP001")
local LuckP1 = DataStore:GetDataStore("LuckP001")
local SpecialP1 = DataStore:GetDataStore("Special001")
local Defense1 = DataStore:GetDataStore("Defense001")
local Sword1 = DataStore:GetDataStore("Sword001")
local Luck1 = DataStore:GetDataStore("Luck001")
local Special1 = DataStore:GetDataStore("Special001")
local Points1 = DataStore:GetDataStore("Points001")

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 Beli = Instance.new("IntValue", stats)
	Beli.Name = "Gold"
	Beli.Value = 0
	--- 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 SpecialP = Instance.new("IntValue", stats)
	SpecialP.Name = "SpecialP"
	SpecialP.Value = 1
	--- Stats System
	local Points = Instance.new("IntValue", stats)
	Points.Name = "Points"
	Points.Value = 0
	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
---- Datastore ----
--- Levels
   Levels.Value = Level1:GetAsync(Plr.UserId) or Levels.Value
	   Level1:SetAsync(Plr.UserId, Levels.Value)
      Levels.Changed:connect(function()
	   Level1:SetAsync(Plr.UserId, Levels.Value)
   end)
--- Gold
   Beli.Value = Beli11:GetAsync(Plr.UserId) or Beli.Value
	   Beli11:SetAsync(Plr.UserId, Beli.Value)
      Beli.Changed:connect(function()
	   Beli11:SetAsync(Plr.UserId, Beli.Value)
   end)
--- Exp
   Exp.Value = Exp1:GetAsync(Plr.UserId) or Exp.Value
	   Exp1:SetAsync(Plr.UserId, Exp.Value)
      Exp.Changed:connect(function()
	   Exp1:SetAsync(Plr.UserId, Exp.Value)
   end)
--- ExpNeed
   ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value
	   ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)
      ExpNeed.Changed:connect(function()
	   ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)
   end)
--- SwordP
   SwordP.Value = SwordP1:GetAsync(Plr.UserId) or SwordP.Value
	   SwordP1:SetAsync(Plr.UserId, SwordP.Value)
      SwordP.Changed:connect(function()
	   SwordP1:SetAsync(Plr.UserId, SwordP.Value)
   end)
--- DefenseP
   DefenseP.Value = DefenseP1:GetAsync(Plr.UserId) or DefenseP.Value
	   DefenseP1:SetAsync(Plr.UserId, DefenseP.Value)
      DefenseP.Changed:connect(function()
	   DefenseP1:SetAsync(Plr.UserId, DefenseP.Value)
   end)
--- LuckP
   ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value
	   ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)
      ExpNeed.Changed:connect(function()
	   ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)
   end)
--- SpecialP
   ExpNeed.Value = ExpNeed1:GetAsync(Plr.UserId) or ExpNeed.Value
	   ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)
      ExpNeed.Changed:connect(function()
	   ExpNeed1:SetAsync(Plr.UserId, ExpNeed.Value)
   end)
--- Sword
   Sword.Value = Sword1:GetAsync(Plr.UserId) or Sword.Value
	   Sword1:SetAsync(Plr.UserId, SwordP.Value)
      Sword.Changed:connect(function()
	   Sword1:SetAsync(Plr.UserId, SwordP.Value)
   end)
--- Defense
   Defense.Value = Defense1:GetAsync(Plr.UserId) or Defense.Value
	   Defense1:SetAsync(Plr.UserId, Defense.Value)
      Defense.Changed:connect(function()
	   Defense1:SetAsync(Plr.UserId, Defense.Value)
   end)
--- Luck
   Luck.Value = Luck1:GetAsync(Plr.UserId) or Luck.Value
	   Luck1:SetAsync(Plr.UserId, Luck.Value)
      Luck.Changed:connect(function()
	   Luck1:SetAsync(Plr.UserId, Luck.Value)
   end)
--- Special
   Special.Value = Special1:GetAsync(Plr.UserId) or Special.Value
	   Special1:SetAsync(Plr.UserId, Special.Value)
      Special.Changed:connect(function()
	   Special1:SetAsync(Plr.UserId, Special.Value)
   end)
--- Points
   Points.Value = Points1:GetAsync(Plr.UserId) or Points.Value
	   Points1:SetAsync(Plr.UserId, Points.Value)
      Points.Changed:connect(function()
	   Points1:SetAsync(Plr.UserId, Points.Value)
   end)
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)) 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)

game.Players.PlayerRemoving:connect(function(Player)
	Level1:SetAsync(Player.UserId, Player.Data.Levels.Value)
	Beli11:SetAsync(Player.UserId, Player.Data.Beli.Value)
	Exp1:SetAsync(Player.UserId, Player.Data.Exp.Value)
	ExpNeed1:SetAsync(Player.UserId, Player.Data.ExpNeed.Value)
	SwordP1:SetAsync(Player.UserId, Player.Data.SwordP.Value)
	DefenseP1:SetAsync(Player.UserId, Player.Data.DefenseP.Value)
	LuckP1:SetAsync(Player.UserId, Player.Data.LuckP.Value)
	SpecialP1:SetAsync(Player.UserId, Player.Data.SpecialP.Value)
	Sword1:SetAsync(Player.UserId, Player.Data.Sword.Value)
	Defense1:SetAsync(Player.UserId, Player.Data.Defense.Value)
	Luck1:SetAsync(Player.UserId, Player.Data.Luck.Value)
	Special1:SetAsync(Player.UserId, Player.Data.Special.Value)
	Points1:SetAsync(Player.UserId, Player.Data.Points.Value)
end)

A daily gold system is essentially checking when the player last received the reward and granting the reward when it has been at least 24 hours since then, or possibly 18 hours to allow some leeway.

To get a solid “current time” value, use os.time().
It returns the amount of seconds passed since the year 1970.
https://developer.roblox.com/en-us/api-reference/lua-docs/os

When a player joins, get the current time and the “last time” from the datastore.
If the time is missing or the difference between the last time and now is at least 18 * 60 * 60 seconds, then set the last time (in the datastore) to the current time and award coins to the player.

Also, I can’t help but point out that you don’t need to save all these values to the datastore every time they change. You only need to do it when the player leaves or the place shuts down. Otherwise, you will hit rate limits.
Furthermore, you can replace that while wait() do in which you monitor exp into a Exp.Changed connection.
In fact, your loop will persist long after the player leaves and cause lag as a server gets older.

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