How to make a saving leaderstats throughout games

How would I make a leaderstats save in games? I have multiple places in my main game, and I want to know how I would make a leaderstats for all of them

3 Likes

Data Store Service. ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀

2 Likes

I have tried that.

Script
local DSS = game:GetService("DataStoreService")
local GameData = DSS:GetDataStore("GameData")


local function saveData(player)

	local StatsToSave = {
		player.leaderstats.Legos.Value
	}

	local success1, err1 = pcall(function()
		GameData:SetAsync("Player_"..player.UserId, StatsToSave)
	end)

	if success1 then
	else
		warn("error: "..err1)		
	end
end


game.Players.PlayerAdded:Connect(function(plr)

	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = plr

	local legos = Instance.new("IntValue")
	legos.Name = "Legos"
	legos.Parent = leaderstats



	local data
	local success, err = pcall(function()
		data = GameData:GetAsync("Player_"..plr.UserId)
	end)

	if success and data then
		legos.Value = data[1]
		print(data[1])
	else
		print("The player has no data!")
	end
end)




--game.Players.PlayerRemoving:Connect(function(player)
	--local success, err  = pcall(function()
		--saveData(player)
	--end)

	--if success then
		--print("Saved")
	--else
		--warn("Data has not been saved!")
	--end
--end)

game:BindToClose(function()
	for _, player in pairs(game.Players:GetPlayers()) do
		local success2, err2  = pcall(function()
			saveData(player)
		end)

		if success2 then
			print("Saved")
		else
			warn("error : "..err2)
		end
	end
end)
1 Like

And you’re using :GetAsync() on the other places using the same DataStore correct? (‘GameData’)

1 Like

Yeah I pasted the same script in the other games

1 Like

Are you getting any errors when running?

1 Like

no, it just doesn’t save when I go to another game only in that game.

1 Like

Have you tried printing out the data table to check its correct?

1 Like

no how would I do that, I didn’t make this script I have someone helping me not online currently

When you get the data, you can use

print(data)

and if you’re running in studio it’ll print the table and you can view the values

1 Like

This should be working.

local GameData = DSS:GetDataStore("GameData")


local function saveData(player)

	local StatsToSave = {
		["LegosCount"] = player.leaderstats.Legos.Value
	}

	local success1, err1 = pcall(function()
		GameData:SetAsync("Player_"..player.UserId, StatsToSave)
	end)

	if success1 then
	else
		warn("error: "..err1)		
	end
end


game.Players.PlayerAdded:Connect(function(plr)

	local leaderstats = Instance.new("Folder")
	leaderstats.Name = "leaderstats"
	leaderstats.Parent = plr

	local legos = Instance.new("IntValue")
	legos.Name = "Legos"
	legos.Parent = leaderstats



	local data
	local success, err = pcall(function()
		data = GameData:GetAsync("Player_"..plr.UserId)
	end)

	if success and data then
		legos.Value = data.LegosCount
		print(data.LegosCount)
	else
		print(err) -- prints error message
	end

	-- legos.Value = 1 (for testing)
end)



game.Players.PlayerRemoving:Connect(function(player)
	local success, err  = pcall(function()
		saveData(player)
	end)

	if success then
		print("Saved")
	else
		warn("Data has not been saved!")
	end
end)

function SavePlayers()
	for _, player in pairs(game.Players:GetPlayers()) do
		saveData(player)
	end
end

game:BindToClose(SavePlayers)```

If the places are part of the same universe, users datastore data will be shared across the places. Although if each place is part of a different universe, you will have to use some kind of external datastore using HttpService.

3 Likes

The problem was that it was like this

-- game:BindToClose(function()
--	for _, player in pairs(game.Players:GetPlayers()) do
--		local success2, err2  = pcall(function()
--			saveData(player)
--		end)

--		if success2 then
--			print("Save")
--		else
--		warn("error : "..err2)
--		end
--	end
-- end)

sorry im not really smart when it comes to scripting…

local Players = game:GetService("Players")
local DataStores = game:GetService("DataStoreService")
local DataStore = DataStores:GetDataStore("GameData")

local ProtectedCall = pcall

local function SaveData(Player)
	local Success, Result = ProtectedCall(function()
		return DataStore:SetAsync("Player_"..Player.UserId, {Player.leaderstats.Legos.Value})
	end)

	if Success then
		print(Result)
	else
		warn(Result)
	end
end

Players.PlayerAdded:Connect(function(Player)
	local Leaderstats = Instance.new("Folder")
	Leaderstats.Name = "leaderstats"
	Leaderstats.Parent = Player

	local Legos = Instance.new("IntValue")
	Legos.Name = "Legos"
	Legos.Parent = Leaderstats

	local Success, Result = ProtectedCall(function()
		return DataStore:GetAsync("Player_"..Player.UserId)
	end)
	
	if Success then
		print(Result)
		Legos.Value = Result[1]
	else
		warn(Result)
	end
end)

Players.PlayerRemoving:Connect(function(Player)
	SaveData(Player)
end)

game:BindToClose(function()
	for _, Player in ipairs(Players:GetPlayers()) do
		SaveData(Player)
	end
end)
3 Likes