Hello! I’m trying to make a player saving system but I can’t figure out how to access it.
Should I use a modulescript?
Code:
local ProfileTemplate = {
totalXP = 1000,
points = 50,
isBugReportBanned = false
}
----- Loaded Modules -----
local ProfileService = require(game.ServerScriptService.ProfileService)
----- Private Variables -----
local PlayersService = game:GetService("Players")
local ProfileStore = ProfileService.GetProfileStore(
"PlayerData",
ProfileTemplate
)
local Profiles = {} -- [player] = profile
----- Private Functions -----
local function PlayerAdded(player)
local profile = ProfileStore:LoadProfileAsync("Player_" .. player.UserId)
if profile ~= nil then
profile:AddUserId(player.UserId) -- GDPR compliance
profile:Reconcile() -- Fill in missing variables from ProfileTemplate (optional)
profile:ListenToRelease(function()
Profiles[player] = nil
-- The profile could've been loaded on another Roblox server:
player:Kick()
end)
if player:IsDescendantOf(PlayersService) == true then
Profiles[player] = profile
-- A profile has been successfully loaded:
else
-- Player left before the profile loaded:
profile:Release()
end
local DataLoaded = Instance.new("StringValue",player)
DataLoaded.Name = "DataLoaded"
else
-- The profile couldn't be loaded possibly due to other
-- Roblox servers trying to load this profile at the same time:
player:Kick()
end
end
----- Initialize -----
-- In case Players have joined the server earlier than this script ran:
for _, player in ipairs(PlayersService:GetPlayers()) do
task.spawn(PlayerAdded, player)
end
----- Connections -----
game.ReplicatedStorage.Remotes.Stats.StatsUpdater.OnServerInvoke = function(player) -- For client-side access
return Profiles[player]
end
PlayersService.PlayerAdded:Connect(PlayerAdded)
PlayersService.PlayerRemoving:Connect(function(player)
local profile = Profiles[player]
if profile ~= nil then
profile:Release()
end
end)
Thanks!