I’m making a jumping game. I got an idea of making a 2nd world with higher gravity, but the limit of JumpPower is 1000 and i cant make it go above that number.
local p = game.Players
local DataStoreService = game:GetService("DataStoreService")
local dataStore = DataStoreService:GetDataStore("FinalData")
local function saveData(player)
local tableToSave = {player.leaderstats.Jump.Value, player.leaderstats.Wins.Value, player.leaderstats.Rebirth.Value
}
local success, err = pcall(function()
dataStore:SetAsync(player.UserId, tableToSave)
end)
if success then
print("Data has been saved!")
else
print("Data hasn't been saved!")
warn(err)
end
end
p.PlayerAdded:Connect(function(player)
local Folder = Instance.new("Folder", player)
local leaderstats = Instance.new("IntValue", Folder)
local leaderstats2 = Instance.new("IntValue", Folder)
local leaderstats3 = Instance.new("IntValue", Folder)
Folder.Name = "leaderstats"
leaderstats.Name = "Jump"
leaderstats2.Name = "Wins"
leaderstats3.Name = "Rebirth"
local data
local success, err = pcall(function()
data = dataStore:GetAsync(player.UserId)
end)
if success and data then
leaderstats.Value = data[1]
leaderstats2.Value = data[2]
leaderstats3.Value = data[3]
else
print("Player has no data!")
end
local char = player.Character or player.CharacterAdded:Wait()
char.Humanoid.JumpPower = leaderstats.Value
leaderstats.Value = char.Humanoid.JumpPower
local JUMPIncrease = coroutine.create(function()
while task.wait(1) do
leaderstats.Value += 1 + ((leaderstats2.Value / 2) + (leaderstats3.Value * 2))
end
end)
coroutine.resume(JUMPIncrease)
leaderstats.Changed:Connect(function()
char.Humanoid.JumpPower = leaderstats.Value
end)
if char:WaitForChild("Humanoid").Died then
player.CharacterAdded:Connect(function(char)
char:WaitForChild("Humanoid").JumpPower = leaderstats.Value
leaderstats.Changed:Connect(function()
char.Humanoid.JumpPower = leaderstats.Value
end)
end)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local success, err = pcall(function()
saveData(player)
end)
if success then
print("Data has been saved")
else
print("Data hasn't been saved")
end
end)
game:BindToClose(function()
for _, player in pairs(game.Players:GetPlayers()) do
local success, err = pcall(function()
saveData(player)
end)
if success then
print("Data has been saved")
else
print("Data hasn't been saved")
end
end
end)