LuckyDataStore - API / Documentation
This API / documentation will update when there is new versions.
local LuckyDataStore = require(7239753643) -- Getting the module.
LuckyDataStore.EnableBindToClose = true
Enables or disables game:BindToClose() function, this function is here to handle unexpected server shutdowns. Disable it if you are going to make a BindToClose function yourself. Default is true. Disabled automatically if you are on studio to prevent data store queue filling.
LuckyDataStore.SaveInStudio = true
Enables or disables studio saving. Default is true.
LuckyDataStore.DebugMessages = true
You can enable or disable debug messages. Example: “Saved player data successfully.”, Default is true.
LuckyDataStore.AutoSaveEnabled = true
Auto-save is enabled or not. Default is true.
LuckyDataStore.AutoSaveCooldown = 180
This is how long script will wait in seconds until an auto-save will made. Default is 180 and I do not recommend setting this under 120 seconds as it can go over the data store limits.
Signals are still WIP and might change in the future.
LuckyDataStore.SuccessfullyLoaded
LuckyDataStore.SuccessfullyLoaded:Connect(function(player_name, player_data)
end)
-- Fires when a successful load happens and returns player name and player data.
LuckyDataStore.ErrorOnLoadingDataSignal
LuckyDataStore.ErrorOnLoadingDataSignal:Connect(function(player_name, err)
end)
-- Fires when an error occurs and returns player name and error.
LuckyDataStore.CreateData()
local default = {
Money = 100,
Experience = 0,
Rank = "None",
Tools = {},
}
local playerData = LuckyDataStore.CreateData(player_instance,key,default)
-- Function will create a table and return it if there wasn't an existing table with
-- given player and key, if there is will return that table.
--[[
Data = {}, -- If there was a save returns that, if not returns default table.
Player = player_instance,
Key = key,
Default = {} -- Default values table.
--]]
LuckyDataStore.FindData()
local playerData = LuckyDataStore.FindData(player_instance,key)
-- If table exists function will return that table.
-- If table doesn't exists function will warn you and return nil.
variables playerData:Combine(…)
playerData:Combine(money,experience,rank)
--[[
Combines all values into the created player data and
updates the table when this values changes.
--]]
void playerData.Data
local data = playerData.Data
-- To access the tools table,
local tools_table = data.Tools
--[[
Returns a table containing saved values.
--]]
void playerData:Save()
--[[
Forces a save. Could be used when player buys a currency.
--]]