I’ve already did my own version of your datastore
I could not find a better way to refer to money.value
local MyDataStore = DataStoreService:GetDataStore("MyDataStore")
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Money = Instance.new("IntValue")
Money.Name = "Money"
Money.Parent = leaderstats
local Level = Instance.new("IntValue")
Level.Name = "Level"
Level.Parent = leaderstats
local data
local success, errormessage = pcall(function()
data = MyDataStore:GetAsync(player.UserId.."-Money","Level")
end)
if success then
Money.Value = data
Level.Value = data
else
print("Data Has Failed")
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local success, errormessage pcall(function()
MyDataStore:SetAsync(player.UserId.."-Money","Level",player.leaderstats.Cash.Value)
end)
if success then
print("Data Has Passed")
else
print("Data Has Failed")
warn(errormessage)
end
end)
Pass it to an outside function.
Your datastore that you’ve made seems more complex and was confusing too read so I’d just made my own version of your datastore
Keep in mind this is a regular datastore and it’s not datastore 2
Alright Imma fix that real quick
local GameData = DataStoreService:GetDataStore("GameData")
game.Players.PlayerAdded:Connect(function(player)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Money = Instance.new("IntValue")
Money.Name = "Money"
Money.Parent = leaderstats
local Level = Instance.new("IntValue")
Level.Name = "Level"
Level.Parent = leaderstats
local data
local success,errormessage = pcall(function()
data = GameData:GetAsync(player.UserId.."-Money","-Level")
end)
if success then
Money.Value = data
Level.Value = data
print("Success")
else
print("Failed")
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local success,errormessage = pcall(function()
GameData:SetAsync(player.UserId.."-Money","-Level",player.leaderstats.Money.Value.Level.Value)
end)
if success then
print("Data Has Synced")
else
print("Data Has Failed")
end
end)
Are you doing it in Roblox Studio or in the game?
Roblox Studio - why? …
Then I’m probably making a mistake in the datastore give me a sec
Do you have API Services turned on?
Join my game cause it seems like its working for me
I joined but how can i change my values so i can see if it works
Sorry you can’t I only have access too Dev Console commands