Offline Data - Tranfer

So Im creating a script where you can send crates/skins to anyone if their offline or online. I need help trying to do it. I’m conflicted because I don’t know how to edit the leaderstats or any datastore if their offline. Example jailbreak you can send people crates if their offline.

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You can edit a player’s DataStore regardless of if they’re online or not.

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for instance if you’re not online and I need to save something to your DataStore, I would do this if you’re using normal DataStores:

-- for instance I need to modify a value 'Cash' saved to your UserId
-- let your user Id be 111 , I intend on setting your Cash value to 10

    local DataStoreService = game:GetService("DataStoreService")
    local store = DataStoreService:GetDataStore("Cash")

    local success, err = pcall(function()
          store:SetAsync(111, 10)
    end)
   
    if not success then 
        error("data could not be saved")
    end
   

Of course this is just an example and you could try error prevention etc.

Note that there is a difference between when to use DataStore:SetAsync() and
DataStore:UpdateAsync() , the latter considers previous values too.

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It really depends on how you handle datastores to give an accurate response.
I will write this in the perspective of having a data cache of players who are ingame.

If you save data by Player.UserId (which is highly recommended) you can achieve this easily.
Say I have a remote event where a player submits a name, and a crate to give.

-- just some psuedocode, not all practices here are good
GiveCrate.OnServerEvent:Connect(function(sender, targetName, crateType)
    -- this is an example, you could have your datastore module here and whatnot.
    -- assume that PlayerDataStore is our DataStore object for players (:GetDataStore("PlayerData"))
    -- also assume that sessionData is our current data session 
    local Players = game.Players
    local success, targetUserId = pcall(Players.GetUserIdFromNameAsync, Players, targetName)
    if success then
        local senderData = sessionData[sender.Name] -- i use .Name because names won't change ingame (edge case..)
        local targetData = PlayerDataStore:GetAsync(targetUserId)

        if senderData and targetData then
            -- you can subtract from senderData.Crates and add to targetData.Crates here, or whatever.
            if senderData.Crates[crateType] > 0 then
                senderData.Crates[crateType] = senderData.Crates[crateType] - 1
                targetData.Crates[crateType] = targetData.Crates[crateType] + 1

                PlayerDataStore:SetAsync(targetUserId, targetData)
            end
        end
    else
        -- tell the client somewhere we couldn't do it
        warn("failed to get user id: " .. targetUserId)
    end
end)

Keep in mind this assumes the other player is offline. If they’re in a different server you’ll need a different solution.

As mentioned above this is just an example, I don’t know how your datastore systems are set up, you should pcall more of these gets and sets to DataStores, etc. I hope this does put you on the right track though.

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