Player stats, filtering enabled, quest system and UI. How do I make all this work together logically?

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve? Keep it simple and clear!
    Creating a quest system that upon completion, the player will gain a stat that is stored in server storage.

  2. What is the issue? Include enough details if possible!
    I have no idea where to start here or how the mechanics of this would work with filtering enabled. I had a quest system previously build in a local script, which i thought was the right way because of all the UI manipulation that needs to be done. However I recently have had to revamp where I store my stats, from player (local) to server storage(server). This means I would need to some how trigger a remote event to add the stats. Here’s where the problem lies… When a player joins, a stats folder gets created that is named specifically to the player.UserId. In order to get the stat from the folder I have to loop through all the folders in server storage to get the correct one. I cannot use this loop in a local script, because it is trying to call server objects.

  3. What solutions have you thought of so far?

Anyways, ramble is done… I need some help from someone who knows how this structure should look from a professional stand point…

To keep it concise, anything that involves what the client directly sees should be done on a local script, and anything that involves fetching information, stat checking, stat updating, and verification should be on on the server.

You mentioned that you are trying to call server objects within a local script, which is not what you should be doing. You can fire a RemoteFunction from the client to the server that returns the data from the server to be used on the client.

Take a look at this documentation: RemoteFunction | Documentation - Roblox Creator Hub

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Yeah, I mean i understand that part of it, just seems way more complicated than it should be. I have remote events firing everywhere just for the client to server communication. I’ll take a look at remote function, heard of them just never used it…

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