So currently I do what I feel is a extremely outdated, I use values to store all player information as oppose to something else holding it all. So when I want to access for an example a equipped weapon I go to player>Data>EquippedTool>Value. I feel there must be some way to do this better potentially using modules? Also saving/loading games is kind of irritating to, this way works just wondering if it can be done better.
How my current system works is
And then gets placed into the player:
Iām wanting to figure out a way to do this before starting on saving data as currently looping through inventory items and saving different stats of each item just seems to be terribly on my part.
local Data = {}
local PlayerData = {}
function Data.AddPlayer(Player, Data) -- adds a player to the PlayerData Table (Do this when a player joins)
PlayerData[Player] = Data
end
function Data.ReturnData(Player) -- Retrieves a player's data from the PlayerData Table
return PlayerData[Player]
end
function Data.RemovePlayer(Player) -- Removes a player from the PlayerData Table (Do this when a player leaves)
PlayerData[Player] = nil
end
return Data
Script
local DataModule = require(game.ServerScriptService.DataModule)
local Players = game:GetService("Players")
local Replicated_Storage = game:GetService("ReplicatedStorage")
local Event = Replicated_Storage:WaitForChild("RemoteEvent")
function PlayerJoined(Player)
local Data = {Level = 1, Money = 2}
DataModule.AddPlayer(Player, Data) -- Data would be the data retrieved using datastores
end
function PlayerLeft(Player)
DataModule.RemovePlayer(Player) -- have to remove the player when they leave so their data doesn't stay in game
end
function Example(Player)
--you can retrieve a players data and do stuff with it by doing this
local Data = DataModule.ReturnData(Player) -- now you have the table of their data to do with as you please
end
function RetrieveData(Player)
Event:FireClient(Player, DataModule.ReturnData(Player)) -- when a player fires the remoteevent asking for data we fire it back returning their data
end
Players.PlayerAdded:Connect(PlayerJoined)
Players.PlayerRemoving:Connect(PlayerLeft)
Event.OnServerEvent:Connect(RetrieveData)
Local
local Player = game.Players.LocalPlayer
local Replicated_Storage = game:GetService("ReplicatedStorage")
local Event = Replicated_Storage:WaitForChild("RemoteEvent")
local MyData -- creates MyData variable
function SetupPlayer()
Event:FireServer() -- tells the server that you are requesting your data
end
function UpdateData(NewData)
MyData = NewData -- sets the MyData table to the new data you have recieved
end
Event.OnClientEvent:Connect(UpdateData)
SetupPlayer()