local Players = game:GetService("Players")
local DataStoreService = game:GetService("DataStoreService")
local ServerStorage = game:GetService("ServerStorage")
local RepliStorage = game:GetService("ReplicatedStorage")
local player_data = DataStoreService:GetDataStore("TestData1")
local RemoveSoldItem = RepliStorage.Remotes.RemoveSoldItem
local toolsInstance = ServerStorage.Tools
local tools = {}
Players.PlayerAdded:Connect(function(client)
client.CharacterAdded:Connect(function(plrChar)
print(tools[client])
tools[client] = {}
local key = "client_" .. client.UserId
local inventory = player_data:GetAsync(key)
print(inventory)
for i, name in inventory do
print(name)
local tool = game:GetService("ReplicatedStorage").ItemAssets:FindFirstChild(name)
local Backpack = client.Backpack
print(tool)
if tool then
print(tool.Name)
local Clonedtool = tool:Clone()
Clonedtool.Name = tool.Name
Clonedtool.Parent = Backpack
print("tool cloned")
else
warn("Item could not be cloned")
end
end
RemoveSoldItem.OnServerEvent:Connect(function(plr, toolItemName)
if #tools[plr] == 0 then
warn("No tools found for player: " .. plr.Name)
end
local TargetPosition = table.find(tools[plr], toolItemName)
print(tools[plr])
print(toolItemName)
print("Current tools for player:", table.concat(tools[plr], ", "))
if TargetPosition then
print("Removing tool at position:", TargetPosition)
table.remove(tools[plr], TargetPosition)
else
warn("Tool not found in player's inventory")
end
end)
end)
end)
Players.PlayerRemoving:Connect(function(client)
local key = "client_" .. client.UserId
tools[client] = { }
local Character = client.Character
local Backpack = client.Backpack
if Character then
for X, item in Character:GetChildren() do
if not item:IsA("Tool") then continue end
table.insert(tools[client], item.Name)
end
end
for _, item in ipairs(client.Backpack:GetChildren()) do
if item:IsA("Tool") then
print(item.Name)
table.insert(tools[client], item.Name)
else
warn(item.Name .. " is not a Tool")
end
end
print(tools[client])
player_data:UpdateAsync(key, function(prev)
return tools[client]
end)
end)
Good lord. Remove that embedded RemoteEvent.OnServerEvent
handler immediately
Why?
I see nothing that inserts into the player’s cached inventory during their lifetime in the server. You’re only doing this when the player disconnects, which has no relevance to your RemoveSoldItem
event
What do I substitute with toolItemName?
local TargetPosition = table.find(tools[client], toolItemName)
Each time a player enters your game and (re)spawns, you will clone the event listener to RemoveSoldItem.OnServerEvent
. This can lead to serious adverse collateral damage as you begin to duplicate your response to the event. It is also a greedy memory leak, which generally has the potential to seriously impact performance as the game continues on. There is zero necessity for your event listener to be characterized this way—it doesn’t even use its immediate upvalues
Move the event listener into the main scope away from Players.PlayerAdded
Like this? Also look at my previous post.
Players.PlayerAdded:Connect(function(client)
client.CharacterAdded:Connect(function(plrChar)
print(tools[client])
tools[client] = {}
local key = "client_" .. client.UserId
local inventory = player_data:GetAsync(key)
print(inventory)
for i, name in inventory do
print(name)
local tool = game:GetService("ReplicatedStorage").ItemAssets:FindFirstChild(name)
local Backpack = client.Backpack
print(tool)
if tool then
print(tool.Name)
local Clonedtool = tool:Clone()
Clonedtool.Name = tool.Name
Clonedtool.Parent = Backpack
print("tool cloned")
else
warn("Item could not be cloned")
end
end
-- Here
if #tools[client] == 0 then
warn("No tools found for player: " .. client.Name)
end
local TargetPosition = table.find(tools[client], toolItemName)
print(tools[client])
print(toolItemName)
print("Current tools for player:", table.concat(tools[plr], ", "))
if TargetPosition then
print("Removing tool at position:", TargetPosition)
table.remove(tools[client], TargetPosition)
else
warn("Tool not found in player's inventory")
end
end)
end)
Use pairs(inventory)
instead of inventory
This is a downgrade. The code @planeboy2021 has is correct. It’s called generalized iteration, and was introduced to the Luau language in 2022
What do I substitute with toolItemName?
local TargetPosition = table.find(tools[client], toolItemName)
Nothing. Why do you think you need to change that? Also, your amendment to the RemoveSoldItem.OnServerEvent
event handler is incorrect. I doubt you want to remove the event handler in its entirety. Once again, do not implement the event handler ANYWHERE inside of your Players.PlayerAdded
event handler.
I misunderstood you sorry.
As I said earlier, your problem is that tools[player]
is never appropriately populated. When you’re loading the tools into the player’s backpack, add the name of the tool to tools[client]
in the same way you do in your Players.PlayerRemoving
event handler.
However, the code you’ve presented so far seems to have no relevant use for the tools
table. Consider eliminating it from your script
First of all tools[plr] is nil when printed
Nothing gets run after this part.
if #tools[plr] == 0 then
warn("No tools found for player: " .. plr.Name)
return
end
Section of code:
RemoveSoldItem.OnServerEvent:Connect(function(plr, toolItemName)
if #tools[plr] == 0 then
warn("No tools found for player: " .. plr.Name)
return
end
local TargetPosition = table.find(tools[plr], toolItemName)
print(tools[plr])
print(toolItemName)
print("Current tools for player:", table.concat(tools[plr], ", "))
if TargetPosition then
print("Removing tool at position:", TargetPosition)
table.remove(tools[plr], TargetPosition)
else
warn("Tool not found in player's inventory")
end
end)
What do you mean eliminate the tools table?
tools
variable is a table of the player’s backpack.
and why are you trying to find player
in tools
table?
it has to be something like this:
if #tools == 0 then
warn("No tools found for player: " .. plr.Name)
return
end
This is a server script.
Also is the return the reason why nothing gets runned after that?
yes obviously. It ends the function execution and provides the result if there is
I solved it.
I moved it to the playerRemoving function.
Players.PlayerRemoving:Connect(function(client)
local key = "client_" .. client.UserId
tools[client] = { }
local Character = client.Character
local Backpack = client.Backpack
if Character then
for X, item in Character:GetChildren() do
if not item:IsA("Tool") then continue end
table.insert(tools[client], item.Name)
end
end
for _, item in ipairs(client.Backpack:GetChildren()) do
if item:IsA("Tool") then
print(item.Name)
table.insert(tools[client], item.Name)
else
warn(item.Name .. " is not a Tool")
end
end
RemoveSoldItem.OnServerEvent:Connect(function(plr, toolItemName)
local TargetPosition = table.find(tools[plr], toolItemName)
print(tools[plr])
print(toolItemName)
print("Current tools for player:", table.concat(tools[plr], ", "))
if TargetPosition then
print("Removing tool at position:", TargetPosition)
table.remove(tools[plr], TargetPosition)
else
warn("Tool not found in player's inventory")
end
end)
print(tools[client])
player_data:UpdateAsync(key, function(prev)
return tools[client]
end)
end)
Now I am going to remove a few print statements!