Doesn’t really answer the question on how this can handle non-player data such as factions.
Depends on how your factions work but It might be better to do a no cache approach and just use UpdateAsync every time you want to write data to the factions datastore
For faction/crew I wouldn’t use any datastore module that use Session-Locking,so you have to make your own and use UpdateAsync
I am using your datastore but I’m new to coding, I just wanna know how do I save an object in the datastore? I have this Template which look really bad.
my first question is how do I use an array or maybe it is a table.
I mean like this
STATUS= {"STR","AGI","INT","STR"},
this the the current template code. cause I don’t know how to get the data from STATUS
local DataStoreModule = require(game.ServerScriptService.DataStore)
local template = {
-------CURRENCY-------
Level = 0,
Coins = 0,
-------STATUS-------
STR = 0,
AGI = 0,
INT = 0,
Wood = 0,
-------BIRTH-------
StartingPoints = "Unknown",
-------ARMOR-------
Head = "NONE",
Torso = "NONE",
Gloves = "NONE",
Legs = "NONE",
Shoes = "NONE",
--ARMOR INVENTORY
Inventory = {},
-------RESOURCES-------
Batteries = 0,
Copper = 0,
Gold = 0,
Glass = 0,
Grapes = 0,
Paper = 0,
Metal = 0,
Plastic = 0,
Rubber = 0,
-------RESOURCES-------
DeveloperProducts = {},
}
game.Players.PlayerAdded:Connect(function(player)
local dataStore = DataStoreModule.new("Player", player.UserId)
if dataStore:Open(template) ~= "Success" then print(player.Name, "failed to open")
elseif dataStore:Open(template) == "Success" then print(player.Name, "Datastore was opened")
print(dataStore.State)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
dataStore:Destroy()
print(dataStore.State)
end)
WARNING: lot of grammatical Error
I also have this second problem, I tried using the crafting script made by HowToRoblox and tried to put the data which is an object.
AS you can see, I tried putting the item in the plr.ArmorInventory then scan the items inside of it then send the data to dataStore.ArmorInventory.Inventory
local rs = game:GetService("ReplicatedStorage"):WaitForChild("Crafting")
local Remotes = game.ReplicatedStorage:WaitForChild("REvents"):WaitForChild("RE_CRAFTING")
local items = rs:WaitForChild("CraftableItems")
local recipes = require(rs:WaitForChild("Recipes"))
local DataStoreModule = require(game.ServerScriptService.DataStore)
Remotes.OnServerEvent:Connect(function(plr:Player, itemToCraft:string)
itemToCraft = items:FindFirstChild(itemToCraft)
if itemToCraft then
local recipeForItem = recipes[itemToCraft]
if recipeForItem then
for resource, amount in pairs(recipeForItem) do
local plrAmount = plr.Resources[resource].Value
if plrAmount < amount then
return
end
end
for resource, amount in pairs(recipeForItem) do
local resourceValue = plr.Resources[resource]
resourceValue.Value -= amount
end
if plr.Character then
local dataStore = DataStoreModule.find("Player", plr.UserId)
itemToCraft:Clone().Parent = plr.ArmorInventory
local InventoryItems = plr.ArmorInventory
if InventoryItems then
for index, item in pairs(InventoryItems:GetChildren()) do
dataStore.ArmorInventory.Inventory = item --I tried to access the Inventory from template
print(item)
end
end
print("Armor Save")
end
Remotes:FireClient(plr, "CRAFT SUCCESS")
end
end
end)
If you want to save instances/objects you will have to serialize it and de-serialize it. Here is how you can do it:
maybe you want something like this?
local template = {
Level = 0,
StartingPoint = "Unknown",
Stats = {
Strength = 0,
Agility = 0,
Intelligence = 0,
},
Armor = {
Head = "NONE",
Torso = "NONE",
Gloves = "NONE",
Legs = "NONE",
Shoes = "NONE",
},
Resources = {
Coins = 0,
Batteries = 0,
Copper = 0,
Gold = 0,
Glass = 0,
Grapes = 0,
Paper = 0,
Metal = 0,
Plastic = 0,
Rubber = 0,
Wood = 0,
},
Inventory = {},
}
then to get the data from Stats
you simply do
print(datastore.Value.Stats.Strength)
or if you want to loop all stats you do
for index, value in datastore.Value.Stats do
print(index, value)
end
to add a item to the inventory you can do
table.insert(dataStore.Value.Inventory, item.Name)
then you can use the name to find the item inside a items folder in server storage
-- get the first item name from the inventory table
local itemName = dataStore.Value.Inventory[1]
-- use the name to clone the item from the items folder
local item = game.ServerStorage.Items[itemName]:Clone()
-- parent the item into workspace
item.Parent = workspace
I got it and I found out that I don’t really understand what Does Value
Really stand for in ‘datastore.Value.Stats.Strength’ or in the Datastore module. Can you explain it for me?
.Value
is used to access all the data in the datastore.
Owww, thanks I got it now. I’ll stop sending reply after this to avoid spam.
Note: the edited reply is all about saying thanks.
Sorry to ask again but I have been wondering about what is wrong within my code (I’m new to coding btw).
----This is the template
local DataStoreModule = require(game.ServerScriptService.DataStore)
local template = {
leaderstats = {
Level = 0,
Coins = 0,
},
StartingPoint = {
FirstTime = "Unknown",
BirthStarting = "Unknown",
},
FirstTime = {},
Stats = {
STR = 0,
AGI = 0,
INT = 0,
},
Armors = {
HeadGear = "NONE",
Top = "NONE",
Gloves = "NONE",
Bottom = "NONE",
Shoes = "NONE",
},
Resources = {
Batteries = 1,
Copper = 0,
Gold = 0,
Glass = 0,
Grapes = 0,
Paper = 0,
Metal = 0,
Plastic = 0,
Rubber = 0,
Wood = 0,
},
Inventory = {},
ArmorInventory = {
HeadGearInventory =
{
Hotcake = 0,
Spag = 0,
},
TopInventory = {
Basic_Top = 0,
},
GlovesInventory = {
Basic_Gloves = 0,
},
BottomInventory = {
Basic_Pants = 0,
},
ShoesInventory = {
Basic_Shoes = 0,
},
},
DeveloperProducts = {},
}
game.Players.PlayerAdded:Connect(function(player)
local dataStore = DataStoreModule.new("Player", player.UserId)
if dataStore:Open(template) ~= "Success" then print(player.Name, "failed to open")
elseif dataStore:Open(template) == "Success" then print(player.Name, "Datastore was opened")
print(dataStore.State)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
dataStore:Destroy()
print(dataStore.State)
end)
I also have this code which is responsible in changing the data from dataStore.Resources, it indeed change the value and save it however when printing the data from it whenever the player joined it printed 0 just like the other value or nil. which I believed to be the default value.
PROBLEM or Not?
- The data always send 0 or nil even do it does have a higher value.
This is an example of functions I have been using to add or set a value.
local module = {}
local DataStoreModule = require(game.ServerScriptService.DataStore)
-------------------------------RESOURCES-------------------------------
function module.Add (player, key, amount)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value[key] += amount
dataStore.Resources[key].Value = dataStore.Value[key]
end
function module.Divide (player, key, amount)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value[key] /= amount
dataStore.Resources[key].Value = dataStore.Value[key]
end
function module.Multiply (player, key, amount)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value[key] *= amount
dataStore.Resources[key].Value = dataStore.Value[key]
end
function module.Subtract (player, key, amount)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value[key] -= amount
dataStore.Resources[key].Value = dataStore.Value[key]
end
function module.Set (player, key, value)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value[key] = value
dataStore.Resources[key].Value = value
end
return module
This is how I call the function and it indeed change and save the data.
Remotes.RE_RESOURCES.OnServerEvent:Connect(function(player: Player)
ManagerLeaderstats.Add(player, "Level", 1)
ManagerLeaderstats.Add(player, "Coins", 1)
ManagerResources.Add(player, "Batteries", 1)
end)
the first error says your trying to do a for loop with the value nil i was not able to see any for loops in the code you shared
the second error says your trying to get userid from nil so that shows that player is set to nil
Good day sir thanks for reply, btw I wasn’t trying to find a way to fix that error. I want to know why the printed data send a value of nil or 0. What I really mean is the one with “Resources”, “Stats”, and “Leaderstats” at the first line.
I don’t see a problem with the code you shared
I think the same too however the.
function module.Add (player, key, amount)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value[key] += amount
dataStore.Resources[key].Value = dataStore.Value[key]
end
won’t work if the data didn’t have any value in it, however I think that would work because if didn’t have any value or it is their first time then the template would give a value from the template script like
local template = {
Level = 0,
}
I also edited the function to check if there is a value of 0 or nil
function module.Add (player, key, amount)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
if dataStore.Value[key] == 0 or nil then
dataStore.Value[key] = amount
else
dataStore.Value[key] += amount
end
dataStore.Resources[key].Value = dataStore.Value[key]
end
But it still didn’t work, what I did to solve that problem from the time being is by using this function first to give a default value before changing any data.
function module.Set (player, key, value)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value[key] = value
dataStore.Resources[key].Value = value
end
Btw what is the use of the value in a template if it didn’t put a default value sir?
also the print from PlayerAdded in template script didn’t print either.
game.Players.PlayerAdded:Connect(function(player)
local dataStore = DataStoreModule.new("Player", player.UserId)
if dataStore:Open(template) ~= "Success" then print(player.Name, "failed to open") --didn't print this
elseif dataStore:Open(template) == "Success" then print(player.Name, "Datastore was opened") nor this one.
print(dataStore.State)
end
Could you do
print(dataStore.Value)
And showing me what it prints?
I already know what cause the problem and it is indeed the way I change and read data.
I will share it here cause other people might need it.
Old Code
function module.Set (player, key, value)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value[key] = value
dataStore.leaderstats[key].Value = dataStore.Value[key]
end
Updated and fix
function module.Set (player, key, value)
local dataStore = DataStoreModule.find("Player", player.UserId)
if dataStore == nil then return end
if dataStore.State ~= true then return end
dataStore.Value.leaderstats[key] = value -- I didn't know that I should have added leaderstats cause I didn't understand what that Value mean at first.
dataStore.leaderstats[key].Value = dataStore.Value.leaderstats[key]
end
I have never used any sort of data store for my games, but this resource seems to be done by a very skilled and trusted programmer (No like, seriously have any of you checked out his channel, he has tons of good tutorials).
So I will definitely give this over a try, instead of just using DataStore2.
exactly, who would join a discord server just to see the documentation