I am getting these errors
oh yes, right. wait
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try doing this,
local ds = game:GetService("DataStoreService"):GetDataStore("savedata")
game.Players.PlayerAdded:Connect(function(plr)
wait()
local plrkey = "id_"..plr.userId
local save1 = plr.leaderstats.Coins
local save2 = plr.leaderstats.Money
local save3 = plr.leaderstats.Gems
local save4 = plr.leaderstats["Eggs Opened"]
local save5 = plr.leaderstats["Snow Coins"]
local save6 = plr.leaderstats["Snow Cash"]
local s, e = pcall(function()
local GetSaved = ds:GetAsync(plr.UserId)
if GetSaved then
save1.Value = GetSaved[1]
save2.Value = GetSaved[2]
save3.Value = GetSaved[3]
save4.Value = GetSaved[4]
save5.Value = GetSaved[5]
save6.Value = GetSaved[6]
else
local NumberforSaving = {save1.Value, save2.Value, save3.Value, save4.Value,
save5.Value, save6.Value}
ds:GetAsync(plrkey, NumberforSaving)
end
end)
if s then
print("succefully loading player data")
else
warn("could not load player's data")
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local s, e = pcall(function()
ds:SetAsync("id_"..player.UserId, {v.leaderstats.Coins.Value, v.leaderstats.Money.Value, v.leaderstats.Gems.Value, v.leaderstats["Eggs Opened"].Value, v.leaderstats["Snow Coins"].Value, v.leaderstats["Snow Cash"].Value})
end)
if not s then
warn("Could not save "..player.Name.."'s data!")
end
end)
game:BindToClose(function()
local players = game.Players
local s, errorms = pcall(function()
for _, v in pairs(players:GetChildren()) do
local id = v.UserId
ds:SetAsync("id_"..id, {v.leaderstats.Coins.Value, v.leaderstats.Money.Value, v.leaderstats.Gems.Value, v.leaderstats["Eggs Opened"].Value, v.leaderstats["Snow Coins"].Value, v.leaderstats["Snow Cash"].Value}) -- change data to the value you want to save
end
end)
if s then
print("success saving players data")
else
warn(errorms)
end
end)
oh lmao, yes again wait let me fix it, i forgot to change it to player, sorry lol.
okay, try this
local ds = game:GetService("DataStoreService"):GetDataStore("savedata")
game.Players.PlayerAdded:Connect(function(plr)
wait()
local plrkey = "id_"..plr.userId
local save1 = plr.leaderstats.Coins
local save2 = plr.leaderstats.Money
local save3 = plr.leaderstats.Gems
local save4 = plr.leaderstats["Eggs Opened"]
local save5 = plr.leaderstats["Snow Coins"]
local save6 = plr.leaderstats["Snow Cash"]
local s, e = pcall(function()
local GetSaved = ds:GetAsync(plr.UserId)
if GetSaved then
save1.Value = GetSaved[1]
save2.Value = GetSaved[2]
save3.Value = GetSaved[3]
save4.Value = GetSaved[4]
save5.Value = GetSaved[5]
save6.Value = GetSaved[6]
else
local NumberforSaving = {save1.Value, save2.Value, save3.Value, save4.Value,
save5.Value, save6.Value}
ds:GetAsync(plrkey, NumberforSaving)
end
end)
if s then
print("succefully loading player data")
else
warn("could not load player's data")
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local s, e = pcall(function()
ds:SetAsync("id_"..player.UserId, {player.leaderstats.Coins.Value, player.leaderstats.Money.Value, player.leaderstats.Gems.Value, player.leaderstats["Eggs Opened"].Value, player.leaderstats["Snow Coins"].Value, player.leaderstats["Snow Cash"].Value})
end)
if not s then
warn("Could not save "..player.Name.."'s data!")
end
end)
game:BindToClose(function()
local players = game.Players
local s, errorms = pcall(function()
for _, v in pairs(players:GetChildren()) do
local id = v.UserId
ds:SetAsync("id_"..id, {v.leaderstats.Coins.Value, v.leaderstats.Money.Value, v.leaderstats.Gems.Value, v.leaderstats["Eggs Opened"].Value, v.leaderstats["Snow Coins"].Value, v.leaderstats["Snow Cash"].Value}) -- change data to the value you want to save
end
end)
if s then
print("success saving players data")
else
warn(errorms)
end
end)
still⌠It doesnât seem to be saving in studioâŚ
oh, but does the print message shows up?
Yep, everything shows up perfectly, it also doesnât even seem to save data in the normal servers (Roblox)
oh, wait
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can you try this and see if it prints âhelloâ, i think it may be saving but i messed up the loading (or not, lol)
local ds = game:GetService("DataStoreService"):GetDataStore("savedata")
game.Players.PlayerAdded:Connect(function(plr)
wait()
local plrkey = "id_"..plr.userId
local save1 = plr.leaderstats.Coins
local save2 = plr.leaderstats.Money
local save3 = plr.leaderstats.Gems
local save4 = plr.leaderstats["Eggs Opened"]
local save5 = plr.leaderstats["Snow Coins"]
local save6 = plr.leaderstats["Snow Cash"]
local s, e = pcall(function()
local GetSaved = ds:GetAsync(plr.UserId)
if GetSaved then
save1.Value = GetSaved[1]
save2.Value = GetSaved[2]
save3.Value = GetSaved[3]
save4.Value = GetSaved[4]
save5.Value = GetSaved[5]
save6.Value = GetSaved[6]
print("hello")
else
local NumberforSaving = {save1.Value, save2.Value, save3.Value, save4.Value,
save5.Value, save6.Value}
ds:GetAsync(plrkey, NumberforSaving)
print("hello")
end
end)
if s then
print("succefully loading player data")
else
warn("could not load player's data")
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local s, e = pcall(function()
ds:SetAsync("id_"..player.UserId, {player.leaderstats.Coins.Value, player.leaderstats.Money.Value, player.leaderstats.Gems.Value, player.leaderstats["Eggs Opened"].Value, player.leaderstats["Snow Coins"].Value, player.leaderstats["Snow Cash"].Value})
end)
if not s then
warn("Could not save "..player.Name.."'s data!")
end
end)
game:BindToClose(function()
local players = game.Players
local s, errorms = pcall(function()
for _, v in pairs(players:GetChildren()) do
local id = v.UserId
ds:SetAsync("id_"..id, {v.leaderstats.Coins.Value, v.leaderstats.Money.Value, v.leaderstats.Gems.Value, v.leaderstats["Eggs Opened"].Value, v.leaderstats["Snow Coins"].Value, v.leaderstats["Snow Cash"].Value}) -- change data to the value you want to save
end
end)
if s then
print("success saving players data")
else
warn(errorms)
end
end)
is this else are for the starter players?
What do you mean?
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i mean like default value when a player joined the first time
The default value is 0, and when they leave it saves whatever stats they got
oh, okay. can you try it ingame?
edit: i will try to recreate the values and script to see if i can fix it, wait
Yea, ofcourse give me a second
Summary
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Nope, it doesnât seem to save in-game either
(and yes it gives the outputs)
I have to go to bed, so I can not respond till tomorrow if you do respond
Doesnât change anything. Just a datastorename