-- This for lazy people who just came to copy & paste, not to learn the code...
-- // Assigning variables //
local DataStoreService = game:GetService("DataStoreService")
local dataStore = DataStoreService:GetDataStore("MyDataStore") -- This can be changed to whatever you want
local function saveData(player) -- The functions that saves data
local tableToSave = {
player.leaderstats.Money.Value; -- First value from the table
player.leaderstats.Coins.Value -- Second value from the table
}
local success, err = pcall(function()
dataStore:SetAsync(player.UserId, tableToSave) -- Save the data with the player UserId, and the table we wanna save
end)
if success then -- If the data has been saved
print("Data has been saved!")
else -- Else if the save failed
print("Data hasn't been saved!")
warn(err)
end
end
game.Players.PlayerAdded:Connect(function(player) -- When a player joins the game
-- // Assigning player stats //
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = player
local Money = Instance.new("IntValue")
Money.Name = "Money"
Money.Parent = leaderstats
local Coins = Instance.new("IntValue")
Coins.Name = "Coins"
Coins.Parent = leaderstats
local data -- We will define the data here so we can use it later, this data is the table we saved
local success, err = pcall(function()
data = dataStore:GetAsync(player.UserId) -- Get the data from the datastore
end)
if success and data then -- If there were no errors and player loaded the data
Money.Value = data[1] -- Set the money to the first value of the table (data)
Coins.Value = data[2] -- Set the coins to the second value of the table (data)
else -- The player didn't load in the data, and probably is a new player
print("The player has no data!") -- The default will be set to 0
end
end)
game.Players.PlayerRemoving:Connect(function(player) -- When a player leaves
local success, err = pcall(function()
saveData(player) -- Save the data
end)
if success then
print("Data has been saved")
else
print("Data has not been saved!")
end
end)
game:BindToClose(function() -- When the server shuts down
for _, player in pairs(game.Players:GetPlayers()) do -- Loop through all the players
local success, err = pcall(function()
saveData(player) -- Save the data
end)
if success then
print("Data has been saved")
else
print("Data has not been saved!")
end
end
end)