Script:
local DataStoreService = game:GetService("DataStoreService") local DataStore = DataStoreService:GetDataStore("DrinkStats") game.Players.PlayerAdded:Connect(function(Player) local Leaderstats = Instance.new("Folder", Player) Leaderstats.Name = "leaderstats" local Drinks = Instance.new("IntValue", Leaderstats) Drinks.Name = "Drinks" Drinks.Value = 0 local Data = DataStore:GetAsync(Player.UserId) if Data then Drinks.Value = Data end end) game.Players.PlayerRemoving:Connect(function(Player) DataStore:SetAsync(Player.UserId, Player.leaderstats.Drinks.Value) print("get saved noob") end)
Try this (script to put in ServerScriptService)
["DoMessages?"] = true; --[[ <-- Reminder of saving/loading ]] ["IsAnObby?"] = false; --[[ <-- Respawns the character to fix loading ]] saveType = { ["Normal?"] = true; --[[ <-- Set to false if other ]] ["SavingList?"] = { --[[ <-- Specific wanted admins ]] ["DoIt?"] = false; theList = { "Name1"; "Name2"; "Name3" } }; ["BestFriends?"] = false; --[[ <-- Best friends of your's only. ]] ["Friends?"] = false; --[[ <-- Friends of your's only. ]] ["OwnerOnly?"] = false; --[[ <-- Only you have saving stats ]] ["Gamepass?"] = { --[[ <-- Needs a gamepass to save ]] ["DoIt?"] = false; ["GamepassId"] = 000000 }; ["Asset/Item?"] = { --[[ Such as a T-Shirt ]] ["DoIt?"] = false; ["AssetId"] = 000000 } }; } --[[ The rest isn't as customizable" ]]-- debrisS, playerS, datastoreS, gamepassS, marketS = game:GetService("Debris"), game:GetService("Players"), game:GetService("DataStoreService"), game:GetService("GamePassService"), game:GetService("MarketplaceService") function passedPlayer(p, isLeaving) print(p.Name.." has passed") local function sendMessage(txt) if gameStats["DoMessages?"] then local message = Instance.new("Message", p.PlayerGui) message.Text = txt debrisS:AddItem(message, 2) end end local save, load = function() local cDatastore, statStorage = datastoreS:GetDataStore(p.Name.."Stats"), p:WaitForChild("leaderstats"):GetChildren() for i = 1, #statStorage do cDatastore:SetAsync(statStorage[i].Name, statStorage[i].Value) end sendMessage("Your stats have been saved.") end, function() local cDatastore, stats = datastoreS:GetDataStore(p.Name.."Stats"), p:FindFirstChild("leaderstats"):GetChildren() for i = 1, #stats do stats[i].Value = cDatastore:GetAsync(stats[i].Name) end sendMessage("Your stats have been loaded.") end local chatted = function(c) c = c:lower() for i, v in pairs(gameStats["DoChat?"]["Keywords"]) do if (c == v) then save() end end end if isLeaving then save() else load() if gameStats["DoChat?"]["DoIt?"] then p["Chatted"]:connect(chatted) end end end function passTest(p, isLeaving) print("Test starting") if gameStats["IsAnObby?"] then local cAdded = function(c) p:LoadCharacter(true) end p["CharacterAdded"]:connect(cAdded) end if gameStats.saveType["Normal?"] then passedPlayer(p, isLeaving) else if gameStats.saveType["SavingList?"]["DoIt?"] then for i, v in pairs(gameStats.saveType["SavingList?"].theList) do if (p.Name == v) then passedPlayer(p, isLeaving) end end elseif gameStats.saveType["BestFriends?"] then if p:IsBestFriendsWith(game.CreatorId) then passedPlayer(p, isLeaving) end elseif gameStats.saveType["Friends?"] then if p:IsFriendsWith(game.CreatorId) then passedPlayer(p, isLeaving) end elseif gameStats.saveType["OwnerOnly?"] then if (p.userId == game.CreatorId) then passedPlayer(p, isLeaving) end elseif gameStats.saveType["Gamepass?"]["DoIt?"] then if p:PlayerHasPass(p, gameStats.saveType["Gamepass?"]["GamepassId"]) then passedPlayer(p, isLeaving) end elseif gameStats.saveType["Asset/Item?"]["DoIt?"] then if p:PlayerOwnsAsset(p, gameStats.saveType["Asset/Item?"]["AssetId"]) then passedPlayer(p, isLeaving) end end end end pAdded, pLeaving = function(p) local lStats = false while true do if p:findFirstChild("leaderstats") then lStats = p:findFirstChild("leaderstats") passTest(p, false) break end wait() end end, function(p) passTest(p, true) end playerS["PlayerAdded"]:connect(pAdded) playerS["PlayerRemoving"]:connect(pLeaving)
If this won't work make sure that api is ON