game.Players.PlayerAdded:Connect(function(player) print("test") local ExistingData = PlayerDataStore:GetAsync(tostring(player.UserId)) if ExistingData then PlayerData[player.UserId] = ExistingData else PlayerData[player.UserId] = { Currency = 0; --default the currency to 0 Inventory = {}; --default to an empty inventory } end rfunc:FireClient(player, PlayerData[player.UserId].Inventory) print(PlayerData[player.UserId].Inventory) print("test2") end) game.Players.PlayerRemoving:Connect(function(player) PlayerDataStore:SetAsync(tostring(player.UserId),PlayerData[player.UserId]) PlayerData[player.UserId] = nil end) local Inventory = PlayerData[player.UserId].Inventory
this is not where the local inventory variable is located, i had it somewhere else printing inventory, trying to loop through inventory and such and it always came back nil