Ok so, I'm making a game, obviously, and ignore all the other values, except for Used1 or "Savevalue5", I know this script works because it works on everything except for the BoolValue Here is my script

local DS = game:GetService("DataStoreService"):GetDataStore("SaveMyData")
game.Players.PlayerAdded:Connect(function(plr)
	wait()
	local plrkey = "id_"..plr.userId
	local savevalue = plr.leaderstats.Points
	local savevalue2 = plr.leaderstats.Prestige
	local savevalue3 = plr.Code
	local savevalue4 = plr.leaderstats.Tokens
	local savevalue5 = plr.Used1

	
	local GetSaved = DS:GetAsync(plrkey)
	if GetSaved then
		savevalue.Value = GetSaved[1]
		savevalue2.Value = GetSaved[2]
		savevalue3.Value = GetSaved[3]
		savevalue4.Value = GetSaved[4]
		savevalue5.Value = GetSaved[5]
		
	else
		local NumbersForSaving = {savevalue.Value, savevalue2.Value, savevalue3.Value, savevalue4.Value, savevalue5.Value}
		DS:GetAsync(plrkey, NumbersForSaving)
	end
end)

game.Players.PlayerRemoving:Connect(function(plr)
	DS:SetAsync("id_"..plr.userId, {plr.leaderstats.Points.Value, plr.leaderstats.Prestige.Value, plr.Code.Value, plr.leaderstats.Tokens.Value, plr.Used1.Value})
end)