How hard would it be to turn this into datastore2? This script worked fine and now it doesnt..
local DataStore = game:GetService("DataStoreService")
local MaxHealth1 = DataStore:GetDataStore("MaxHealth001")
local Level1 = DataStore:GetDataStore("Level001")
local Qalium1 = DataStore:GetDataStore("Qalium001")
local XP1 = DataStore:GetDataStore("XP001")
local HealthP1 = DataStore:GetDataStore("Health001")
local SwordP1 = DataStore:GetDataStore("Sword001")
local MeleeP1 = DataStore:GetDataStore("Melee001")
local ClassP1 = DataStore:GetDataStore("Class001")
local Points1 = DataStore:GetDataStore("Points001")
local Sign1 = DataStore:GetDataStore("Sign001")
local Tries1 = DataStore:GetDataStore("Tries001")
local Element1 = DataStore:GetDataStore("Element001")
game.Players.PlayerAdded:Connect(function(Plr)
local stats = Instance.new("Folder", Plr)
stats.Name = "leaderstats1"
local MaxHealth = Instance.new("IntValue", stats)
MaxHealth.Name = "MaxHealth"
MaxHealth.Value = 125
local Level = Instance.new("IntValue", stats)
Level.Name = "Level"
Level.Value = 1
local XP = Instance.new("IntValue", stats)
XP.Name = "XP"
XP.Value = 0
local Qalium = Instance.new("IntValue", stats)
Qalium.Name = "Qalium"
Qalium.Value = 0
local HealthP = Instance.new("IntValue", stats)
HealthP.Name = "HealthP"
HealthP.Value = 1
local SwordP = Instance.new("IntValue", stats)
SwordP.Name = "SwordP"
SwordP.Value = 1
local MeleeP = Instance.new("IntValue", stats)
MeleeP.Name = "MeleeP"
MeleeP.Value = 1
local ClassP = Instance.new("IntValue", stats)
ClassP.Name = "ClassP"
ClassP.Value = 1
local Sign = Instance.new("StringValue", stats)
Sign.Name = "Sign"
Sign.Value = ""
local Points = Instance.new("IntValue", stats)
Points.Name = "Points"
Points.Value = 0
local Tries = Instance.new("IntValue", stats)
Tries.Name = "Tries"
Tries.Value = 0
local Element = Instance.new("StringValue", stats)
Element.Name = "Element"
Element.Value = ""
MaxHealth.Value = MaxHealth1:GetAsync(Plr.UserId) or MaxHealth.Value
MaxHealth1:SetAsync(Plr.UserId, MaxHealth.Value)
MaxHealth.Changed:connect(function()
MaxHealth1:SetAsync(Plr.UserId, MaxHealth.Value)
end)
Level.Value = Level1:GetAsync(Plr.UserId) or Level.Value
Level1:SetAsync(Plr.UserId, Level.Value)
Level.Changed:connect(function()
Level1:SetAsync(Plr.UserId, Level.Value)
end)
Qalium.Value = Qalium1:GetAsync(Plr.UserId) or Qalium.Value
Qalium1:SetAsync(Plr.UserId, Qalium.Value)
Qalium.Changed:connect(function()
Qalium1:SetAsync(Plr.UserId, Qalium.Value)
end)
XP.Value = XP1:GetAsync(Plr.UserId) or XP.Value
XP1:SetAsync(Plr.UserId, XP.Value)
XP.Changed:connect(function()
XP1:SetAsync(Plr.UserId, XP.Value)
end)
SwordP.Value = SwordP1:GetAsync(Plr.UserId) or SwordP.Value
SwordP1:SetAsync(Plr.UserId, SwordP.Value)
SwordP.Changed:connect(function()
SwordP1:SetAsync(Plr.UserId, SwordP.Value)
end)
HealthP.Value = HealthP1:GetAsync(Plr.UserId) or HealthP.Value
HealthP1:SetAsync(Plr.UserId, HealthP.Value)
HealthP.Changed:connect(function()
HealthP1:SetAsync(Plr.UserId, HealthP.Value)
end)
MeleeP.Value = MeleeP1:GetAsync(Plr.UserId) or MeleeP.Value
MeleeP1:SetAsync(Plr.UserId, MeleeP.Value)
MeleeP.Changed:connect(function()
MeleeP1:SetAsync(Plr.UserId, MeleeP.Value)
end)
ClassP.Value = ClassP1:GetAsync(Plr.UserId) or ClassP.Value
ClassP1:SetAsync(Plr.UserId, ClassP.Value)
ClassP.Changed:connect(function()
ClassP1:SetAsync(Plr.UserId, ClassP.Value)
end)
Sign.Value = Sign1:GetAsync(Plr.UserId) or Sign.Value
Sign1:SetAsync(Plr.UserId, Sign.Value)
Sign.Changed:connect(function()
Sign1:SetAsync(Plr.UserId, Sign.Value)
end)
Points.Value = Points1:GetAsync(Plr.UserId) or Points.Value
Points1:SetAsync(Plr.UserId, Points.Value)
Points.Changed:connect(function()
Points1:SetAsync(Plr.UserId, Points.Value)
end)
Tries.Value = Tries1:GetAsync(Plr.UserId) or Tries.Value
Tries1:SetAsync(Plr.UserId, Tries.Value)
Tries.Changed:connect(function()
Tries1:SetAsync(Plr.UserId, Tries.Value)
end)
Element.Value = Element1:GetAsync(Plr.UserId) or Element.Value
Element1:SetAsync(Plr.UserId, Element.Value)
Element.Changed:connect(function()
Element1:SetAsync(Plr.UserId, Element.Value)
end)
end)
game.Players.PlayerRemoving:connect(function(Player)
MaxHealth1:SetAsync(Player.UserId, Player.leaderstats1.MaxHealth.Value)
Level1:SetAsync(Player.UserId, Player.leaderstats1.Level.Value)
Qalium1:SetAsync(Player.UserId, Player.leaderstats1.Qalium.Value)
XP1:SetAsync(Player.UserId, Player.leaderstats1.XP.Value)
HealthP1:SetAsync(Player.UserId, Player.leaderstats1.HealthP.Value)
SwordP1:SetAsync(Player.UserId, Player.leaderstats1.SwordP.Value)
MeleeP1:SetAsync(Player.UserId, Player.leaderstats1.MeleeP.Value)
ClassP1:SetAsync(Player.UserId, Player.leaderstats1.ClassP.Value)
Points1:SetAsync(Player.UserId, Player.leaderstats1.Points.Value)
Tries1:SetAsync(Player.UserId, Player.leaderstats1.Tries.Value)
Element1:SetAsync(Player.UserId, Player.leaderstats1.Element.Value)
Sign1:SetAsync(Player.UserId, Player.leaderstats1.Sign.Value)
end)

1 comment
Why do you have a seperate data store for each value?