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DataStore Sometimes Not Saving?

Asked by
VAnkata20 135
3 years ago
Edited 3 years ago

The Datastore I made Was For a Game I am Working On But Sometimes Its Not Saving The Data. I Tried Everything But I Could Find A Way So Thats Why I Am Asking Here. There Is Also A Properties Folder Containing XPPerLevel , AdditionalXPNeeded , LevelCap , XPExponentMagnitude , XPPerLevel.

local Properties = game.ReplicatedStorage.LevelUpProperties

function onXPChanged(player, XP, level) 
    if string.lower(Properties.XPType.Value) == "linear" then
        if XP.Value>= Properties.XPPerLevel.Value * (level.Value) + Properties.AdditionalXPNeeded.Value and level.Value < Properties.LevelCap.Value then 
            XP.Value = XP.Value - (Properties.XPPerLevel.Value*(level.Value) + Properties.AdditionalXPNeeded.Value) 
            level.Value = level.Value + 1 
        end         
    end
end 

function SaveData(Player)
    if Player.DataReady == false then
        print("Could not save, DataReady is false.")
        return
    end
    --Stats
    local Stats = Player.LevelingSystem:GetChildren()
    print("Saving Data For "..Player.Name)
    local datastore = game:GetService("DataStoreService"):GetDataStore(Player.Name.."Stats")

    local statstorage = Player:FindFirstChild("LevelingSystem"):GetChildren()
    for i , v in pairs(statstorage) do
        datastore:SetAsync(statstorage[i].Name, statstorage[i].Value)
        print("saved data number "..i)
    end
    print("Data has been saved successfully for " .. Player.Name .. "!")
end

function LoadData(Player)
    if Player.DataReady == false then
        warn("Could not load, DataReady is false.")
        return
    end
    --Stats
    local Stats = Player.LevelingSystem:GetChildren()
    local datastore = game:GetService("DataStoreService"):GetDataStore(Player.Name.."Stats")

    Player:WaitForChild("LevelingSystem")
    wait(1)
    local stats = Player:FindFirstChild("LevelingSystem"):GetChildren()
    for i , v in pairs(stats) do            
        stats[i].Value = datastore:GetAsync(stats[i].Name)
        print("stat number "..i.." has been found")
    end
end

function onPlayerEntered(newPlayer)

        local stats = Instance.new("Folder")
        stats.Name = "LevelingSystem"

        local misc = Instance.new("Folder")
        misc.Name = "Stats"

        --Leaderstats variables
    local clicks = Instance.new("NumberValue", stats)
        clicks.Name = "Lvl"
        clicks.Value = 1

    local clicks2 = Instance.new("NumberValue", stats)
        clicks2.Name = "XP"
        clicks2.Value = 0

    local clicks3= Instance.new("NumberValue", stats)
        clicks3.Name = "Money" -- Change "Money" with your currency.
        clicks3.Value = 0           

       local clicks4 = Instance.new("BoolValue", stats)
       clicks4.Name = "EggHunter"
       clicks4.Value = false

    local clicks5 = Instance.new("BoolValue", stats)
    clicks5.Name = "PreAlpha"
    clicks5.Value = false

    local clicks6 = Instance.new("StringValue", stats)
    clicks6.Name = "Rank"
    clicks6.Value = ""

    local clicks7 = Instance.new("NumberValue", stats)
    clicks7.Name = "Missions"
    clicks7.Value = 1

    local clicks8 = Instance.new("NumberValue", stats)
    clicks8.Name = "Time"
    clicks8.Value = 1

    local clicks9 = Instance.new("BoolValue", stats)
    clicks9.Name = "Banned"
    clicks9.Value = false

        --Assign the folders to player.
    stats.Parent = newPlayer
    misc.Parent = newPlayer

        clicks9.Changed:connect(function(newPlayer, clicks9) end)
        clicks8.Changed:connect(function(newPlayer, clicks8) end)
        clicks7.Changed:connect(function(newPlayer, clicks7) end)
        clicks6.Changed:connect(function(newPlayer, clicks6) end)
        clicks5.Changed:connect(function(newPlayer, clicks5) end)
        clicks4.Changed:connect(function(newPlayer, clicks4) end)
        clicks3.Changed:connect(function(newPlayer, clicks3) end) 
        clicks2.Changed:connect(function() onXPChanged(newPlayer, clicks2, clicks) end) 
        clicks.Changed:connect(function(newPlayer, clicks2, clicks) end)

            newPlayer:WaitForDataReady()
        LoadData(newPlayer)

end

function onPlayerRemoving(player)
    print("Attempting to save score for " .. player.Name)
    SaveData(player)
end

game.Players.PlayerRemoving:Connect(onPlayerRemoving)
game.Players.PlayerAdded:Connect(onPlayerEntered)
0
I hate data store stuff -.- I'm sorry but I'm not going to read it all ... I will just say, look up "BindToClose()" it might help ???????? AlexTheCreator 461 — 3y
0
I Tried "BindToClose()" And I Have The Same Problem VAnkata20 135 — 3y

1 answer

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Answered by 3 years ago

you're trying to use the old (deprecated) way to load data while saving with DataStoreService, use DataStoreService for saving and loading

also use ipairs/pairs (pairs if you're looping through a dictionary) to loop through tables

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ok but can you show me the new way to do it because i dont know how VAnkata20 135 — 3y
0
you should learn yourself with the official wiki (https://developer.roblox.com/articles/Data-store), modify the LoadData function to work with DataStoreService TheBoys810 30 — 3y
0
Thanks VAnkata20 135 — 3y
0
no problem TheBoys810 30 — 3y
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