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[SOLVED] When I add to an IntValue it displayes the wrong number?

Asked by 2 years ago
Edited by Leamir 2 years ago

Sorry if the title is vague. My issue is that I have a script that gives a player cash every x amount of seconds. It adds it, but it adds the wrong number? When I check the amount in leaderstats and in the folder its in it displays the correct amount, but the script starts back from 1000.

I have a data save script, wondering if it has anything to do with that?

script in issue: (Not local script, located within StarterCharacterScripts)

local player = game.Players:GetPlayerFromCharacter(script.Parent)
local team = game:GetService("Teams")['banker']
local civCheck = 50
local bankCheck = 150
local cash = player.leaderstats.cash.Value

while true do
    if player.Team == team then
        cash = cash + bankCheck
        print(cash)
    else
        cash = cash + civCheck
        print(cash)
    end
    wait(5)
end

data save script: (Not local script, located within ServerScriptService) Note: this is only the data save portion of the scrript

    local plrID = "Player_" .. player.UserId
    local data = DataStore:GetAsync(plrID)
    if data then
        moolah.Value = data['cash']
        C4Count.Value = data['count']
        owned.Value  = data['owned']
    else
        moolah.Value = 1000
        C4Count.Value = 0
        owned.Value = false
    end
    player.CharacterAdded:Connect(function(char)
        char.Humanoid.Died:Connect(function(Died)
            local creator = char.Humanoid:FindFirstChild("creator")
            local leaderstats = creator.Value:FindFirstChild("leaderstats")
            if creator ~= nil and creator.Value ~= nil then
                time.Value = 30
                player.leaderstats.Wanted.Value = true
            end
        end)
    end)
end
game.Players.PlayerAdded:Connect(cashhandle)

game.Players.PlayerRemoving:Connect(function(player)
    local dataToSave = {
        count = player.count.Value,
        cash = player.leaderstats.cash.Value,
        owned = player.bikeOwned.Value
    }
    local plrID = "Player_" .. player.UserId
    local success, err = pcall(function()
        DataStore:SetAsync(plrID, dataToSave)
    end)
    if success then
        print("Data Saved!")
    else
        print("Data Save Error!!")
    end
end)

0
Data like that should always be changed on the server. Also, when something is done on the client (StarterCharacterScripts or StarterPlayerScripts) it should be run in a local script. appxritixn 2235 — 2y
0
If you want to *request* some data be changed from the client, you should use a RemoteEvent and handle the request on the server. appxritixn 2235 — 2y

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Answered by 2 years ago

appxritixn had the answer

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