local dataStoreService = game:GetService("DataStoreService") local playerData = dataStoreService:GetDataStore("PlayerData") game.Players.PlayerAdded:Connect(function(player) local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = player local kills = Instance.new("IntValue") kills.Parent = leaderstats kills.Name = "Kills" local Experience = Instance.new("StringValue") Experience.Parent = leaderstats Experience.Name = "Experience" local SurvivalTime = Instance.new("IntValue") SurvivalTime.Parent = leaderstats SurvivalTime.Name = "Survived" local Money = Instance.new("IntValue") Money.Parent = leaderstats Money.Name = "BackDollars" player.CharacterAdded:Connect(function(character) local humanoid = character:FindFirstChild("Humanoid") humanoid.Died:Connect(function(died) local tag = humanoid:FindFirstChild("creator") local killer = tag.Value if tag and killer then killer.leaderstats:FindFirstChild("Kills").Value = killer.leaderstats:FindFirstChild("Kills").Value + 1 killer.leaderstats:FindFirstChild("BackDollars").Value += 1 end end) end) local playerUserId = "Player_"..player.UserId local data = playerData:GetAsync(playerUserId) if data then kills.Value = data["Kills"] Experience.Value = data["Experience"] SurvivalTime.Value = data["Survived"] Money.Value = data["BackDollars"] else kills.Value = 0 Experience.Value = "Newcomer" SurvivalTime.Value = 0 Money.Value = 0 print("datastore") end end) local function create_table(player) local player_stats = {} for i, stat in pairs(player.leaderstats:GetChildren()) do player_stats[stat.Name] = stat.Value end return player_stats end local function SaveData(player) local player_stats = create_table(player) local success, err = pcall(function() local playerUserId = "Player_"..player.UserId playerData:SetAsync(playerUserId, player_stats) end) if not success then warn("Could not save data") end end function SaveAllData() for _,player in pairs(game.Players:GetPlayers()) do SaveData(player) end end game:BindToClose(function() SaveAllData() end) while true do SaveAllData() wait(60) end --game.Players.PlayerRemoving:Connect(onPlayerExit)
Hello, if you're testing in the studio test mode, this may not work. So try to publish and then get into the game.
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