if LevelStore:GetAsync("Points_"..newPlayer.Name) ~= nil then Levels.Value = LevelStore:GetAsync("Points_"..newPlayer.Name) else Levels.Value = 1 end Levels.Changed:connect(function(Val) LevelStore:SetAsync("Points_"..newPlayer.Name, Val) end) if EXPStore:GetAsync("Points_"..newPlayer.Name) ~= nil then EXPs.Value = EXPStore:GetAsync("Points_"..newPlayer.Name) else EXPs.Value = 60 end EXPs.Changed:connect(function(Val) EXPStore:SetAsync("Points_"..newPlayer.Name, Val) end) if RyoStore:GetAsync("Points_"..newPlayer.Name) ~= nil then Ryos.Value = RyoStore:GetAsync("Points_"..newPlayer.Name) else Ryos.Value = 0 end Ryos.Changed:connect(function(Val) RyoStore:SetAsync("Points_"..newPlayer.Name, Val) end) if NatureOneStore:GetAsync("Points_"..newPlayer.Name) ~= nil then NatureOnes.Value = NatureOneStore:GetAsync("Points_"..newPlayer.Name) else NatureOnes.Value = 0 end NatureOnes.Changed:connect(function(Val) NatureOneStore:SetAsync("Points_"..newPlayer.Name, Val) end) if NatureTwoStore:GetAsync("Points_"..newPlayer.Name) ~= nil then NatureTwos.Value = NatureTwoStore:GetAsync("Points_"..newPlayer.Name) else NatureTwos.Value = 0 end NatureTwos.Changed:connect(function(Val) NatureTwoStore:SetAsync("Points_"..newPlayer.Name, Val) end) if SpecAbilityStore:GetAsync("Points_"..newPlayer.Name) ~= nil then SpecAbilitys.Value = SpecAbilityStore:GetAsync("Points_"..newPlayer.Name) else SpecAbilitys.Value = 0 end SpecAbilitys.Changed:connect(function(Val) SpecAbilityStore:SetAsync("Points_"..newPlayer.Name, Val) end) if WeaponStore:GetAsync("Points_"..newPlayer.Name) ~= nil then Weapons.Value = WeaponStore:GetAsync("Points_"..newPlayer.Name) else Weapons.Value = 0 end Weapons.Changed:connect(function(Val) WeaponStore:SetAsync("Points_"..newPlayer.Name, Val) end) if JinStore:GetAsync("Points_"..newPlayer.Name) ~= nil then Jins.Value = JinStore:GetAsync("Points_"..newPlayer.Name) else Jins.Value = 0 end Jins.Changed:connect(function(Val) JinStore:SetAsync("Points_"..newPlayer.Name, Val) end) if StatusStore:GetAsync("Points_"..newPlayer.Name) ~= nil then Statuss.Value = StatusStore:GetAsync("Points_"..newPlayer.Name) else Statuss.Value = 0 end Statuss.Changed:connect(function(Val) StatusStore:SetAsync("Points_"..newPlayer.Name, Val) end) if CreationsStore:GetAsync("Points_"..newPlayer.Name) ~= nil then Creationss.Value = CreationsStore:GetAsync("Points_"..newPlayer.Name) else Creationss.Value = 3 end Creationss.Changed:connect(function(Val) CreationsStore:SetAsync("Points_"..newPlayer.Name, Val) end)
This is my current way to save the data. Dont worry the variables are all defined and this works perfectly. If you want the whole script let me know. But, the flaw in this is that it exceeds the request limit very quickly? How can I make that not so? What's a different other way to save it? If there is I probably don't know how to do it if I haven't tried it yet, so let me know please? Help is very much appreciated. =) Thanks in advance!