My game used to use Data Persistence, but as you know, Data Persistence is unreliable and you cant have different "universes" etc. My level up system's functions are integrated into the Data Persistence script. But when I try to use it with data storage, it wont level me up. And I am not getting any errors. I will post the Level code first, the level code with Data Persistence second, and the Data Storage code last. Please help if you've got any ideas ^^

Level Code:

function onXPChanged(player, XP, level) 
	if XP.Value>=level.Value * 20 then 
    XP.Value = XP.Value - level.Value * 20 
	level.Value = level.Value + 1
	player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + 10
	player.Character.Humanoid.Health = player.Character.Humanoid.Health + 10
	player.Levelss.FAP.Value = player.Levelss.FAP.Value + 1
	end 
end 


function onLevelUp(player, XP, level) 
	if player.Character~=nil then 
	for i = 1,5 do 
	local fireworks = Instance.new("Part") 
	fireworks.Shape = 0 
	fireworks.Material = "Neon"
	fireworks.formFactor = "Symmetric" 
	fireworks.Size = Vector3.new(1,1,1) 
	fireworks.BrickColor = BrickColor.Random() 
	fireworks.CFrame = player.Character.Head.CFrame + Vector3.new(0,2,0) 
	fireworks.Parent = game.Workspace 
	local fu = Instance.new("Fire")
	fu.Size = 5
	fu.Heat = 5
	fu.Color = Color3.new(math.random(),math.random(),math.random()) 
	fu.SecondaryColor = Color3.new(math.random(), math.random(), math.random())
	fu.Parent = fireworks 
	game:GetService("Debris"):AddItem(fireworks, 2) 
	fireworks.Velocity = Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30)) 
		end 
	end 
end 

function onPlayerEntered(newPlayer)
	newPlayer.CharacterAdded:connect(function(c) 
	c.Humanoid.MaxHealth = newPlayer.Levelss.Level.Value * 10 + 100
	c.Humanoid.Health = newPlayer.Levelss.Level.Value * 10 + 100 
	end) 
end


game.Players.PlayerAdded:connect(onPlayerEntered)

 

Data Persistence with Level Code:

function onXPChanged(player, XP, level) 
	if XP.Value>=level.Value * 20 then 
	XP.Value = XP.Value - level.Value * 20 
	level.Value = level.Value + 1
	player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + 10
	player.Character.Humanoid.Health = player.Character.Humanoid.Health + 10
	player.Levelss.FAP.Value = player.Levelss.FAP.Value + 1
	end 
end 

function onLevelUp(player, XP, level) 
	if player.Character~=nil then 
	for i = 1,5 do 
	local fireworks = Instance.new("Part") 
	fireworks.Shape = 0 
	fireworks.Material = "Neon"
	fireworks.formFactor = "Symmetric" 
	fireworks.Size = Vector3.new(1,1,1) 
	fireworks.BrickColor = BrickColor.Random() 
	fireworks.CFrame = player.Character.Head.CFrame + Vector3.new(0,2,0) 
	fireworks.Parent = game.Workspace 
	local fu = Instance.new("Fire")
	fu.Size = 5
	fu.Heat = 5
	fu.Color = Color3.new(math.random(),math.random(),math.random()) 
	fu.SecondaryColor = Color3.new(math.random(), math.random(), math.random())
	fu.Parent = fireworks 
	game:GetService("Debris"):AddItem(fireworks, 2) 
	fireworks.Velocity = Vector3.new(math.random(-30,30),math.random(-30,30),math.random(-30,30)) 
		end 
	end 
end 


function saveScore(player, score)
	player:SaveNumber("Level", score)
end

function saveScore2(player, score)
	player:SaveNumber("XP", score)
end

function saveScore3 (player, score)
	player:SaveNumber("FAP", score)
end

function saveScore4 (player, score)
	player:SaveNumber("RandomMove", score)
end

function saveScore5 (player, score)
	player:SaveNumber("Muny", score)
end

function saveScore6 (player, score)
	player:SaveNumber("RangedPunch", score)
end



function loadScore(player, clickCounter)
	local score = player:LoadNumber("Level") 

	if score ~= 1 then
		clickCounter.Value = score
	else
		print("Nothing to load/score was 0")
	end

end

function loadScore2(player, clickCounter)
	local score = player:LoadNumber("XP") 

	if score ~= 0 then
		clickCounter.Value = score
	else
		print("Nothing to load/score was 0")
	end

end

function loadScore3(player, clickCounter)
	local score = player:LoadNumber("FAP") 

	if score ~= 0 then
		clickCounter.Value = score
	else
		print("Nothing to load/score was 0")
	end

end

function loadScore4(player, clickCounter)
	local score = player:LoadNumber("RandomMove") 

	if score ~= 0 then
		clickCounter.Value = score
	else
		print("Nothing to load/score was 0")
	end

end

function loadScore5(player, clickCounter)
	local score = player:LoadNumber("Muny") 

	if score ~= 0 then
		clickCounter.Value = score
	else
		print("Nothing to load/score was 0")
	end

end

function loadScore6(player, clickCounter)
	local score = player:LoadNumber("RangedPunch") 

	if score ~= 0 then
		clickCounter.Value = score
	else
		print("Nothing to load/score was 0")
	end

end



function onPlayerEntered(newPlayer)

		

		local stats = Instance.new("IntValue")
		stats.Name = "Levelss"

		local clicks = Instance.new("IntValue")
		clicks.Name = "Level"
		clicks.Value = 1

		local clicks2 = Instance.new("IntValue")
		clicks2.Name = "XP"
		clicks2.Value = 0
		
		local clicks3 = Instance.new("IntValue")
		clicks3.Name = "FAP"
		clicks3.Value = 1
		
		local clicks4 = Instance.new("IntValue")
		clicks4.Name = "RandomMove"
		clicks4.Value = 0
		
		local clicks5 = Instance.new("IntValue")
		clicks5.Name = "Muny"
		clicks5.Value = 250
		
		local clicks6 = Instance.new("IntValue")
		clicks6.Name = "RangedPunch"
		clicks6.Value = 0
     
        local clicks1337 = Instance.new("IntValue")
        clicks1337.Name = "PunchDamageIncrease"
        clicks.Value = 0

		clicks.Parent = stats
		clicks2.Parent = stats
		clicks3.Parent = stats
		clicks4.Parent = stats
		clicks5.Parent = stats
		clicks6.Parent = stats
		clicks1337.Parent = stats
		stats.Parent = newPlayer

clicks2.Changed:connect(function() onXPChanged(newPlayer, clicks2, clicks) end) 
clicks.Changed:connect(function() onLevelUp(newPlayer, clicks2, clicks) end) 

		newPlayer:WaitForDataReady() -- IMPORTANT: after player.DataReady = true, it won't become false again. You need DataReady to be true for a player before you can load or save data.

		-- try loading the player's score
		loadScore(newPlayer, clicks)
		loadScore2(newPlayer, clicks2)
		loadScore3(newPlayer, clicks3)
		loadScore4(newPlayer, clicks4)
		loadScore5(newPlayer, clicks5)
		loadScore6(newPlayer, clicks6)


newPlayer.CharacterAdded:connect(function(c) 
	c.Humanoid.MaxHealth = newPlayer.Levelss.Level.Value * 10 + 100
	c.Humanoid.Health = newPlayer.Levelss.Level.Value * 10 + 100 
	end) 
end 

function onPlayerRemoving(player)
	print("Attempting to save score for " .. player.Name)
	local stats = player:FindFirstChild("Levelss")
	if (stats ~= nil) then 
		local clicks = stats:FindFirstChild("Level")
		local clicks2 = stats:FindFirstChild("XP")
		local clicks3 = stats:FindFirstChild("FAP")
		local clicks4 = stats:FindFirstChild("RandomMove")
		local clicks5 = stats:FindFirstChild("Muny")
		local clicks6 = stats:FindFirstChild("RangedPunch")
		if (clicks ~= nil)and(clicks2 ~= nil)and(clicks3 ~= nil)and(clicks4 ~=nil)and(clicks5 ~=nil) then
			saveScore(player, clicks.Value)
			saveScore2(player, clicks2.Value)
			saveScore3(player, clicks3.Value)
			saveScore4(player, clicks4.Value)
			saveScore5(player, clicks5.Value)
			saveScore6(player, clicks6.Value)
		end
	end
end

game.Players.PlayerAdded:connect(onPlayerEntered)
game.Players.PlayerRemoving:connect(onPlayerRemoving)

Data Storage:

local DSService = game:GetService('DataStoreService'):GetDataStore('soutpansaDataStoreForPunch')
ID = 69 --If you change this then it will reset everyones stats
SaveTime = 60 --Shouldn't be less then 60
leaderboardname = "Levelss" --The name of the leader board

StatList = {Muny = 250 , Level = 1 , XP = 0 , FAP = 1 , RandomMove = 0 , RangedPunch = 0 }
--StartingMoney would give new players the stat StartingMoney with the value 5
--Put any of your values here
--Values are loaded when the player joins and saved when they exit
--Values are also saved every SaveTime seconds

----- You shouldn't need to change anything below this line -----

function CreateValue(Name, Parent, Value) --If value is set to a number then new players will start with that amount.
    Value = Value or 0
    local savevalue =  Instance.new('IntValue', Parent)
    savevalue.Name = Name
    savevalue.Value = Value
    return savevalue
end

function GetValue(uniquekey)
    -- GetAsync
    local GetSaved = DSService:GetAsync(uniquekey)
    if GetSaved then
        return GetSaved
    end
end

game.Players.PlayerAdded:connect(function(plr)
    local uniquekey = ID..plr.userId
    local Levelss = Instance.new('IntValue', plr)
    Levelss.Name = leaderboardname
    for i,v in pairs(StatList) do
        local Stat = GetValue(i..uniquekey)
        if Stat then
            CreateValue(i, Levelss, Stat) --Old player load their value
        else
            CreateValue(i, Levelss, v) --New player load the default value
        end
    end
end)

game.Players.PlayerRemoving:connect(function(plr)
    local uniquekey = ID..plr.userId
    if plr:FindFirstChild(leaderboardname) then
        for i,v in pairs(StatList) do
            if plr[leaderboardname]:FindFirstChild(i) then
                DSService:SetAsync(i..uniquekey, plr[leaderboardname][i].Value)
            end
        end
    end
end)

while wait(SaveTime) do
    P = game:GetService("Players"):GetChildren()
    for o=1, #P do
        if P[o] then
            local uniquekey = ID..P[o].userId
            if P[o]:FindFirstChild(leaderboardname) then
                for i,v in pairs(StatList) do
                    if P[o][leaderboardname]:FindFirstChild(i) then
                        DSService:SetAsync(i..uniquekey, P[o][leaderboardname][i].Value)
                    end
                end
            end
        end
    end
end



3 comments

0

You will quickly max out the request limits using this method as you save and get each value individually.

0

Then how would you do it? .-.

0

Use JSON