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How do you use SetAsync and GetAsync values inside folders?

Asked by 7 years ago

I've visited the wiki, and it never comments on how set or save multiple values inside folders.

local DS = game:GetService("DataStoreService"):GetDataStore("ALPHA_MALE")
local Stands = game:GetService("ServerStorage"):WaitForChild("Stands")


game.Players.PlayerAdded:connect (function(players)
    local PlayerFolder = Instance.new("Folder", Stands)
    PlayerFolder.Name = players.Name
        local StandTypes = Instance.new("Folder", PlayerFolder)
        StandTypes.Name = "STypes"
            local Close_Range = Instance.new("IntValue", StandTypes)
            Close_Range.Name = "CR"
            local Long_Range = Instance.new("IntValue", StandTypes)
            Long_Range.Name = "LR"
            local Automatic = Instance.new("IntValue", StandTypes)
            Automatic.Name = "Auto"
            local Bound = Instance.new("IntValue", StandTypes)
            Bound.Name = "Bound"
            local Colony = Instance.new("IntValue", StandTypes)
            Colony.Name = "Colo"
            local Wearable = Instance.new("IntValue", StandTypes)
            Wearable.Name = "Wear"
            --[[local Uncontrollable = Instance.new("IntValue", StandTypes)
                Uncontrollable.Name = "Control"
            local Dead = Instance.new("IntValue", StandTypes)
                Dead.Name = "Dead"
            local Fusion = Instance.new("IntValue", StandTypes)
                Fusion.Name = "Fusion"
            local Shared = Instance.new("IntValue", StandTypes)
                Shared.Name = "Shared"]]
        local StandStats = Instance.new("Folder", PlayerFolder)
        StandStats.Name = "SStats"
            local Power = Instance.new("IntValue", StandStats)
            Power.Name = "POW"
            local Speed = Instance.new("IntValue", StandStats)
            Speed.Name = "SPD"
            local Range = Instance.new("IntValue", StandStats)
            Range.Name  = "RNG"
            local Durability = Instance.new("IntValue", StandStats)
            Durability.Name = "DUR"
            local Precision = Instance.new("IntValue", StandStats)
            Precision.Name = "PER"
            local Development_Potential = Instance.new("IntValue", StandStats)
            Development_Potential.Name = "LER"

end)

Basically, I've inserted two folders inside the player, both of them have multiple values. I need help better understanding on how to Set or Get these values inside the folders!

0
I have a script, that I use if you want abnotaddable 920 — 7y
0
Use a table. hiimgoodpack 2009 — 7y

2 answers

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Answered by 7 years ago

module script in ServerScriptService

local module = {}
local DataStoreService = game:GetService("DataStoreService") --get DataStoreService
local InventoryItems = DataStoreService:GetDataStore("InventoryItems") --Change it to whatever you want to call it e.g :GetDataStore("examplename")
AUTOSAVE_INTERVAL = 120 --should be no lower than 60

game.Players.PlayerAdded:Connect(function(Player) --When a player is added to the game, load in their data
    local Key = 'PlayerIdNum-'..Player.UserId.."_InvItemKey" --The key that the players data is saved on
    --Values to Save
    local InvData = Player:WaitForChild("Backpack"):WaitForChild("Inventory")
    local Bananas = InvData:WaitForChild("Bananas")
    local Apples = InvData:WaitForChild("Apples")
    local FirstAid = InvData:WaitForChild("FirstAid")
    local Coconuts = InvData:WaitForChild("Coconuts")
    local MetalScraps = InvData:WaitForChild("MetalScraps")
    local Logs = InvData:WaitForChild("Logs")
    local Sticks = InvData:WaitForChild("Sticks")
    --The table that is used to save it after it is all loaded in
    local StoreToSet = {}
    --Get the data and store it
    local DataToGet = InventoryItems:GetAsync(Key) --Returns the data the key stores (as a table)
    --Changing the table back into values
    if DataToGet ~= nil then --If there is a table
        if #DataToGet >= 1 then --If the table length is 1 or more
            print("Has Data")
            --For each value you have, copy the below code (MUST BE IN ORDER OF SAVED IN!!!!!)
            if DataToGet[1] ~= nil then --if the first bit of data in the table does exist
                Bananas.Value = DataToGet[1] --Set the values of bananas as that value
                table.insert(StoreToSet , DataToGet[1]) --Store it in another table so it can be saved
            end
            if DataToGet[2] ~= nil then
                Apples.Value = DataToGet[2]
                table.insert(StoreToSet , DataToGet[2])
            end
            if DataToGet[3] ~= nil then
                FirstAid.Value = DataToGet[3]
                table.insert(StoreToSet , DataToGet[3])
            end
            if DataToGet[4] ~= nil then
                Coconuts.Value = DataToGet[4]
                table.insert(StoreToSet , DataToGet[4])
            end
            if DataToGet[5] ~= nil then
                MetalScraps.Value = DataToGet[5]
                table.insert(StoreToSet , DataToGet[5])
            end
            if DataToGet[6] ~= nil then
                Logs.Value = DataToGet[6]
                table.insert(StoreToSet , DataToGet[6])
            end
            if DataToGet[7] ~= nil then
                Sticks.Value = DataToGet[7]
                table.insert(StoreToSet , DataToGet[7])
            end
        print(DataToGet[1], DataToGet[2], DataToGet[3], DataToGet[4], DataToGet[5], DataToGet[6], DataToGet[7] .. " Data") --Print the data values
        end
    else
        DataToGet = {} --Create a table, since there was no data or table returned in the GetAsync (this only happens with new players)
        DataToGet[1] = Bananas.Value --The first bit of data in the table is equal to Bananas.Value
        Bananas.Value = 0 --Make sure it is 0
        table.insert(StoreToSet , DataToGet[1]) --Insert it into table, so it can be saved, so next time they join, it loads a table
        DataToGet[2] = Apples.Value
        Apples.Value = 0
        table.insert(StoreToSet , DataToGet[2])
        DataToGet[3] = FirstAid.Value
        FirstAid.Value = 0
        table.insert(StoreToSet , DataToGet[3])
        DataToGet[4] = Coconuts.Value
        Coconuts.Value = 0
        table.insert(StoreToSet , DataToGet[4])
        DataToGet[5] = MetalScraps.Value
        MetalScraps.Value = 0
        table.insert(StoreToSet , DataToGet[5])
        DataToGet[6] = Logs.Value
        Logs.Value = 0
        table.insert(StoreToSet , DataToGet[6])
        DataToGet[7] = Sticks.Value
        Sticks.Value = 0
        table.insert(StoreToSet , DataToGet[7])
        print(DataToGet[1], DataToGet[2], DataToGet[3], DataToGet[4], DataToGet[5], DataToGet[6], DataToGet[7] .. " New Data") --Print new data (all should be 0)
    end
    InventoryItems:SetAsync(Key, StoreToSet) --Set the data to the key as a table, so next time they join there is a table to load in
end)

game.Players.PlayerRemoving:Connect(function(Player) --When the player leaves the game, save their data
    local Key = 'PlayerIdNum-'..Player.UserId.."_InvItemKey" --"This is the key you use to save players data on (must be no longer than 50 characters and must be unique)
    --The key is also what you use to load data as well so it MUST be the exact same variable in the other parts of the script
    --Values to Save
    local InvData = Player:WaitForChild("Backpack"):WaitForChild("Inventory")
    local Bananas = InvData:WaitForChild("Bananas")
    local Apples = InvData:WaitForChild("Apples")
    local FirstAid = InvData:WaitForChild("FirstAid")
    local Coconuts = InvData:WaitForChild("Coconuts")
    local MetalScraps = InvData:WaitForChild("MetalScraps")
    local Logs = InvData:WaitForChild("Logs")
    local Sticks = InvData:WaitForChild("Sticks")
    --Put what you need to save here (THE ORDER YOU USE IN THIS IS THE ORDER YOU MUST USE WHEN THEY JOIN)
    local DataToSave = {
        Bananas.Value,
        Apples.Value,
        FirstAid.Value,
        Coconuts.Value,
        MetalScraps.Value,
        Logs.Value,
        Sticks.Value,
    }
    InventoryItems:SetAsync(Key, DataToSave)
end)

--Autosaving
spawn(function()
    while wait(AUTOSAVE_INTERVAL) do
        for i, Player in pairs (game:GetService("Players"):GetChildren()) do
            print("Auto-saving " .. Player.Name .. "'s Data")
            local Key = 'PlayerIdNum-'..Player.UserId.."_InvItemKey"
            local InvData = Player:WaitForChild("Backpack"):WaitForChild("Inventory")
            local Bananas = InvData:WaitForChild("Bananas")
            local Apples = InvData:WaitForChild("Apples")
            local FirstAid = InvData:WaitForChild("FirstAid")
            local Coconuts = InvData:WaitForChild("Coconuts")
            local MetalScraps = InvData:WaitForChild("MetalScraps")
            local Logs = InvData:WaitForChild("Logs")
            local Sticks = InvData:WaitForChild("Sticks")
            local DataToSave = {
                Bananas.Value,
                Apples.Value,
                FirstAid.Value,
                Coconuts.Value,
                MetalScraps.Value,
                Logs.Value,
                Sticks.Value,
            }
            InventoryItems:SetAsync(Key, DataToSave)
            print("Successfully Auto-saved " .. Player.Name .. "'s Data")
        end
    end
end)

return module

script inside the module script (child of it):

require(script.Parent)
0
Thanks so much, I def can use this YourMajesty_Kami 1 — 7y
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just make sure you read all the comments on the script abnotaddable 920 — 7y
0
Accept the answer if it worked for you//helped you solve the problem abnotaddable 920 — 7y
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How does one do that YourMajesty_Kami 1 — 7y
0
below the question there should be a thing that says "Accept question" abnotaddable 920 — 7y
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Answered by 7 years ago

It is IMPOSIBLE to save multiple values with ONE data store UNLESS you save a table

0
Thanks for that, alright if I use a table containing the values(DUR,POW, etc. etc.) is it possible to store i(Value name) and v(Value number) inside a folder? (Just for neatness) YourMajesty_Kami 1 — 7y
0
Could use the scopes for taht. hiimgoodpack 2009 — 7y

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