I've got a Data Store script that someone made for me a few months ago because I was confused with how Data Stores worked. Now I've converted my game to FE, and there are only a few errors. Sadly, one of those errors is one of the most crucial parts of the game not working.
I tested the script by loading into the title screen place of my game and resetting the data with the new game button. All of my progress had reset and I was level 1. I rejoined the game, pressed load game, and I was still level 1. So good so far, then I changed my level to 5, waited one minute for the script to save my data, and loaded game again. I loaded in as level 1, which leads me to believe that the script is only not saving.
(the title screen place to the game is not Filtering Enabled, so thats how the data can reset and load into the normal place after pressing load game)
The script is a ServerScript inside of ServerScriptService.
Any help is appreciated, thanks a bunch for reading ^^
script:
local DSService = game:GetService('DataStoreService'):GetDataStore('JoJosJugsStorage') ID = 65 --If you change this then it will reset everyones stats. [63],[67],[69],[68], [64],[65] SaveTime = 60 --Shouldn't be less then 60 leaderboardname = "Levelss" --The name of the leader board StatList = {Vampire = 0, Hamon = 0, Stamina = 100, MaxStamina = 100, Energy = 100, MaxEnergy = 100, Level = 1, XP = 0, CombatDamage = 1, SkillDamage = 1, Defense = 0, SendoKick = 0, TornadoOverdrive = 0, Overdrive = 0, Thunder = 0, Scarlet = 0, Yellow = 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
When a player causes a change in the level, or xp make it Fire an remote event in the replicatedstorage or anywhere you keep it.
Also make an RemoteEvent in the replicatedstorage or where ever you want it
For ex: if a player press E to do a attack, in that script you will have the UIS or KeyDown, then you will write at the top :
local Event = game.writewhereyouwantit Event:FireServer()
After doing all of that, make a script in the ServerScriptService and inside write the same local Event = game.writewhereyouwantit
Then you have to connect it with the remote event by doing this :
Event.OnServerEvent:connect(function(player) --then write how the xp or level is changed end)
You have to do this because when the xp or level is changed within the player, it isn't Replicated by the Server, so you need to use a RemoteEvent to make it be Replicated