local level = game:GetService("DataStoreService"):GetDataStore("Level") local xp = game:GetService("DataStoreService"):GetDataStore("EXP") local totalxp= game:GetService("DataStoreService"):GetDataStore("totalxp") local gold = game:GetService("DataStoreService"):GetDataStore("gold") local win= game:GetService("DataStoreService"):GetDataStore("Wins") local death= game:GetService("DataStoreService"):GetDataStore("Deaths") function save(dataname, playerid, value) game:GetService("DataStoreService"):GetDataStore(dataname):SetAsync(playerid, value) end
I've been saving multiple stats like gold, wins, exp like this, and I used to make it so whenever exp changed it would save all the values, and sometimes it was too much for the server to handle.
save("Level",player.UserId,player.leaderstats.Level.Value) save("EXP",player.UserId,player.EXP.Value) save("totalxp",player.UserId,player.xpremaining.Value) save("gold",player.UserId,player.Coins.Value) save("Wins",player.UserId,player.Wins.Value) save("Deaths",player.UserId,player.Deaths.Value)
Is there a way to prevent saving issues in the future if it can't all be handled to save all this when the xp is changed or when the player leaves?