Hey all,

Pretty new to roblox coding. Took a few introductory classes in HS and college, but it's been a few years since I've done any actual coding. Very interested in learning though, so if anyone has a solution to my problem, please let me know!

I'm having some problems with datastores. I'm using the datastore that was used in the Datastores tutorial, and I can get my data to increment, but when trying to access the data in other scripts, I can't seem to make it work. Currently trying to get a value from my datastore to show on the leaderboard. Pretty sure the issue is me not fully understanding tables. I can often return the player and the value, but I can't get the value alone to return.

local PlayerStatManager = {}
 
-- Create variable for the DataStore.
local DataStoreService = game:GetService('DataStoreService')
local playerData = DataStoreService:GetDataStore('PlayerData')
 
-- Create variable to configure how often the game autosaves the player data.
local AUTOSAVE_INTERVAL = 60
 
-- Number of times we can retry accessing a DataStore before we give up and create
-- an error.
local DATASTORE_RETRIES = 3
 
-- Table to hold all of the player information for the current session.
sessionData = {}
 
-- Function the other scripts in our game can call to change a player's stats. This
-- function is stored in the returned table so external scripts can use it.
function PlayerStatManager:ChangeStat(player, statName, changeValue)
	while(not (sessionData[player] and sessionData[player][statName]))do
		wait(1)
	end
	sessionData[player][statName] = sessionData[player][statName] + changeValue
	print("Incremented",statName,"by",changeValue,"for",player)
end
 
-- Function to retry the passed in function several times. If the passed in function
-- is unable to be run then this function returns false and creates an error.
local function dataStoreRetry(dataStoreFunction)
	local tries = 0	
	local success = true
	local data = nil
	repeat
		tries = tries + 1
		success = pcall(function() data = dataStoreFunction() end)
		if not success then wait(1) end
	until tries == DATASTORE_RETRIES or success
	if not success then
		error('Could not access DataStore! Warn players that their data might not get saved!')
	end
	return success, data
end
 
-- Function to retrieve player's data from the DataStore.
local function getPlayerData(player)
	return dataStoreRetry(function()
		return playerData:GetAsync(player.UserId)
	end)
end

function PlayerStatManager:getPlayerData(player, statName)
	return dataStoreRetry(function()
		return sessionData[player][statName]
	end)
end
 
-- Function to save player's data to the DataStore.
local function savePlayerData(player)
	if sessionData[player] then
		return dataStoreRetry(function()
			return playerData:SetAsync(player.UserId, sessionData[player])
		end)
	end
end


 
-- Function to add player to the sessionData table. First check if the player has
-- data in the DataStore. If so, we'll use that. If not, we'll add the player to
-- the DataStore.
local function setupPlayerData(player)
	print("Setting up data for",player)
	local success, data = getPlayerData(player)
	print(player,success,data)
	if not success then
		-- Could not access DataStore, set session data for player to false.
		sessionData[player] = false
	else
		if not data then
			-- DataStores are working, but no data for this player
			sessionData[player] = {Money = 0, Experience = 0, BlueEssence = 0}
			savePlayerData(player)
		else
			-- DataStores are working and we got data for this player
			sessionData[player] = data
		end
	end	
end
 
-- Function to run in the background to periodically save player's data.
local function autosave()
	while wait(AUTOSAVE_INTERVAL) do
		for player, data in pairs(sessionData) do
			savePlayerData(player)
		end
	end
end
 
for _,plr in pairs(game.Players:GetPlayers())do
	setupPlayerData(plr)
end

-- Bind setupPlayerData to PlayerAdded to call it when player joins.
game.Players.PlayerAdded:connect(setupPlayerData)
 
-- Call savePlayerData on PlayerRemoving to save player data when they leave.
-- Also delete the player from the sessionData, as the player isn't in-game anymore.
game.Players.PlayerRemoving:connect(function(player)
	savePlayerData(player)
	sessionData[player] = nil
end)
 
-- Start running autosave function in the background.
spawn(autosave)
 
-- Return the PlayerStatManager table to external scripts can access it.
return PlayerStatManager


local PlayerStatManager = require(game.ServerStorage.PlayerStatManager)
-- After player joins we'll periodically give the player money and experience
game.Players.PlayerAdded:connect(function(player)
	local gamer = PlayerStatManager:getPlayerData(player, 'Money')
	print (gamer)

    local leaderstats = Instance.new("Model")
    leaderstats.Name = "leaderstats"
    leaderstats.Parent = player
    local money = Instance.new("IntValue")
    money.Name = "Money"
    money.Value = PlayerStatManager:getPlayerData(player, 'Money')
    money.Parent = leaderstats

	
	PlayerStatManager:ChangeStat(player, 'Money', 5)
	PlayerStatManager:ChangeStat(player, 'Experience', 1)
	print("ok")
end)