Using this ModuleScript from the wiki:
game:GetService("Players").PlayerAdded:Connect(function(player)
local stats = Instance.new("IntValue")
stats.Name = 'leaderstats'
stats.Parent = player
local money = Instance.new("NumberValue")
money.Name = 'Money'
money.Parent = stats
local experience = Instance.new("NumberValue")
experience.Name = 'Experience'
experience.Parent = stats
end)
-- Set up table to return to any script that requires this module script
local PlayerStatManager = {}
local DataStoreService = game:GetService("DataStoreService")
local playerData = DataStoreService:GetDataStore("KardashevData")
-- Table to hold player information for the current session
local sessionData = {}
local AUTOSAVE_INTERVAL = 60
-- Function that other scripts can call to change a player's stats
function PlayerStatManager:ChangeStat(player, statName, value)
local playerUserId = "Player_" .. player.UserId
assert(typeof(sessionData[playerUserId][statName]) == typeof(value), "ChangeStat error: types do not match")
if typeof(sessionData[playerUserId][statName]) == "number" then
sessionData[playerUserId][statName] = sessionData[playerUserId][statName] + value
else
sessionData[playerUserId][statName] = value
end
end
-- Function to add player to the 'sessionData' table
local function setupPlayerData(player)
local playerUserId = "Player_" .. player.UserId
local data
local success, err = pcall(function()
playerData:UpdateAsync(playerUserId, function(playerData)
data = playerData
end)
end)
if success then
if data then
-- Data exists for this player
sessionData[playerUserId] = data
else
-- Data store is working, but no current data for this player
sessionData[playerUserId] = {Money=15, Experience=0}
end
else
warn("Cannot set up data for player!")
end
end
-- Function to save player's data
local function savePlayerData(playerUserId)
if sessionData[playerUserId] then
local success, err = pcall(function()
playerData:SetAsync(playerUserId, sessionData[playerUserId])
end)
if not success then
warn("Cannot save data for player!")
end
end
end
-- Function to save player data on exit
local function saveOnExit(player)
local playerUserId = "Player_" .. player.UserId
savePlayerData(playerUserId)
end
-- Function to periodically save player data
local function autoSave()
while wait(AUTOSAVE_INTERVAL) do
for playerUserId, data in pairs(sessionData) do
savePlayerData(playerUserId)
end
end
end
-- Start running 'autoSave()' function in the background
spawn(autoSave)
-- Connect 'setupPlayerData()' function to 'PlayerAdded' event
game.Players.PlayerAdded:Connect(setupPlayerData)
-- Connect 'saveOnExit()' function to 'PlayerRemoving' event
game.Players.PlayerRemoving:Connect(saveOnExit)
return PlayerStatManager
When I try to call the :ChangeStat() function,
local module = require(game:GetService("ServerStorage"):WaitForChild("ModuleScript"))
game:GetService("Players").PlayerAdded:Connect(function(player)
module:ChangeStat(player, 'Money', 5)
end)
I get this error: ServerStorage.ModuleScript:30: attempt to index field '?' (a nil value)
Also, it seems that this line doesn't run at all: sessionData[playerUserId] = {Money=15, Experience=0}
as new players start with 0, instead of 15. Any help would be appreciated, thanks.

1 comment
Just delete line 30. Its useless