This script saves the data
local datastore2 = game:GetService("DataStoreService"):GetDataStore("Data2")
local repsto = game:GetService("ReplicatedStorage")
local RemoteEvent = repsto:WaitForChild("Save")
local function Save (plr)
print("CONNECTED")
local Jumps = plr.leaderstats.Jumps
datastore2:SetAsync(plr, Jumps.Value)
print(datastore2:GetAsync(plr))
RemoteEvent:FireClient(plr)
end
RemoteEvent.OnServerEvent:Connect(Save)
This script loads the data
local datastore = game:GetService("DataStoreService"):GetDataStore("Data")
local datastore2 = game:GetService("DataStoreService"):GetDataStore("Data2")
local repsto = game:GetService("ReplicatedStorage")
local RemoteEvent = repsto:WaitForChild("Unlock")
local function SetupData (Player)
local plr = "user_" .. Player.userId
local plrdata = datastore:GetAsync(plr)
local plrdata2 = datastore2:GetAsync(plr)
print("INITIATING")
print(datastore2:GetAsync(plr))
if plrdata == true then
RemoteEvent:FireClient(Player)
Player.Team = game.Teams.End
Player:LoadCharacter()
RemoteEvent:FireClient(Player)
else
datastore:SetAsync(plr, false)
end
--This is the part where you probably should read
if plrdata2 ~= nil or 0 then
Player.leaderstats.Jumps.Value = plrdata2
print("plrdata2isnil")
print(datastore2:GetAsync(plr))
else
datastore2:SetAsync(plr, 0)
print("plrdata2isnotnil")
print(datastore2:GetAsync(plr))
end
--This is the part where you probably should read
end
game.Players.PlayerAdded:Connect(SetupData)
Using print(datastore2:GetAsync(plr)) i knew that it did save but when i join the game it doesn't, everything else works.

6 comments
if it helps, there is 2 datastore, the first one is "datastore" and then the other one is "datastore2", "datastore" stores a bool value and the "datastore2" stores a int value, and that the only problem here is that when i join it doesnt save, also i dont recieve any error
I dont get an error when I try it. It is most likely your game that is causing the issue.
if plrdata2 ~= nil or 0 then doesn't behave like you think it does. Really, it should be if plrdata2 ~= nil or plrdata2 ~= 0 then. Your if statement will always pass because 0 is truthy.
What are you attempting the test on? Try and do it in a normal Roblox game and ensure API services is switched on.
you don't need two separate data stores. Just save a table that includes both the bool and int value.
at this time i was new to data store and didn't really get how to use it, but now i do know. this question is answered