savable leaderboard, what am I missing? Why is it not working? Help!
Asked by
5 years ago Edited 5 years ago
local datastore = game:GetService("DataStoreService")
local ds1 = datastore:GetDataStore("KillsSaveSystem")
local ds2 = datastore:GetDataStore("CashSaveSystem")
local ds3 = datastore:GetDataStore("DeathSaveSystem")
local ds4 = datastore:GetDataStore("LevelSaveSystem")
local ds5 = datastore:GetDataStore("XPSaveSystem")
function onXPChanged(player, XP, level)
if XP.Value>=level.Value * 10 then
XP.Value = 0
level.Value = level.Value + 1
end
end
function onLevelUp(player, XP, level)
local m = Instance.new("Hint")
m.Parent = game.Workspace
m.Text = player.Name .. " has leveled up!"
wait(3)
m.Parent = nil
player.Humanoid.Health = 0
end
function onPlayerRespawned(player)
wait(5)
player.Character.Humanoid.Health = player.Character.Humanoid.Health + player.leaderstats.Level * 10
player.Character.Humanoid.MaxHealth = player.Character.Humanoid.MaxHealth + player.leaderstats.Level * 10
end
function onPlayerEntered(newPlayer)
local stats = Instance.new(newPlayer)
stats.Name = "leaderstats"
local cash = Instance.new("IntValue",stats)
cash.Name = "Cash"
local kills = Instance.new("IntValue",stats)
kills.Name = "Kills"
local deaths = Instance.new("IntValue",stats)
deaths.Name = "Deaths"
local level = Instance.new("IntValue",stats)
level.Name = "Level"
local xp = Instance.new("IntValue",stats)
xp.Name = "XP"
kills.Value = ds1:GetAsync(newPlayer.UserId) or 0
ds1:SetAsync(newPlayer.UserId, kills.Value)
cash.Value = ds2:GetAsync(newPlayer.UserId) or 0
ds2:SetAsync(newPlayer.UserId, cash.Value)
deaths.Value = ds3:GetAsync(newPlayer.UserId) or 0
ds3:SetAsync(newPlayer.UserId, deaths.Value)
level.Value = ds4:GetAsync(newPlayer.UserId) or 0
ds4:SetAsync(newPlayer.UserId, level.Value)
xp.Value = ds5:GetAsync(newPlayer.UserId) or 0
ds5:SetAsync(newPlayer.UserId, xp.Value)
cash.Parent = stats
stats.Parent = newPlayer
kills.Parent = stats
deaths.Parent = stats
level.Parent = stats
xp.Parent = stats
---updater
xp.Changed:connect(function() onXPChanged(newPlayer, xp, level) end)
level.Changed:connect(function() onLevelUp(newPlayer, xp, level) end)
kills.Changed:connect(function()
ds1:SetAsync(newPlayer.UserId, kills.Value)
end)
cash.Changed:connect(function()
ds2:SetAsync(newPlayer.UserId, cash.Value)
end)
deaths.Changed:connect(function()
ds3:SetAsync(newPlayer.UserId, deaths.Value)
end)
level.Changed:connect(function()
ds4:SetAsync(newPlayer.UserId, level.Value)
end)
xp.Changed:connect(function()
ds5:SetAsync(newPlayer.UserId, xp.Value)
end)
---------------------------------------------------------------------------------------------------------------
-- Do not edit past here or you will be risking breaking the script!!!! --
---------------------------------------------------------------------------------------------------------------
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
local humanoid = newPlayer.Character.Humanoid
humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )
-- start to listen for new humanoid
newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )
stats.Parent = newPlayer
end
function Send_DB_Event_Died(victim, killer)
-- killer may be nil
local killername = "unknown"
if killer ~= nil then killername = killer.Name end
print(victim.Name, " was killed by ", killername)
if shared["deaths"] ~= nil then
shared["deaths"](victim, killer)
print("Death event sent.")
end
end
function Send_DB_Event_Kill(killer, victim)
print(killer.Name, " killed ", victim.Name)
if shared["kills"] ~= nil then
shared["kills"](killer, victim)
print("Kill event sent.")
end
end
function onHumanoidDied(humanoid, player)
local stats = player:findFirstChild("leaderstats")
if stats ~= nil then
local deaths = stats:findFirstChild("Deaths")
deaths.Value = deaths.Value + 1
-- do short dance to try and find the killer
local killer = getKillerOfHumanoidIfStillInGame(humanoid)
Send_DB_Event_Died(player, killer)
handleKillCount(humanoid, player)
end
end
function onPlayerRespawn(property, player)
-- need to connect to new humanoid
if property == "Character" and player.Character ~= nil then
local humanoid = player.Character.Humanoid
local p = player
local h = humanoid
humanoid.Died:connect(function() onHumanoidDied(h, p) end )
end
end
function getKillerOfHumanoidIfStillInGame(humanoid)
-- returns the player object that killed this humanoid
-- returns nil if the killer is no longer in the game
-- check for kill tag on humanoid - may be more than one - todo: deal with this
local tag = humanoid:findFirstChild("creator")
-- find player with name on tag
if tag ~= nil then
local killer = tag.Value
if killer.Parent ~= nil then -- killer still in game
return killer
end
end
return nil
end
function handleKillCount(humanoid, player)
local killer = getKillerOfHumanoidIfStillInGame(humanoid)
if killer ~= nil then
local stats = killer:findFirstChild("leaderstats")
if stats ~= nil then
local kills = stats:findFirstChild("Kills")
local cash = stats:findFirstChild("Cash")
local xp = stats:findFirstChild("XP")
if killer ~= player then
kills.Value = kills.Value + 1
cash.Value = cash.Value + 50
xp.Value = xp.Value + 3
else
kills.Value = kills.Value - 0
end
Send_DB_Event_Kill(killer, player)
end
end
end
game.Players.ChildAdded:connect(onPlayerEntered)