Hi everyone, I'm really really confused. For context, I have a gui in starterGui that has a local script that makes it so when a remote (from my datastore script, ill show it later it's huge lmao) is called to the player, a gui comes up for them to choose 1 of 6 colors. When they choose a color, the color button does invokeserver() to the datastore script, the color is sent from the function on the local script to the receiver on the datastore script so thats how it's obtained.
Then the remote function on the datastore sets a saved bool and string values, with the bool being: "HasChosenColor" and the string just being a tostring() color sent from the local script.
I'm probably not explaining this well, english isn't my first language. I think it'd be better if I showed ya the scripts and did a light explanation on each.
Here's the LocalScript which is a child of the Color Choosing ScreenGui:
local player = game.Players.LocalPlayer local char = player.Character script.Parent.Frame.Visible = false script.Parent.Frame.Position = UDim2.new(0.31, 0,1.067, 0) game.ReplicatedStorage.Remotes.ColorSelectPrompt.OnClientEvent:connect(function(player) wait(3) char.Humanoid.WalkSpeed = 0 local fgui1 = script.Parent.Frame local fgui1p = script.Parent fgui1.Visible = true fgui1:TweenPosition(UDim2.new(0.31, 0,0.707, 0)) end)
This script just shows the gui when a remote is fired on the DataStore script. The remote is fired when "HasChosenColor" value inside the player is false.
Before I show the DataStore script here's the LocalScript that's a child of every TextButton. (This local script is the exact same for every button but the Color at the top matches the button.)
local result = tostring("Black") local plr = game.Players.LocalPlayer local pchar = plr.Character script.Parent.Size = UDim2.new(0, 76,0, 74) script.Parent.MouseButton1Down:connect(function() pchar.Humanoid.WalkSpeed = 16 script.Parent:TweenSize(UDim2.new(0, 90,0, 88)) script.Parent.Parent.ColorDeepOrange.Active = false script.Parent.Parent.ColorPersimmons.Active = false script.Parent.Parent.ColorInstituionalWhite.Active = false script.Parent.Parent.ColorReallyRed.Active = false script.Parent.Parent.ColorElectricBlue.Active = false game.ReplicatedStorage.Remotes.ColorSelectResult1:InvokeServer(result) script.Parent.Parent.Parent.Frame:TweenPosition(UDim2.new(0.31, 0,1.067, 0)) script.Parent.Parent.Parent.Frame.Visible = false script.Parent.Parent.Parent.Frame.Active = false end)
That local script just tells the DataStore script that a color was chosen through a remote function.
Here's the biggy, and if you were confused til now you'll probably understand it. There are a lot of things in this script that don't relate to the problem but I thought I should include the full thing because it contains the error. (Warning, huge script)
local maxcount = 500000000000 local dss = game:GetService("DataStoreService"):GetDataStore(REDACTED) local di = game:GetService("ServerStorage"):WaitForChild("DataIndex") local AutosaveInterval = 60 game.Players.PlayerAdded:connect(function(player) local playerdata = Instance.new("Folder", di) playerdata.Name = player.Name local din = player.Name local stats = Instance.new("Folder", playerdata) stats.Name = "Stats1" local ArcaneCount = Instance.new("IntValue", stats) ArcaneCount.Name = "Arcane" local leaderstatfolder = Instance.new("Folder", player) leaderstatfolder.Name = "leaderstats" local WillpowerCount = Instance.new("IntValue", stats) WillpowerCount.Name = "Willpower" local HasChosenColor = Instance.new("BoolValue", stats) HasChosenColor.Name = "HasChosenColor" local Arcin = Instance.new("IntValue", leaderstatfolder) Arcin.Name = "Arcine" local lac3 = Instance.new("IntValue", leaderstatfolder) lac3.Name = "Coins" local lac2 = Instance.new("IntValue", leaderstatfolder) lac2.Name = "Willpower" local CoinsCount = Instance.new("IntValue", stats) CoinsCount.Name = "Coins" local ChosenColorB = Instance.new("StringValue", leaderstatfolder) ChosenColorB.Name = "ChosenColorB" local OtherData = Instance.new("Folder", playerdata) OtherData.Name = "Other" --/Loading data local SavedData = dss:GetAsync(player.userId) --local datatable = {SavedData} local BrickCooler = Instance.new("BrickColorValue", OtherData) BrickCooler.Name = "BrickCooler" if HasChosenColor.Value == false then game.ReplicatedStorage.Remotes.ColorSelectPrompt:FireClient(player) else print("cmon put it") BrickCooler.Value = BrickColor.new(ChosenColorB.Value) end --if HasChosenColor.Value == false then --game.ReplicatedStorage.Remotes.ColorSelectPrompt:FireClient(player) --else --di[pname1].OtherData.PlayerColorB.Value = BrickColor.new() --end game.ReplicatedStorage.Remotes.MaxArcane1.OnServerInvoke = function(player, pname) di[pname].Stats1.Arcane.Value = game.ServerStorage.DataIndex[pname].Stats1.Arcane.Value + maxcount game.Players[pname].leaderstats.Arcine.Value = game.Players[pname].leaderstats.Arcine.Value + maxcount end game.ReplicatedStorage.Remotes.MaxWillpower1.OnServerInvoke = function(player, pname) di[pname].Stats1.Willpower.Value = game.ServerStorage.DataIndex[pname].Stats1.Willpower.Value + maxcount game.Players[pname].leaderstats.Willpower.Value = game.Players[pname].leaderstats.Willpower.Value + maxcount end game.ReplicatedStorage.Remotes.GlobalResetStats.OnServerEvent:connect(function() ArcaneCount.Value = 0 WillpowerCount.Value = 0 Arcin.Value = 0 lac2.Value = 0 lac3.Value = 0 CoinsCount.Value = 0 end) game.ReplicatedStorage.Remotes.ResetStats.OnServerInvoke = function(player, pname) di[pname].Stats1.Willpower.Value = 0 game.Players[pname].leaderstats.Willpower.Value = 0 di[pname].Stats1.Coins.Value = 0 game.Players[pname].leaderstats.Coins.Value = 0 di[pname].Stats1.Arcane.Value = 0 game.Players[pname].leaderstats.Arcine.Value = 0 end game.ReplicatedStorage.Remotes.IncreaseArcane1.OnServerInvoke = function(player, pname) di[pname].Stats1.Arcane.Value = di[pname].Stats1.Arcane.Value + 1 game.Players[pname].leaderstats.Arcine.Value = player.leaderstats.Arcine.Value + 1 end game.ReplicatedStorage.Remotes.IncreaseWillpower1.OnServerInvoke = function(player, pname) di[pname].Stats1.Willpower.Value = di[pname].Stats1.Willpower.Value + 5 game.Players[pname].leaderstats.Willpower.Value = player.leaderstats.Willpower.Value + 5 end if SavedData then print('Data currently used:'..game:GetService("HttpService"):JSONEncode(SavedData):len()..'/260000 bytes') for i,v in pairs(SavedData) do print(i,v) if i % 2 == 0 then di[player.Name].Stats1:FindFirstChild(SavedData[i - 1]).Value = v end end Arcin.Value = ArcaneCount.Value lac2.Value = WillpowerCount.Value lac3.Value = CoinsCount.Value end end) local function SaveStats(player) local DataCollective = {} for i,v in pairs(di[player.Name].Stats1:GetChildren()) do DataCollective[#DataCollective + 1] = v.Name DataCollective[#DataCollective + 1] = v.Value end --dss:SetAsync(player.userId, game:GetService("HttpService"):JSONEncode(DataCollective)) local pnameout = player.Name print(pnameout.."'s Data was saved.") dss:SetAsync(player.userId, DataCollective) end game.ReplicatedStorage.Remotes.ColorSelectResult1.OnServerInvoke = function(player, result) local din = player.Name di[din].Stats1.HasChosenColor.Value = true game.Players[din].leaderstats.ChosenColorB.Value = result di[din].Other.BrickCooler.Value = BrickColor.new(result) end --game.ReplicatedStorage.Remotes.SaveStats1.OnServerEvent:connect(function() --for i, player in pairs(game.Players:GetPlayers()) do --SaveStats(player) --end --end) game:BindToClose(function() for i, player in pairs(game.Players:GetPlayers()) do SaveStats(player) end end) game.Players.PlayerRemoving:connect(function(player) SaveStats(player) --/Saving data upon the player leaving. end) while wait(AutosaveInterval) do for i, player in pairs(game.Players:GetPlayers()) do SaveStats(player) end end
Welp, that was big. Anyway, things important to note is a value ChosenColorB is created which acts as the color that is sent from the local script. First thing you'll notice is that BrickCooler (the brickcolor value) isnt saved with the rest. That's intentional because i can't save BrickColor values. So when the remote function from the local script is invoked the brickcolor value is set to the ChosenColorB value, and here's the main problem. "HasChosenColor" is set to true when that remote is invoked.
And I have an if statement higher up in the script at around Line 53. When the game is done doing all the loading the if statement checks if HasChosenColor is false. Naturally it shouldn't be, everytime I choose a color, save, then exit and reload the game the output reads:
Data currently used:58/260000 bytes
1 Arcane
2 0
3 Willpower
4 0
5 HasChosenColor
6 true
7 Coins
8 0
And that's where the madness begins, if it's true and the game knows it, why is the If statement not recognizing that? It's breaking everything and it's so annoying ;-; pls help
We talked it over on discord for anyone wondering. The issue was that we weren't loading the data from the datastore
we saved the data in a table like this:
DataCollective = { ["Arcane"] = 10, ["ChosenColorA"] = 10, ["Coins"] = 10, ["HasChosenColor"] = 10, ["Willpower"] = 10 }
and after we got the data with getasync() we assigned the data in the datastore to the object values in the game using this function:
function assignDataToFolder(player, data) for _, variable in pairs(di[player.Name].Stats1:GetChildren())do variable.Value = data[variable.Name] end end
if anyone else reading this post has a similar issue, let me know on discord, Lucy# 4 8 5 4
The problem is that you are reading the HasChosenColor
value, BEFORE it is read from your saving storage. To make it work, you will need to move whole statement:
if HasChosenColor.Value == false then game.ReplicatedStorage.Remotes.ColorSelectPrompt:FireClient(player) else print("cmon put it") BrickCooler.Value = BrickColor.new(ChosenColorB.Value) end
AFTER the read data segment (below line 118).