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
