I'm basically trying to convert my DataStore1 Script Into a DataStore two. Only problem being is that I'm not sure how to check if the player has Data using an If (Like this if Datastore:GetAsync(player.UserId) then) and then looping that data all in DataStore two( Looping like this for i,v in pairs(Datastore:GetAsync(player.UserId)) do

I'll post both my DataStore 1 and my attempt at a DataStore two to give you guys even more of an understanding. Thanks

DataStore 1

local Datastore = game:GetService("DataStoreService"):GetDataStore("PlayerDataV1");
local itemlist = {}

game.Players.PlayerAdded:Connect(function(player)
    local inv = Instance.new("Folder",player)
    inv.Name = "Inventory"
	inv.ChildAdded:Connect(function(part)
		print(part.Name.." Was Added to "..player.Name.."'s Inventory")
	end)	
    if Datastore:GetAsync(player.UserId) then -- This Line Check if the Player Has Data(Need to Convert)
        for i,v in pairs(Datastore:GetAsync(player.UserId)) do -- This Line Loops Through The Data(Need To Convert)
			print("Name: " .. v[1] .. " || Price: " .. v[2])
			local Item = Instance.new("IntValue", inv)
        	Item.Name = v[1]
        	Item.Value = v[2]
        end
    else
		print("Player Has No Data")
	end
end)


game.Players.PlayerRemoving:Connect(function(player)
    for i,v in pairs(player.Inventory:GetChildren()) do
    table.insert(itemlist, {v.Name, v.Value})
	print("No Loop?")
end
Datastore:SetAsync(player.UserId, itemlist)
print("saved")
end)

DataStore 2

local Players = game:GetService("Players")
local ServerScriptService = game:GetService("ServerScriptService")
local Workspace = game:GetService("Workspace")

local DataStore2 = require(ServerScriptService.DataStore2)


DataStore2.Combine("InventoryDataV1", "Items")
local itemlist = {}

game.Players.PlayerAdded:Connect(function(player)
    local inv = Instance.new("Folder",player)
    inv.Name = "Inventory"
	local IventoryStore = DataStore2("Items", player)
	inv.ChildAdded:Connect(function(part)
		print(part.Name.." Was Added to "..player.Name.."'s Inventory")
	end)
    if IventoryStore:GetAsync(player.UserId) then 
		print("Working")
        for i,v in pairs(IventoryStore:GetAsync(player.UserId)) do 
            print("Name: " .. v[1] .. " || Price: " .. v[2])
			local Item = Instance.new("IntValue", inv)
        	Item.Name = v[1]
        	Item.Value = v[2]
        end
    else
       print("Player Has no Data")
	end
end)


game.Players.PlayerRemoving:Connect(function(player)
	local IventoryStore = DataStore2("Items", player)
    for i,v in pairs(player.Inventory:GetChildren()) do 
   		table.insert(itemlist, {v.Name, v.Value})
		print("No loop?")
	end
	IventoryStore:SetAsync(player.UserId, itemlist)
	print("saved")
end)

prints are used to see if things were working

Regards, Bl_ueHistory