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COMMUNITY QUESTION

Leaderboards are still saying old currency of leaderstats, but i made new?

So i made new leaderstats, but leaderboard didn't reset. Here's my global leaderboard script, and leaderstats script:

local sg = script.Parent --Surface GUI
local sample = script:WaitForChild("Sample") --Our Sample frame
local sf = sg:WaitForChild("ScrollingFrame") --The scrolling frame
local ui = sf:WaitForChild("UI") --The UI list layout

local dataStoreService = game:GetService("DataStoreService")
--The data store service
local dataStore = dataStoreService:GetOrderedDataStore("Leaderboard")
--Get the data store with key "Leaderboard"
wait(5)
while true do
	for i,plr in pairs(game.Players:GetChildren()) do--Loop through players
		if plr.UserId>0 then--Prevent errors
			local ps = game:GetService("PointsService")--PointsService
			local w = plr.leaderstats.Rebirth.Value ------------------------------------------------------
			if w then
				pcall(function()
				--Wrap in a pcall so if Roblox is down, it won't error and break.
					dataStore:UpdateAsync(plr.UserId,function(oldVal)
				        --Set new value
						return tonumber(w)
					end)
				end)
			end
		end
	end    
	local smallestFirst = false--false = 2 before 1, true = 1 before 2
    local numberToShow = 100--Any number between 1-100, how many will be shown
    local minValue = 1--Any numbers lower than this will be excluded
    local maxValue = 10^30--(10^30), any numbers higher than this will be excluded
    local pages = dataStore:GetSortedAsync(smallestFirst, numberToShow, minValue, maxValue)
    local top = pages:GetCurrentPage()--Get the first page
	local data = {}--Store new data
	for a,b in ipairs(top) do--Loop through data
		local userid = b.key--User id
		local points = b.value--Points
		local username = "[Failed To Load]"--If it fails, we let them know
		local s,e = pcall(function()
		 username = game.Players:GetNameFromUserIdAsync(userid)--Get username
		end)
		if not s then--Something went wrong
		   warn("Error getting name for "..userid..". Error: "..e)
		end
		local image = game.Players:GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150)
		--Make a image of them
		table.insert(data,{username,points,image})--Put new data in new table
	end
	ui.Parent = script
	sf:ClearAllChildren()--Remove old frames
	ui.Parent = sf
	for number,d in pairs(data) do--Loop through our new data
		local name = d[1]
		local val = d[2]
		local image = d[3]
		local color = Color3.new(1,1,1)--Default color
		if number == 1 then
			color = Color3.new(1,1,0)--1st place color
		elseif number == 2 then
			color = Color3.new(0.9,0.9,0.9)--2nd place color
		elseif number == 3 then
			color = Color3.fromRGB(166, 112, 0)--3rd place color
		end
		local new = sample:Clone()--Make a clone of the sample frame
		new.Name = name--Set name for better recognition and debugging
        new.LayoutOrder = number--UIListLayout uses this to sort in the correct order
		new.Image.Image = image--Set the image
		new.Image.Place.Text = number--Set the place
		new.Image.Place.TextColor3 = color--Set the place color (Gold = 1st)
		new.PName.Text = name--Set the username
		new.Value.Text = val--Set the amount of points
		new.Value.TextColor3 = color--Set the place color (Gold = 1st)
		new.PName.TextColor3 = color--Set the place color (Gold = 1st)
		new.Parent = sf--Parent to scrolling frame
	end
	wait()
	sf.CanvasSize = UDim2.new(0,0,0,ui.AbsoluteContentSize.Y)
	--Give enough room for the frames to sit in
	wait(50)
end

Leaderstats:

game.Players.PlayerAdded:connect(function(player)
local DataStore = game:GetService("DataStoreService")

	 local leader = Instance.new("Folder",player)
leader.Name = "leaderstats"

for i,v in pairs(script:GetChildren()) do 
local d = DataStore:GetDataStore(v.Name)
local x = Instance.new("NumberValue",leader)
x.Name = v.Name
x.Value = d:GetAsync(player.UserId) or v.Value

end
end)

game.Players.PlayerRemoving:Connect(function(player)
	for i,v in pairs(script:GetChildren()) do 
		local DataStore = game:GetService("DataStoreService")
		local d = DataStore:GetDataStore(v.Name)
		d:SetAsync(player.UserId, player.leaderstats[v.Name].Value) -- leaderstats will automatically save here
	end
end)

1 answer

Doing a :SetAsync() while the player is leaving isn't the most reliable, instead try doing a remote or a loop for saving while the player is inside the game.

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