local DatastoreService = game:GetService("DataStoreService")
local TeleportService = game:GetService("TeleportService")
local dVersion = 1
local save = DatastoreService:GetDataStore("Wins")
game.Players.PlayerAdded:Connect(function(player)
local previousData = save:GetAsync(player.UserId) -- Returns a number value.
local Wins
if previousData ~= nil then
Wins = previousData
else
Wins = 0
save:SetAsync(player.UserId, 0)
end
local coinsValue = Instance.new("IntValue", player)
coinsValue.Name = "Wins"
coinsValue.Value = Wins
local Role = Instance.new("StringValue", player)
Role.Name = "Role"
Role.Value = player
if player.Wins.Value >= 5 then
game:GetService("BadgeService"):AwardBadge(player.UserId, 2142461642)
end
if player.Wins.Value >= 10 then
game:GetService("BadgeService"):AwardBadge(player.UserId, 2142461711)
end
if player.Wins.Value >= 15 then
game:GetService("BadgeService"):AwardBadge(player.UserId, 2142514030)
end
if player.Wins.Value >= 20 then
game:GetService("BadgeService"):AwardBadge(player.UserId, 2142514057)
end
if player.Wins.Value >= 100 then
game:GetService("BadgeService"):AwardBadge(player.UserId, 2142514061)
end
if player.Wins.Value >= 1000 then
game:GetService("BadgeService"):AwardBadge(player.UserId, 2142514085)
end
if player.Wins.Value >= 10000 then
game:GetService("BadgeService"):AwardBadge(player.UserId, 2142514181)
end
end)
game:BindToClose(function() -- Runs whenver the server is about to shut down/stop.
print("STOPPED!")
for i,player in pairs(game.Players:GetPlayers()) do
local value = player.Wins.Value
save:SetAsync(player.UserId, value)
print("Saved data for "..player.Name)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local value = player.Wins.Value
if value ~= nil then
print("Found data to save for "..player.Name.."!")
save:SetAsync(player.UserId, value)
print("Saved data for "..player.Name)
else
print("Did not manage to find data to save for "..player.Name.."!")
end
end)
local save2 = DatastoreService:GetDataStore("Rounds")
game.Players.PlayerAdded:Connect(function(player)
local previousData = save2:GetAsync(player.UserId) -- Returns a number value.
local Rounds
if previousData ~= nil then
Rounds = previousData
else
Rounds = 0
save2:SetAsync(player.UserId, 0)
end
local coinsValue = Instance.new("IntValue", player)
coinsValue.Name = "Rounds"
coinsValue.Value = Rounds
end)
game:BindToClose(function() -- Runs whenver the server is about to shut down/stop.
print("STOPPED!")
for i,player in pairs(game.Players:GetPlayers()) do
local value = player.Rounds.Value
save2:SetAsync(player.UserId, value)
print("Saved data for "..player.Name)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local value = player.Rounds.Value
if value ~= nil then
print("Found data to save for "..player.Name.."!")
save2:SetAsync(player.UserId, value)
print("Saved data for "..player.Name)
else
print("Did not manage to find data to save for "..player.Name.."!")
end
end)
local CoinsSave = DatastoreService:GetDataStore("Coins")
game.Players.PlayerAdded:Connect(function(player)
local previousData = CoinsSave:GetAsync(player.UserId) -- Returns a number value.
local Coins
if previousData ~= nil then
Coins = previousData
else
Coins = 0
CoinsSave:SetAsync(player.UserId, 0)
end
local coinsValue = Instance.new("IntValue", player)
coinsValue.Name = "Coins"
coinsValue.Value = Coins
local val1 = Instance.new("StringValue",player)
val1.Name = 'GotPet'
val1.Value = ''
local val2 = Instance.new("StringValue",player)
val2.Name = 'OpenValue'
val2.Value = ''
if game:GetService("MarketplaceService"):UserOwnsGamePassAsync(player.UserId, 4481523680) then
player.Coins.Value = player.Coins.Value * 2
end
end)
game:BindToClose(function() -- Runs whenver the server is about to shut down/stop.
print("STOPPED!")
for i,player in pairs(game.Players:GetPlayers()) do
local value = player.Coins.Value
CoinsSave:SetAsync(player.UserId, value)
print("Saved data for "..player.Name)
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local value = player.Coins.Value
if value ~= nil then
print("Found data to save for "..player.Name.."!")
CoinsSave:SetAsync(player.UserId, value)
print("Saved data for "..player.Name)
else
print("Did not manage to find data to save for "..player.Name.."!")
end
end)
local teleportData = TeleportService:GetLocalPlayerTeleportData()
if teleportData then
local Player = game.Players:GetPlayerByUserId(teleportData.PlayerName)
Player:WaitForChild('Wins').Value = Player.Wins.Value + 1
end