CCCPaste

Story Game DataStore Main Game

local Players = game:GetService('Players')
local DatastoreService = game:GetService("DataStoreService")
local TeleportService = game:GetService("TeleportService")
local dVersion = 1

local WinsDataStore = DatastoreService:GetDataStore('Wins')


Players.PlayerAdded:Connect(function(Player)

local Stats = Instance.new('Folder')
Stats.Name = 'leaderstats'
Stats.Parent = Player

local Wins = Instance.new('IntValue')
Wins.Name = 'Wins'
Wins.Parent = Stats


local Data = WinsDataStore:GetAsync(Player.UserId)


if Data then
for name, value in pairs(Data.Stats) do
Stats[name].Value = value
end

end



end)

Players.PlayerRemoving:Connect(function(Player)
local SaveData = {Stats = {}}



for _, stat in pairs(Player.leaderstats:GetChildren()) do
SaveData.Stats[stat.Name] = stat.Value
end





WinsDataStore:SetAsync(Player.UserId,SaveData)


end)

game:BindToClose(function()
for _, Player in pairs(game.Players:GetPlayers()) do
local SaveData = {Stats = {}}



for _,stat in pairs(Player.leaderstats:GetChildren()) do
SaveData.Stats[stat.Name] = stat.Value
end



WinsDataStore:SetAsync(Player.UserId,SaveData)

end

wait(2)
end)
local save2 = DatastoreService:GetOrderedDataStore("Rounds "..dVersion)

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:GetOrderedDataStore("Coins "..dVersion)

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 = ''
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)

game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)

character.Humanoid.Died:Connect(function()

save2:SetAsync(player.UserId, player.Rounds.Value)
player.Rounds.Value = player.Rounds.Value + 1
end)
end)
end)