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local TeleportService = game:GetService("TeleportService") local dVersion = 1 local save = game:GetService("DataStoreService"):GetOrderedDataStore("Wins "..dVersion) local MPS = game:GetService("MarketplaceService") local VIPGamepassId = 48592364 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 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 = game:GetService("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 save3 = game:GetService("DataStoreService"):GetOrderedDataStore("Level "..dVersion) local save4 = game:GetService("DataStoreService"):GetOrderedDataStore("Exp "..dVersion) local save5 = game:GetService("DataStoreService"):GetOrderedDataStore("RequiredExp "..dVersion) game.Players.PlayerAdded:Connect(function(player) local previousData = save2:GetAsync(player.UserId) -- Returns a number value. local previousData2 = save4:GetAsync(player.UserId) local previousData3 = save5:GetAsync(player.UserId) local Level local Exp local RequiredExp if previousData ~= nil then Level = previousData else Level = 0 save3:SetAsync(player.UserId, 0) end if previousData2 ~= nil then Exp = previousData2 else Exp = 0 save4:SetAsync(player.UserId, 0) end if previousData3 ~= nil then RequiredExp = Level * 100 else RequiredExp = Level * 100 save5:SetAsync(player.UserId, 0) end local coinsValue = Instance.new("IntValue", player) coinsValue.Name = "Level" coinsValue.Value = Level local Exp = Instance.new("IntValue", player) Exp.Name = "Exp" Exp.Value = Exp local RequiredExp = Instance.new("IntValue", player) RequiredExp.Name = "RequiredExp" RequiredExp.Value = Level * 100 -- Level Up and Exp -- Exp.Changed:Connect(function(Changed) if Exp.Value >= RequiredExp.Value then Exp.Value = 0 Level += 1 RequiredExp.Value = Level * 100 end 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.Level.Value save3:SetAsync(player.UserId, value) print("Saved data for "..player.Name) end end) game.Players.PlayerRemoving:Connect(function(player) local value = player.Level.Value if value ~= nil then print("Found data to save for "..player.Name.."!") save3: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 = game:GetService("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 = '' if MPS:UserOwnsGamePassAsync(player.UserId, VIPGamepassId) then player.Coins.Values = 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) game.Players.PlayerRemoving:connect(function(player) -------------Sets the deaths once the player joins------------------------------ save2:SetAsync(player.UserId, player.Rounds.Value) ------------------------------------------------------------------ end) game.Players.PlayerAdded:connect(function(player) player.CharacterAdded:connect(function(char) char.Humanoid.Died:connect(function() player.Rounds.Value = player.Rounds.Value + 1 end) end) end)
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