#Guys, is there any better way to reset player's data

1 messages · Page 1 of 1 (latest)

finite swift
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Guys, is there any better way to reset player's data

quick rain
finite swift
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which plugin did you use?

quick rain
finite swift
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How much does it cost?

quick rain
finite swift
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aww, that's actually bad for me rn

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let me try to find another plugin

quick plume
# quick rain

what a waste of 6,99 when the roblox dashboard has a built-in datastore manager

quick plume
# finite swift

how else are you going to reset a player's data other than to set everything to initial values?

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note, i specifically say reset and not remove. removal would be like a gdpr request and you would use removeasync for those

finite swift
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like, I actually want to set every player's data to 0

quick plume
finite swift
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so, like

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It's a playtime reward thing

quick plume
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what are you trying to do exactly

finite swift
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when it resets, every player's playtime data goes to 0

quick plume
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and the answer i'm looking for is not "i'm trying to reset every player's data to 0", the answer involves why you're doing that

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The XY problem is asking about your attempted solution rather than your actual problem. This leads to enormous amounts of wasted time and energy, both on the part of people asking for help, and on the part of those providing help.

User wants to do X.
User doesn't know how to do X, but thinks they can fumble their way to a solution if they can just manage to do Y.
User doesn't know how to do Y either.
User asks for help with Y.
Others try to help user with Y, but are confused because Y seems like a strange problem to want to solve.
After much interaction and wasted time, it finally becomes clear that the user really wants help with X, and that Y wasn't even a suitable solution for X.

The problem occurs when people get stuck on what they believe is the solution and are unable step back and explain the issue in full.

finite swift
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so, when they rejoin they are gonna exactly have 0 playtime, not just the players who are online and gets subscribed by messaging service

quick plume
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why tho

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for what purpose

finite swift
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It's like a pet sim x gift, right? so, when I reset the gifts, all the player's playtime will also go to 0, so they can collect the gifts by waiting again

quick plume
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but why would you reset ALL players on the actions of one player?

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won't each player have their own gift?

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and what does playtime have to do with anything? why is this being reset? you don't want to know how long someone has played your game? wot

finite swift
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let me show you the full script

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I'm bad at explaining

quick plume
finite swift
quick plume
# finite swift

code does not tell me what you trying to achieve with this

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what, are you trying to do daily login reward?

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you don't need to reset all players to make those

finite swift
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wait wait

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wrong scrit

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script*

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mb

quick plume
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well anyway let me know when you decide to say what you're trying to do coz this makes no sense

sonic socket
# finite swift

u can edit the data store table and set the player data to 0

finite swift
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I mean, like

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For every players

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But, this way seems to be the slowest one

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Because Roblox's limitation

cloud flint
# finite swift

if i understand right u wanna do something like psx where u reset the players playtime reward progress on rejoin right?

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id use a variable to grab the service/data stores once so you dont call them repeatedly

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but honestly the guy above is kinda right im not sure what u really want lol

pearl schooner
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just do datastore:SetAsync(UserId, nil)

quick plume
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this will do nothing

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use removeasync if you want to set to nil

pearl schooner
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no it sets the key in the data store to nil aka nothing

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I have used this a million times before in my scripts and it has worked every single time

quick plume
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setasync(key,nil) errors.

pearl schooner
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u wanna see my scripts bro

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when resetting data I set it to nil for testing

quick plume
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it might be interpreting nil as removeasync

quick plume
pearl schooner
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local function ResetData(Player: Player)
    
    Session[Player] = {
        
        Owned = {},
        Equipped = 0,
        
    }
    
    pcall(function()
        
        CardStore:SetAsync("Card_" .. Player.UserId, Session[Player])
        
    end)
    
    Player:SetAttribute("Card", 0)
    
end

well this just sets to the deafult values wich work aswell

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but like how much free time do you have bro? I see you on discord like 24/7

quick plume
quick plume
pearl schooner
pearl schooner
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first time I saw you was like 10 months ago

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and almost every time I have been in this discord server I have seen you online messaging

quick plume
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i'm doing this work full time

wind bison
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La ho comprata