--- Points

   Points.Value = Points1:GetAsync(Plr.UserId) or Points.Value
	   Points1:SetAsync(Plr.UserId, Points.Value)
      Points.Changed:connect(function()
	   Points1:SetAsync(Plr.UserId, Points.Value)
   end)
end)

game.Players.PlayerAdded:Connect(function(plr)
	wait(.1)
	local Exp = plr.Data.Exp
	local Levels = plr.Data.Levels
	local ExpNeed = plr.Data.ExpNeed
	local Points = plr.Data.Points
	
	while wait() do
		if Exp.Value >= (100 * (Levels.Value + 1)) and Levels.Value <= 399 then
			Levels.Value = Levels.Value + 1
			Points.Value = Points.Value + 3
			Exp.Value = Exp.Value - ExpNeed.Value
			ExpNeed.Value = ExpNeed.Value + 100
			game.ReplicatedStorage.LevelSystem.LevelUpGui:FireClient(plr)
		end
	end
end)

game.Players.PlayerRemoving:connect(function(Player)
	Level1:SetAsync(Player.UserId, Player.Data.Levels.Value)
	Beli11:SetAsync(Player.UserId, Player.Data.Beli.Value)
	Exp1:SetAsync(Player.UserId, Player.Data.Exp.Value)
	ExpNeed1:SetAsync(Player.UserId, Player.Data.ExpNeed.Value)
	SwordP1:SetAsync(Player.UserId, Player.Data.SwordP.Value)
	DefenseP1:SetAsync(Player.UserId, Player.Data.DefenseP.Value)
	LuckP1:SetAsync(Player.UserId, Player.Data.LuckP.Value)
	SpecialP1:SetAsync(Player.UserId, Player.Data.SpecialP.Value)
	Sword1:SetAsync(Player.UserId, Player.Data.Sword.Value)
	Defense1:SetAsync(Player.UserId, Player.Data.Defense.Value)
	Luck1:SetAsync(Player.UserId, Player.Data.Luck.Value)
	Special1:SetAsync(Player.UserId, Player.Data.Special.Value)
	Points1:SetAsync(Player.UserId, Player.Data.Points.Value)
end)
