create levels in gameplay with copy and paste scripts, how to create buying items in Roblox games, scripts free for Roblox

Creating levels in a Roblox game with scripts that allow players to buy a house or car involves designing a progression system where players can earn in-game currency or points to unlock items such as a house or car. This system will include creating shops or interaction points where players can purchase these items based on their level or money.

Here’s a detailed breakdown of how to create a level-based progression system, including the buying of a house or car.

Step-by-Step Guide to Creating Levels, House, and Car Purchases in Roblox

1. Setting Up the In-Game Currency System

Before we can create a system to purchase items like houses and cars, we need to set up an in-game currency (like coins or dollars) that players can earn and spend.

1. Add an In-Game Currency (e.g., Coins or Money):

• You can use Leaderboards in Roblox to track a player’s money or coins.

• Go to the Explorer and right-click on ServerScriptService, then insert a Script.

2. Script for Currency (Money):

— This script will create a leaderstats value for currency when a player joins the game

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

    — Create leaderstats folder for tracking player’s data

    local leaderstats = Instance.new(“Folder”)

    leaderstats.Name = “leaderstats”

    leaderstats.Parent = player

    — Create a money value inside leaderstats

    local money = Instance.new(“IntValue”)

    money.Name = “Money”

    money.Value = 1000  — Starting amount of money

    money.Parent = leaderstats

end)

This script will create a Money value in the leaderstats folder for each player that joins the game. The player starts with 1000 money.

2. Creating the House and Car Models

Now, let’s create the House and Car models that the player can purchase.

1. House Model:

• Create or import a house model in the Explorer window.

• Name it House or something recognizable.

• Make sure it has a PrimaryPart set to the house base or any part that will serve as the location for interaction.

• You can also make the house a Model and put it in a folder like Houses for organization.

2. Car Model:

• Similarly, create or import a Car model in the game.

• Name it Car.

• Make sure it has a PrimaryPart set for interactions, and you can also group it into a folder like Cars.

3. Setting Up the Shop for House/Car Purchase

You need to create an interaction system where players can purchase a house or car once they have enough money.

1. Create a Shop Script to Purchase Items:

• Right-click on ServerScriptService and insert a Script.

• This script will detect when a player clicks to purchase a house or car and will deduct the correct amount of money from their balance.

2. House Purchase Script:

• Insert the following code to handle the house purchase:

local housePrice = 500  — Price of the house

— Function to buy the house

local function buyHouse(player)

    local money = player.leaderstats:FindFirstChild(“Money”)

    if money and money.Value >= housePrice then

        — Deduct money from the player

        money.Value = money.Value – housePrice

        — Clone the house and place it in the player’s area

        local house = game.ReplicatedStorage:WaitForChild(“House”):Clone()

        house.Parent = workspace

        house:SetPrimaryPartCFrame(player.Character.HumanoidRootPart.CFrame * CFrame.new(0, 0, 5))  — Position the house near the player

        — Optionally, set the house as owned or interactable by the player

        print(player.Name .. ” bought a house!”)

    else

        print(“Not enough money to buy the house!”)

    end

end

— Trigger to buy house (You could trigger this with a button or UI element)

game.ReplicatedStorage.BuyHouse.OnServerEvent:Connect(buyHouse)

Explanation:

• The script checks if the player has enough money to buy the house (e.g., the house costs 500 money).

• If they do, the script will clone the house model from ReplicatedStorage, place it near the player, and deduct the appropriate amount of money from the player’s balance.

• If they don’t have enough money, a message will display in the output.

You will need a RemoteEvent to trigger the house purchase from the client (the player’s side).

4. Create a RemoteEvent for Buying a House

• In ReplicatedStorage, right-click and insert a RemoteEvent. Name it BuyHouse.

• This RemoteEvent will be used by the client to send a request to the server to buy the house.

5. Client-Side Script to Trigger the Purchase

On the client-side, you can create a GUI button or some other way for the player to interact with the shop.

1. Create a UI Button:

• In the Explorer, right-click on StarterGui and insert a ScreenGui.

• Inside the ScreenGui, right-click and insert a TextButton. Name it BuyHouseButton.

• Customize the button’s size, position, and text to your liking.

2. Script to Handle the Button Click:

• Inside the TextButton, right-click and insert a LocalScript.

• Paste the following code:

local button = script.Parent

local remote = game.ReplicatedStorage:WaitForChild(“BuyHouse”)

— When the player clicks the button, send the request to buy a house

button.MouseButton1Click:Connect(function()

    remote:FireServer()  — Call the server-side function to purchase the house

end)

6. Car Purchase Script (Similar to House)

You can follow a similar approach to buy a car. Here’s how:

1. Car Purchase Script (Server-Side):

Insert a script that handles the car purchase in ServerScriptService:

local carPrice = 1000  — Price of the car

— Function to buy the car

local function buyCar(player)

    local money = player.leaderstats:FindFirstChild(“Money”)

    if money and money.Value >= carPrice then

        — Deduct money from the player

        money.Value = money.Value – carPrice

        — Clone the car and place it near the player

        local car = game.ReplicatedStorage:WaitForChild(“Car”):Clone()

        car.Parent = workspace

        car:SetPrimaryPartCFrame(player.Character.HumanoidRootPart.CFrame * CFrame.new(0, 0, 5))  — Position the car near the player

        — Optionally, set the car as owned by the player

        print(player.Name .. ” bought a car!”)

    else

        print(“Not enough money to buy the car!”)

    end

end

— Trigger to buy the car (can be triggered with a UI button or similar)

game.ReplicatedStorage.BuyCar.OnServerEvent:Connect(buyCar)

2. Car RemoteEvent:

• In ReplicatedStorage, create another RemoteEvent called BuyCar.

3. Client-Side Car Purchase Script:

• Create a button in the GUI for the car purchase, similar to the house purchase button.

• Add the following LocalScript inside the button:

local button = script.Parent

local remote = game.ReplicatedStorage:WaitForChild(“BuyCar”)

— When the player clicks the button, send the request to buy a car

button.MouseButton1Click:Connect(function()

    remote:FireServer()  — Call the server-side function to purchase the car

end)

Conclusion:

By following these steps, you’ve created:

• A currency system for tracking money or coins.

• A shop system for buying houses and cars using the in-game currency.

RemoteEvents to trigger the purchases from the client-side.

Server-side scripts to handle the logic of purchasing and positioning the house or car.

This is a basic implementation. You can expand it by

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