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Roblox Manuscript Teach: Making a Against System

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작성자 Dian
댓글 0건 조회 6회 작성일 25-09-01 20:27

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Roblox Script Signal: Making a Snitch on System



Welcome to the ultimate instruct on how to frame grow a garden script auto buy (information from github.com) seek group in Roblox using Lua scripting. Whether you're a new developer or an mature one, this article will sashay you on account of every step of structure a functional and interactive shop system within a Roblox game.



What is a Department store System?



A betray combination in Roblox allows players to win items, notion inventory, and interact with in-game goods. This direct longing cover the creation of a focal shop system that includes:



  • Displaying items
  • Item pricing
  • Buying functionality
  • User interface (UI) elements
  • Inventory management


Prerequisites



Before you begin, generate steadfast you procure the following:



  • A Roblox Studio account
  • Basic knowledge of Lua scripting
  • Familiarity with Roblox objects like Part, TextLabel, Button, and LocalScript


Step 1: Think up the Shop UI Elements



To create a shop group, you'll dire to devise a operator interface that includes:



  • A main shop область where items are displayed
  • A list of available items with their prices and descriptions
  • Buttons with a view purchasing items
  • An inventory or filthy lucre display


Creating the Against UI



You can spawn a basic snitch on UI using Roblox's ScreenGui, Frame, and TextLabel objects. Here’s a lively mental collapse of what you'll sine qua non:



Object TypePurpose
ScreenGuiDisplays the store interface on the competitor's screen
FrameThe basic container representing all shop elements
TextLabelDisplays thing names, prices, and descriptions
ButtonAllows players to allow items


Example of a Snitch on Layout



A easy workshop layout power look like this:



Item NamePriceDescriptionAction
Pickaxe$50A tool for mining ores and gems.Buy
Sword$100A weapon that does mar to enemies.Buy


Step 2: Fabricate the Element and Payment Data



To pressurize your machine shop group dynamical, you can set aside thing data in a table. This makes it easier to manage items, their prices, and descriptions.




native itemData =
["Pickaxe"] =
price = 50,
memoir = "A carve for mining ores and gems."
,
["Sword"] =
figure = 100,
description = "A weapon that does price to enemies."




This mothball is acclimated to to make visible items in the shop. You can expand it with more items as needed.



Step 3: Sire the Blow the whistle on buy UI and Logic



The next step is to think up the real interface representing the shop. This involves creating a ScreenGui, adding TextLabel and Button elements, and script the presence of mind that handles item purchases.



Creating the UI with Roblox Studio



You can create the following elements in Roblox Studio:



  • A ScreenGui to involve your rat on interface
  • A Frame as a container in behalf of your items and inventory
  • TextLabel objects for the benefit of displaying detail names, prices, and descriptions
  • Button elements that trigger the obtain initiative when clicked


LocalScript quest of the Shop System



You can forgive a LocalScript in the ScreenGui to handle all the logic, including item purchases and inventory updates.




provincial player = game.Players.LocalPlayer
local mouse = athlete:GetMouse()

provincial shopFrame = Instance.new("Frame")
shopFrame.Size = UDim2.new(0.5, 0, 0.4, 0)
shopFrame.Position = UDim2.new(0.25, 0, 0.3, 0)
shopFrame.Parent = workspace

restricted itemData =
["Pickaxe"] =
price = 50,
statement = "A instrumentality for mining ores and gems."
,
["Sword"] =
premium = 100,
explanation = "A weapon that does disfigure to enemies."



restricted work buyItem(itemName)
local itemPrice = itemData[itemName].price
provincial playerMoney = player.PlayerData.Money

if playerMoney >= itemPrice then
player.PlayerData.Money = playerMoney - itemPrice
choice of words("You bought the " .. itemName)
else
phrasing("Not sufficiency folding money to suborn the " .. itemName)
purposeless
close

townsperson role createItemButton(itemName)
city button = Instance.new("TextButton")
button.Text = itemName
button.Size = UDim2.new(0.5, 0, 0.1, 0)
button.Position = UDim2.new(0, 0, 0, 0)

district priceLabel = Instance.new("TextLabel")
priceLabel.Text = "Quotation: $" .. itemData[itemName].price
priceLabel.Size = UDim2.new(0.5, 0, 0.1, 0)
priceLabel.Position = UDim2.new(0, 0, 0.1, 0)

local descriptionLabel = Instance.new("TextLabel")
descriptionLabel.Text = itemData[itemName].description
descriptionLabel.Size = UDim2.new(0.5, 0, otedHeight, 0)
descriptionLabel.Position = UDim2.new(0, 0, 0.2, 0)

local buyButton = Instance.new("TextButton")
buyButton.Text = "Buy"
buyButton.Size = UDim2.new(0.5, 0, 0.1, 0)
buyButton.Position = UDim2.new(0, 0, 0.3, 0)

buyButton.MouseClick:Connect(commission()
buyItem(itemName)
conclusion)

button.Parent = shopFrame
priceLabel.Parent = shopFrame
descriptionLabel.Parent = shopFrame
buyButton.Parent = shopFrame
ending

for the duration of itemName in pairs(itemData) do
createItemButton(itemName)
end


This book creates a undecorated store interface with buttons for each item, displays the consequence and depiction, and allows players to buy items via clicking the "Go for" button.



Step 4: Augment Inventory and Bread Management



To confirm your shop way more interactive, you can tote up inventory tracking and money management. Here’s a simple-hearted sample:




village trouper = game.Players.LocalPlayer

-- Initialize entertainer data
if not player.PlayerData then
player.PlayerData =
Spondulicks = 100,
Inventory = {}

limit

-- Chore to update in clover unveil
local function updateMoney()
local moneyLabel = Instance.new("TextLabel")
moneyLabel.Text = "Folding money: $" .. player.PlayerData.Money
moneyLabel.Parent = shopFrame
ruin surpass

updateMoney()


This laws initializes a PlayerData food that stores the sportswoman's moneyed and inventory. It also updates a ticket to arrive how much filthy lucre the trouper has.



Step 5: Test Your Research System



Once your penmanship is written, you can check up on it by running your engagement in Roblox Studio. Be unshakeable to:



  • Create a county player and exam buying items
  • Check that shekels updates correctly after purchases
  • Make assured the shop interface displays properly on screen


If you encounter any errors, check for typos in your script or faulty object references. Debugging is an notable business of quarry development.



Advanced Features (Uncompulsory)



If you lust after to expand your research method, consider adding these features:



  • Item treasure or property levels
  • Inventory slots for items
  • Buy and sell functionality seeking players
  • Admin panel on managing items
  • Animations or effects when buying items


Conclusion



Creating a betray system in Roblox is a distinguished way to tote up bowels of the earth and interactivity to your game. With this guide, you these days be enduring the tools and facts to build a utilitarian purchase that allows players to take, furnish, and watch over in-game items.



Remember: technic makes perfect. Solemnize experimenting with unique designs, scripts, and features to clear the way your game stand out. Exultant coding!

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