So I got a Leaderboard that someone made for my Surface Shop GUI but when someone is on the server first they get control in the downsizing the money like when it's at 100 for all players then it's 80 for all players when other players click to purchase a item form the shop it let's them buy unlimited amount of items only until the first player runs out of money...
You will notice in the pictures on what I'm talking about.
Here's the Script to the leaderboard
RequestLeaderboardChange
values = script:WaitForChild("RequestedValues"):getChildren()
playerName = script:WaitForChild("playerName")
--The Value Commit Queue is basically a folder that holds lists of values that need to be updated
queue = game.ServerStorage.ValueCommitQueue
playerFolder = Instance.new("Folder")
playerFolder.Name = playerName.Value
playerFolder.Parent = queue
--Move values to queue
for i=1,#values do
values[i].Parent = playerFolder
end
wait()
script:Destroy()
ManageLeaderboardScript
values = {{"Tickets",100}}
game.Players.ChildAdded:connect(function(player)
local leaderboard = Instance.new("Folder")
leaderboard.Name = player.Name
for i=1,#values do
local value = Instance.new("IntValue")
value.Name = values[i][1]
value.Value = values[i][2]
value.Parent = leaderboard
end
local local_leaderboard = leaderboard:clone()
local_leaderboard.Name = "leaderstats"
leaderboard.Parent = script.Parent.Players
local_leaderboard.Parent = player
SSS_Players = script.Parent.Players:getChildren()
end)
game.Players.ChildRemoved:connect(function(player)
script.Parent.Players[player.Name]:Destroy()
SSS_Players = script.Parent.Players:getChildren()
end)
game.ServerStorage.ValueCommitQueue.ChildAdded:connect(function(folder)
wait() --Debounce new additions to value commit queue so that all children of said additions are actually acquired
local playerFolder = script.Parent.Players:findFirstChild(folder.Name)
if playerFolder then
local folderValues = folder:getChildren()
for i=1, #folderValues do
local playerValue = playerFolder:findFirstChild(folderValues[i].Name)
if playerValue then
playerValue.Value = folderValues[i].Value
end
end
end
wait()
folder:Destroy()
end)
And LockLeaderboardScript
while true do
wait()
SSS_Players = script.Parent.Parent.Players:getChildren()
for i=1, #SSS_Players do
local player = game.Players[SSS_Players[i].Name]
if player then
leaderstats = player.leaderstats:getChildren()
for i=1, #leaderstats do
leaderstats[i].Value = SSS_Players[i][leaderstats[i].Name].Value
end
end
end
end
I don't know which of these scripts don't recognize the other players as separated instead of together... And no Output comes out I tried so I have no idea what is causing this...
Shop Script
--Services--
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
--Variables--
local Player = Players.LocalPlayer
local PlayerGui = Player.PlayerGui
local LeaderStats = Player:FindFirstChild("leaderstats")
local RequestLeaderboardChangeMaster = game.ReplicatedStorage.RequestLeaderboardChange
local Backpack = Player:FindFirstChild("Backpack")
local StarterGear = Player:FindFirstChild("StarterGear")
local SurfaceGui = ReplicatedStorage:FindFirstChild("Shop", true):Clone() --Why bother making changes to the master copy?
SurfaceGui.Parent = PlayerGui
local mouse = Player:GetMouse() --Mouse can be grabbed via localscript; we'll be using this to make shops mouse-over-able for activation
--Define items as an array of arrays; each individual array is an item with name, cost, and currency type specified
local ItemsForSale = {
["Sword"] = {
["Cost"] = 10;
["Currency"] = "Tickets";
},
["Sword2"] = {
["Cost"] = 20;
["Currency"] = "Tickets";
},
["Sword3"] = {
["Cost"] = 30;
["Currency"] = "Tickets";
}
}
--This is kind of a messy implementation, just copy item names over here; facilitates for automatic button generation
local ItemNames = {"Sword","Sword2","Sword3"}
--This maps the Shop GUI onto whatever the mouse is hovering on (provided it's a part named "Shop")
local function UpdateShopTarget()
if mouse.Target then
if mouse.Target.Name == "Shop" then
SurfaceGui.Adornee = mouse.Target
else
SurfaceGui.Adornee = nil
end
else
SurfaceGui.Adornee = nil
end
end
--Check if the value we want to check exists in leaderstats clientside; if it does, return it
local function GetMoney(Currency)
local IntValue = LeaderStats:FindFirstChild(Currency)
if IntValue then
return IntValue.Value
end
return 0
end
local function SubtractMoney(Currency, Amount)
--Create a new instance of a leaderboard-change object, initialize it with appropriate values, and commit it to the update queue
--More information on how this works in the RequestLeaderboardChange script in ReplicatedStorage
local LeaderboardChangeObject = RequestLeaderboardChangeMaster:clone()
local valueToUpdate = Instance.new("IntValue")
valueToUpdate.Name = Currency
valueToUpdate.Value = GetMoney(Currency) - Amount
valueToUpdate.Parent = LeaderboardChangeObject.RequestedValues
LeaderboardChangeObject.playerName.Value = Player.Name
LeaderboardChangeObject.Parent = game.Workspace
end
local function AwardItem(ItemName)
--If the item exists in ReplicatedStorage, clone that sucker right into the player's backpack (and also their StarterGear)
local Item = ReplicatedStorage.Weapons:FindFirstChild(ItemName)
if Item then
Item = Item:Clone()
Item.Parent = Backpack
--If you want your players to lose their purchases when they die then comment out the next two lines
Item = Item:Clone()
Item.Parent = StarterGear
end
end
--SurfaceGui Pre-initialization--
local Window = SurfaceGui:FindFirstChild("Window")
local ProtoButton = SurfaceGui:FindFirstChild("ProtoButton")
for i=1, #ItemNames do
--This basically just creates a new button for each item you specified earlier so that you don't have to make the whole GUI by hand.
--Seriously, who wants to do that? GUIs suck.
newButton = ProtoButton:clone()
newButton.Name = ItemNames[i]
newButton.Position = UDim2.new(0,22,0,100*i)
newButton.Active = true
newButton.Visible = true
newButton.Parent = Window
end
--Automatically adjusts the window's size to compensate for how many buttons there are
Window.CanvasSize = UDim2.new(1,0,0,100+100*#ItemNames)
--SurfaceGui Variables--
local ArrayOfChildren = Window:GetChildren()
--Didn't really muck with this code much, it's pretty stable
--Basically checks if an item that the button says exists, exists
--If it does exist, check that the button is clicked using object.event:connect()
--If leaderstats exists (it should) and the player has enough money (we can check this player-side because we're not tampering with it), then:
--Call SubtractMoney, which handles the creation of a new RequestLeaderboardChange object and then call AwardItem to give player their shinies
--I commented out the print statements because if you've got more than like 2 items the console spam is VERY ANNOYING.
for _, Button in pairs (ArrayOfChildren) do
local ItemName = Button.Name
print("Got button", ItemName)
local ItemAttributes = ItemsForSale[ItemName]
if ItemAttributes ~= nil then
--print("Got data for", ItemName)
local Cost = ItemAttributes["Cost"]
local Currency = ItemAttributes["Currency"]
--print(" ", "Cost:", Cost)
--print(" ", "Currency:", Currency)
Button.Text = ItemName..": "..Cost.." "..Currency
Button.MouseButton1Click:connect(function()
if LeaderStats then
if GetMoney(Currency) >= Cost then
SubtractMoney(Currency, Cost)
AwardItem(ItemName)
end
end
end)
end
end
--Connection event to map the Shop GUI onto whatever the mouse is hovering on (provided it's named "Shop")
mouse.Move:connect(UpdateShopTarget)

3 comments
I don't know who wrote this for you, but they're probably going to have to check this themselves. Pretty much all of this code is excessively overcomplicated.
So what I can't fix the leaderboard then?
Because the script it self works it's just not letting the purchaser his money instead it's taken away the other players money.