What I'm doing is making a tycoon and I want people to be able to buy cash with there robux in developer products so here are the two scripts.

print("LinkedLeaderboard script version 5.00 loaded")

stands = {} CTF_mode = false

function onHumanoidDied(humanoid, player) local stats = player:findFirstChild("leaderstats") if stats ~= nil then local deaths = stats:findFirstChild("Wipeouts") deaths.Value = deaths.Value + 1

	-- do short dance to try and find the killer

	local killer = getKillerOfHumanoidIfStillInGame(humanoid)

	handleKillCount(humanoid, player)
end

end

function onPlayerRespawn(property, player) -- need to connect to new humanoid

if property == "Character" and player.Character ~= nil then
	local humanoid = player.Character.Humanoid
		local p = player
		local h = humanoid
		humanoid.Died:connect(function() onHumanoidDied(h, p) end )
end

end

function getKillerOfHumanoidIfStillInGame(humanoid) -- returns the player object that killed this humanoid -- returns nil if the killer is no longer in the game

-- check for kill tag on humanoid - may be more than one - todo: deal with this
local tag = humanoid:findFirstChild("creator")

-- find player with name on tag
if tag ~= nil then
	
	local killer = tag.Value
	if killer.Parent ~= nil then -- killer still in game
		return killer
	end
end

return nil

end

function handleKillCount(humanoid, player) local killer = getKillerOfHumanoidIfStillInGame(humanoid) if killer ~= nil then local stats = killer:findFirstChild("leaderstats") if stats ~= nil then local kills = stats:findFirstChild("KOs") if killer ~= player then kills.Value = kills.Value + 1

		else
			kills.Value = kills.Value - 1
			
		end
	end
end

end


function findAllFlagStands(root) local c = root:children() for i=1,#c do if (c[i].className == "Model" or c[i].className == "Part") then findAllFlagStands(c[i]) end if (c[i].className == "FlagStand") then table.insert(stands, c[i]) end end end

function hookUpListeners() for i=1,#stands do stands[i].FlagCaptured:connect(onCaptureScored) end end

function onPlayerEntered(newPlayer)

if CTF_mode == true then

	local stats = Instance.new("IntValue")
	stats.Name = "leaderstats"

	local captures = Instance.new("IntValue")
	captures.Name = "Captures"
	captures.Value = 0


	captures.Parent = stats

	-- VERY UGLY HACK
	-- Will this leak threads?
	-- Is the problem even what I think it is (player arrived before character)?
	while true do
		if newPlayer.Character ~= nil then break end
		wait(5)
	end

	stats.Parent = newPlayer

else

	local stats = Instance.new("IntValue")
	stats.Name = "leaderstats"

	local kills = Instance.new("IntValue")
	kills.Name = "KOs"
	kills.Value = 0

	local deaths = Instance.new("IntValue")
	deaths.Name = "Wipeouts"
	deaths.Value = 0
	
	local cash = Instance.new("IntValue")
	cash.Name = "Cash"
	cash.Value = 0
	
	local cashmoney = game.ServerStorage.MoneyStorage:FindFirstChild(newPlayer.Name)
	if cashmoney ~= nil then
		cashmoney.Changed:connect(function()
			cash.Value = cashmoney.Value
		end)
	end

	kills.Parent = stats
	deaths.Parent = stats
	cash.Parent = stats

	-- VERY UGLY HACK
	-- Will this leak threads?
	-- Is the problem even what I think it is (player arrived before character)?
	while true do
		if newPlayer.Character ~= nil then break end
		wait(5)
	end

	local humanoid = newPlayer.Character.Humanoid

	humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )

	-- start to listen for new humanoid
	newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )


	stats.Parent = newPlayer

end

end

function onCaptureScored(player)

	local ls = player:findFirstChild("leaderstats")
	if ls == nil then return end
	local caps = ls:findFirstChild("Captures")
	if caps == nil then return end
	caps.Value = caps.Value + 1

end

findAllFlagStands(game.Workspace) hookUpListeners() if (#stands > 0) then CTF_mode = true end game.Players.ChildAdded:connect(onPlayerEntered)

Script 2 - print("Cash Stuffs running!")

function onPlayerEntered(newPlayer) wait(.5) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local stats2 = Instance.new("IntValue") stats2.Name = "Tycoon"

local cash = Instance.new("IntValue")

cash.Name = "Cash" -- name it anything player.leaderstats.Cash.Value, you would chane the Cash to what you put
cash.Value = 0 --This sets the amount of money every player starts with

cash.Parent = stats
stats2.Parent = newPlayer	
stats.Parent = newPlayer

end

game.Players.ChildAdded:connect(onPlayerEntered)

and - -- setup local variables local MarketplaceService = game:GetService("MarketplaceService") -- The Market local ds = game:GetService("DataStoreService"):GetDataStore("PurchaseHistory") -- Don't mess with this local productId =000 -- Remember you copied the ID now paste it!

game.Players.PlayerAdded:connect(function() print("start") local DeveloperProducts = game:GetService("MarketplaceService"):GetDeveloperProductsAsync():GetCurrentPage() for _, DevProductContainer in pairs(DeveloperProducts) do for Field, Value in pairs(DevProductContainer) do print(Field .. ": " .. Value) end print(" ") end print("end") end)

-- define function that will be called when purchase finished MarketplaceService.ProcessReceipt = function(receiptInfo)

-- find the player based on the PlayerId in receiptInfo
for i, player in ipairs(game.Players:GetChildren()) do
	if player.userId == receiptInfo.PlayerId then
		
		
		-- check which product was purchased
		if receiptInfo.ProductId == productId then
			
			-- handle purchase. In this case we are healing the player.
			player.leaderstats.Cash.Value = player.leaderstats.Cash.Value + 100 -- Change the Cash if you changed the leaderboard, you can change the 100 to how much you want to give them.
			-- more feedback for the player.
			game.Workspace.DisplayScreen.SurfaceGui.TextBox.Text = player.Name .. " has purchased a 100 points." -- This is for the DisplayScreen it shows who bought what recently.
		end
	end
end	

-- record the transaction in a Data Store
local playerProductKey = "p_" .. receiptInfo.PlayerId .. "_p_" .. receiptInfo.PurchaseId
ds:IncrementAsync(playerProductKey, 1)	

-- tell ROBLOX that we have successfully handled the transaction
return Enum.ProductPurchaseDecision.PurchaseGranted		

end

Thx so much!