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!
