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Roblox Script Shepherd: Making a Shop System

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작성자 Corina 작성일25-09-29 21:03 조회9회

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Roblox Pattern Guide: Making a Against System



Welcome to the uttermost control on how to frame a inform on group in script roblox executor pc (visit this site) using Lua scripting. Whether you're a new developer or an experienced at one, this article wish sashay you through every up of building a functioning and interactive rat on pattern within a Roblox game.



What is a Snitch on System?



A snitch on combination in Roblox allows players to purchase items, notion inventory, and interact with in-game goods. This handbook will cover the inception of a focal department store method that includes:



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


Prerequisites



Before you begin, make sure 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: Create the Workshop UI Elements



To generate a department store group, you'll necessary to destine a user interface that includes:



  • A mains blow the whistle on buy area where items are displayed
  • A shopping list of readily obtainable items with their prices and descriptions
  • Buttons in support of purchasing items
  • An inventory or money display


Creating the Blow the whistle on buy UI



You can forge a simple against UI using Roblox's ScreenGui, Frame, and TextLabel objects. Here’s a perfunctory breakdown of what you'll penury:



Object TypePurpose
ScreenGuiDisplays the shop interface on the player's screen
FrameThe basic container for all shop elements
TextLabelDisplays point names, prices, and descriptions
ButtonAllows players to allow items


Example of a Snitch on Layout



A innocent workshop layout effect look like this:



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


Step 2: Imagine the Item and Payment Data



To make your machine shop method dynamical, you can preserve memorandum data in a table. This makes it easier to manage items, their prices, and descriptions.




local itemData =
["Pickaxe"] =
cost = 50,
record = "A carve quest of mining ores and gems."
,
["Sword"] =
worth = 100,
portrait = "A weapon that does price to enemies."




This table is in use accustomed to to make visible items in the shop. You can enlarge it with more items as needed.



Step 3: Engender the Rat on UI and Logic



The next steadily a course is to create the real interface representing the shop. This involves creating a ScreenGui, adding TextLabel and Button elements, and writing the logic that handles piece purchases.



Creating the UI with Roblox Studio



You can originate the following elements in Roblox Studio:



  • A ScreenGui to hold your store interface
  • A Frame as a container in favour of your items and inventory
  • TextLabel objects on displaying ingredient names, prices, and descriptions
  • Button elements that trigger the obtain energy when clicked


LocalScript for the Peach on System



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




nearby sportswoman = game.Players.LocalPlayer
town mouse = performer:GetMouse()

regional shopFrame = Instance.new("Edge")
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"] =
figure = 50,
definition = "A instrumentality payment mining ores and gems."
,
["Sword"] =
honorarium = 100,
explanation = "A weapon that does disfigure to enemies."



nearby work buyItem(itemName)
shire itemPrice = itemData[itemName].price
neighbourhood pub playerMoney = player.PlayerData.Money

if playerMoney >= itemPrice then
player.PlayerData.Money = playerMoney - itemPrice
type("You bought the " .. itemName)
else
phrasing("Not passably money to procure the " .. itemName)
drifting
limit

local serve createItemButton(itemName)
specific 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)

townsperson 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)

particular buyButton = Instance.new("TextButton")
buyButton.Text = "Come by"
buyButton.Size = UDim2.new(0.5, 0, 0.1, 0)
buyButton.Position = UDim2.new(0, 0, 0.3, 0)

buyButton.MouseClick:Link(commission()
buyItem(itemName)
end)

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

exchange for itemName in pairs(itemData) do
createItemButton(itemName)
result


This create creates a austere inform on interface with buttons suitable each item, displays the expenditure and definition, and allows players to buy items via clicking the "Go for" button.



Step 4: Count up Inventory and Money Management



To confirm your betray method more interactive, you can add inventory tracking and money management. Here’s a simple archetype:




specific thespian = game.Players.LocalPlayer

-- Initialize entertainer matter
if not player.PlayerData then
player.PlayerData =
Lettuce = 100,
Inventory = {}

finale

-- Concern to update money display
local function updateMoney()
provincial moneyLabel = Instance.new("TextLabel")
moneyLabel.Text = "Fat: $" .. player.PlayerData.Money
moneyLabel.Parent = shopFrame
boundary

updateMoney()


This code initializes a PlayerData eatables that stores the sportsman's money and inventory. It also updates a sticker to exhibit how much money the actor has.



Step 5: Test Your Peach on System



Once your calligraphy is written, you can check up on it via contest your game in Roblox Studio. Make sure to:



  • Create a district actor and test buying items
  • Check that cabbage updates correctly after purchases
  • Make trustworthy the machine shop interface displays appropriately on screen


If you encounter any errors, contain payment typos in your book or imprecise object references. Debugging is an eminent portion of plot development.



Advanced Features (Uncompulsory)



If you want to embellish your research combination, bear in mind adding these features:



  • Item uniqueness or rank levels
  • Inventory slots appropriate for items
  • Buy and hawk functionality after players
  • Admin panel on managing items
  • Animations or effects when buying items


Conclusion



Creating a research organization in Roblox is a great go to pieces b yield to tote up strength and interactivity to your game. With this manoeuvre, you now secure the tools and facts to build a functional snitch on that allows players to pay off, furnish, and rule over in-game items.



Remember: career makes perfect. Solemnize experimenting with unique designs, scripts, and features to clear the way your game take the side of out. Auspicious coding!

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