If you're looking for a quick roblox leaderstats script copy paste to get your game's currency system up and running, you're in the right place. Building a game is a lot of work, and sometimes you just want the basic stuff to work without spending hours debugging a simple leaderboard.
Every popular game on Roblox, from Pet Simulator to Blox Fruits, uses leaderstats to show off a player's progress. It's that little menu in the top right corner that tracks your "Gold," "Coins," "XP," or "Kills." If you don't have this, your players won't know how they're doing, and honestly, they probably won't stay for long. Let's get into how to set this up fast.
The basic leaderstats script
To get started, you don't need anything fancy. You just need a script that tells the game, "Hey, every time a player joins, give them a folder to hold their stats."
Open up Roblox Studio, go to the ServerScriptService, right-click it, and insert a new Script. You can name it "Leaderstats" so you don't lose it later. Now, delete the "Hello World" line and use this:
```lua game.Players.PlayerAdded:Connect(function(player) local stats = Instance.new("Folder") stats.Name = "leaderstats" stats.Parent = player
local coins = Instance.new("IntValue") coins.Name = "Coins" coins.Value = 0 coins.Parent = stats end) ```
Why this works
It's a pretty straightforward setup. The first line waits for a player to join. Once they do, the script creates a new folder. This part is super important: you must name the folder leaderstats exactly like that—all lowercase. If you capitalize the "L," Roblox won't recognize it as the special folder that shows up on the leaderboard.
Inside that folder, we're putting an IntValue. This is basically a container for a whole number. We named it "Coins," but you can change that to "Money," "Cash," or "Points" if you want. Setting the Value to 0 ensures everyone starts off on equal footing.
Adding multiple stats
Maybe you don't just want coins. Maybe you want a "Level" or "XP" system too. Adding more is as easy as copying the middle section of the script. You don't need a whole new script for every stat; you just put them all in the same folder.
Check out this version with two stats:
```lua game.Players.PlayerAdded:Connect(function(player) local stats = Instance.new("Folder") stats.Name = "leaderstats" stats.Parent = player
local coins = Instance.new("IntValue") coins.Name = "Coins" coins.Value = 0 coins.Parent = stats local level = Instance.new("IntValue") level.Name = "Level" level.Value = 1 level.Parent = stats end) ```
In this case, I set the level.Value to 1. It'd be a bit weird to have a Level 0, right? You can add as many as you want, but keep in mind that the leaderboard only has so much space before it starts looking messy on smaller screens.
Making sure the data saves
Now, here's the thing. The scripts above work perfectly for a single session, but as soon as a player leaves and joins back, their progress is wiped. That's a nightmare for a game developer. If I spend three hours grinding for 1,000 coins and they vanish, I'm probably not coming back to your game.
To fix this, we need to use something called DataStoreService. This is Roblox's way of saving data to their servers. It's a bit more complex, but here's a reliable roblox leaderstats script copy paste that includes a saving feature:
```lua local DataStoreService = game:GetService("DataStoreService") local myDataStore = DataStoreService:GetDataStore("PlayerStatsSave")
game.Players.PlayerAdded:Connect(function(player) local stats = Instance.new("Folder") stats.Name = "leaderstats" stats.Parent = player
local coins = Instance.new("IntValue") coins.Name = "Coins" coins.Parent = stats local playerUserId = "Player_" .. player.UserId -- Load Data local data local success, err = pcall(function() data = myDataStore:GetAsync(playerUserId) end) if success then if data then coins.Value = data else coins.Value = 0 -- New player end else warn("Couldn't load data for " .. player.Name) end end)
game.Players.PlayerRemoving:Connect(function(player) local playerUserId = "Player_" .. player.UserId local dataToSave = player.leaderstats.Coins.Value
local success, err = pcall(function() myDataStore:SetAsync(playerUserId, dataToSave) end) if not success then warn("Failed to save data for " .. player.Name) end end) ```
Important setup for saving
If you use the saving script above, there's one extra step you can't skip. Go to the Home tab in Roblox Studio, click Game Settings, go to Security, and toggle on "Allow HTTP Requests" and "Enable Studio Access to API Services." If you don't do this, the script won't be allowed to talk to the Roblox database while you're testing in Studio, and you'll get errors.
Changing stats with parts or buttons
A leaderboard is useless if the numbers never go up. Usually, you want players to get coins by touching an item or clicking a button.
Touching a coin
If you have a coin model in your game, you can put a script inside it that gives the player money when they walk over it. Here's a quick snippet for that:
```lua local coin = script.Parent
coin.Touched:Connect(function(hit) local player = game.Players:GetPlayerFromCharacter(hit.Parent) if player then player.leaderstats.Coins.Value = player.leaderstats.Coins.Value + 10 coin:Destroy() -- Removes the coin after it's picked up end end) ```
Clicking a button
If you're making a simulator where players click to earn, you'd put a script inside a TextButton or an ImageButton. However, clicking is usually handled on the client side (the player's computer), and changing leaderstats must happen on the server side to prevent easy hacking. You'd use a RemoteEvent for this, but for a very basic test, you can use a ClickDetector on a part in the workspace:
lua script.Parent.MouseClick:Connect(function(player) player.leaderstats.Coins.Value = player.leaderstats.Coins.Value + 1 end)
Common mistakes to avoid
I've seen a lot of beginners get frustrated because their leaderboard isn't showing up. Most of the time, it's one of these three things:
- Wrong Script Type: Make sure you're using a regular Script, not a LocalScript. LocalScripts can't change things that everyone else sees, and they won't trigger the
PlayerAddedevent correctly in this context. - Naming Errors: Like I mentioned before, the folder must be named
leaderstats. Not "LeaderStats," not "Stats," and not "Leader stats." Roblox is very picky about this. - Parenting Issues: Ensure you are parenting the stats folder to the
playerobject and the IntValue to thestatsfolder. If they aren't nested correctly, the game won't know where to look.
Taking it a step further
Once you've got the basic roblox leaderstats script copy paste working, you can start doing some cool stuff. For example, you can create a "Top Players" leaderboard in your lobby that displays the players with the most coins. This is usually done with a GlobalDataStore and an OrderedDataStore.
You can also change the color of the player's name in the leaderboard or add icons, though that requires a bit more custom UI work. For now, just getting the numbers to go up and save is a huge win.
Don't be afraid to experiment. Change the names, change the starting values, and see how it looks in-game. Most of learning Roblox scripting is just trial and error—and a lot of copying and pasting until you understand how the parts fit together. If something breaks, check the Output window (View > Output) to see exactly which line is causing the trouble. Happy developing!