Inside your , create a LocalScript and name it ShopController . This handles the visual clicking of buttons on the player's screen and relays the buy request to the server.
Before writing any code, set up these folders in your Roblox Studio window to ensure everything links properly: 📂 ServerStorage 📂 ShopWeapons (Place your actual Gun Tools here) 📂 ReplicatedStorage
📂 ShopItemData (Place your Weapon Configuration Modules here) 🛰️ BuyWeapon (Create a ) 📂 StarterGui Roblox - Advanced Gun Store System (FREE)
Exploiters can easily manipulate local scripts to give themselves free items. To prevent this, the actual deduction of cash and awarding of the gun happen on the server.
local ReplicatedStorage = game:GetService("ReplicatedStorage") local BuyWeaponEvent = ReplicatedStorage:WaitForChild("BuyWeapon") local WeaponCatalog = require(ReplicatedStorage.ShopItemData:WaitForChild("WeaponCatalog")) -- Example: Attaching the buy event to a specific button local shopFrame = script.Parent:WaitForChild("Frame") local buyButton = shopFrame:WaitForChild("BuyButton") local selectedWeapon = "Pistol" -- Dynamically change this when players select guns buyButton.MouseButton1Click:Connect(function() -- Request the server to handle the purchase BuyWeaponEvent:FireServer(selectedWeapon) end) Use code with caution. Copied to clipboard 🛡️ Step 5: The Secure Server Script Inside your , create a LocalScript and name
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerStorage = game:GetService("ServerStorage") local BuyWeaponEvent = ReplicatedStorage:WaitForChild("BuyWeapon") local WeaponCatalog = require(ReplicatedStorage.ShopItemData.WeaponCatalog) -- Listening for the client to ask to buy a weapon BuyWeaponEvent.OnServerEvent:Connect(function(player, weaponName) local weaponData = WeaponCatalog[weaponName] -- 1. Verify the item actually exists in our data if not weaponData then return end local cash = player.leaderstats.Cash local price = weaponData.Price -- 2. Verify the player has enough money (Server-side sanity check) if cash.Value >= price then local sourceGun = ServerStorage.ShopWeapons:FindFirstChild(weaponName) if sourceGun then -- Deduct the cash cash.Value = cash.Value - price -- Clone the tool and put it in the player's backpack local newGun = sourceGun:Clone() newGun.Parent = player.Backpack print(player.Name .. " successfully purchased a " .. weaponName) else warn("Gun model not found in ServerStorage: " .. weaponName) end else warn(player.Name .. " does not have enough cash.") end end) Use code with caution. Copied to clipboard 🎯 System Highlights
local WeaponCatalog = ["Pistol"] = Price = 500, Description = "Reliable sidearm with moderate damage.", Image = "rbxassetid://6015111005" -- Replace with your own asset ID , ["Rifle"] = Price = 2500, Description = "Automatic rifle designed for medium range.", Image = "rbxassetid://6015111005" return WeaponCatalog Use code with caution. Copied to clipboard 🖱️ Step 4: The Client UI Script To prevent this, the actual deduction of cash
: Exploiter-proof transactions handled exclusively through server sanity checks.