Restocking Shop System for Roblox
A downloadable tool for Windows, macOS, and Linux
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๐ช ROBLOX MODULAR SHOP SYSTEM
Demo: https://www.roblox.com/share?code=5d6ffc2a6bf04d498787af1f85f8c96a&type=Experien...
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Version: 1.1
Author: Jadon Fischer (Fischer Software e.K. / Jadon | Roblox Tutorials)
License: COMMERCIAL USE ONLY (see bottom)
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A fully modular, data-driven shop system for Roblox with **persistent stock saving,**
automatic restocking, developer product integration, and a dynamic GUI.
Designed for scalability and easy customization.
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โจ FEATURES
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๐งฉ Modular Architecture — Separate modules for global items and shop listings
๐ Automatic & Manual Restocking — Supports timed and Robux-triggered restocks
๐พ Persistent Stock Saving — Only `itemId = stock` pairs are stored server-side for efficiency
๐ฐ Dual Currency Support — Works with in-game money and Developer Products
๐งโ Multiple Shop Support — Easily expand to any number of shops
๐งฑ Secure ClientโServer Communication — Purchases validated on server
๐ผ๏ธ Dynamic GUI — Automatically builds item displays from shop data
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โ๏ธ FILE OVERVIEW
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ServerScriptService/
โโ ShopServer.lua -- Handles saving, restocking, and purchase logic
StarterPlayerScripts/
โโ ShopClient.lua -- Builds the shop UI and handles user interaction
ReplicatedStorage/
โโ Remotes/
โ โโ UpdateShop (RemoteEvent)
โ โโ ShopAction (RemoteFunction)
โโ Bindables/ -- Optional: Connect your inventory or other systems
โโ Modules/
โโ Items.lua -- Defines all base items in your game
โโ Shop.lua -- Defines shop listings and prices
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๐งฉ SYSTEM ARCHITECTURE
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GLOBAL ITEM TABLE (Items module)
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Defines all available items in your game — reusable data that can appear
in multiple shops.
Example:
{
[1] = {
Name = "Apple",
Type = "Seed",
Image = "rbxassetid://115782078",
Color = Color3.fromRGB(66, 255, 242),
}
}
This separation allows you to reuse existing items across multiple shops
without duplicating data. Example: An "Apple" might appear in both a farm
shop and a town market with different prices.
SHOP DATA TABLE (Shop module)
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References the global items by ID and defines how each behaves in a
specific shop.
Example:
{
[1] = {
ItemId = 1,
Name = items[1].Name,
Price = 10,
Stock = 5,
Restock = 5,
RestockChance = 1,
MaxStock = 10,
DeveloperProduct = 3454049265
}
}
This decoupling makes it easy to:
- Add new shops
- Rebalance prices independently
- Keep consistent visuals and names across shops
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๐พ PERSISTENT STOCK SAVING
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The system now **saves only stock quantities** for each item, greatly reducing
DataStore size and improving reliability.
Saved format example:
{
Stocks = {
[1] = { [1] = 3, [2] = 1, [3] = 0 }, -- shopIndex = 1
},
RestockTimes = {
[1] = 1731523678
}
}
All other item data (name, price, etc.) is automatically loaded from
the shop modules, ensuring data consistency across updates.
๐ง Benefits:
- Faster saving/loading
- Future-proof against data format changes
- Keeps game logic modular (data stored separately from display info)
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๐งฎ RESTOCK SYSTEM
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Each shop restocks independently:
- Every RESTOCK_INTERVALS[i] seconds, or
- When a player buys the RESTOCK_PRODUCT developer product
Each item has its own restock probability:
RestockChance = 0.5 โ 50% chance to restock this item
Restock = 2 โ Adds 2 units per restock
If you set RESTOCK_INTERVALS[i] to `-1`, that shop will not restock automatically.
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๐งพ ADDING ANOTHER SHOP
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1. Duplicate the Shop module (e.g. "Shop2.lua")
2. Add it to the server script:
local DATA_TABLES = {
require(modules:WaitForChild("Shop")),
require(modules:WaitForChild("Shop2")),
}
local RESTOCK_INTERVALS = { 300, 600 }
3. Add another ProximityPrompt in the client script:
local PROMPTS = {
workspace.Shop1.Front.ProximityPrompt,
workspace.Shop2.Front.ProximityPrompt
}
Each shopโs stock and restock timer are saved separately.
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๐งฑ SERVER SCRIPT SETTINGS
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local RESTOCK_INTERVALS = { 300 } -- seconds between restocks
local RESTOCK_PRODUCT = 3454022944 -- dev product for manual restock
local DATA_TABLES = {
require(modules:WaitForChild("Shop")),
}
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โ๏ธ LICENSE — COMMERCIAL USE ONLY
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Copyright (c) 2025 Jadon Fischer (Fischer Software e.K. / Jadon | Roblox Tutorials)
Permission is granted to the purchaser to use and modify this system for personal
or commercial Roblox experiences. Redistribution, resale, or public sharing of
the source code, in whole or in part, is prohibited without written permission
from the author.
This software is provided โas is,โ without warranty of any kind, express or
implied, including but not limited to the warranties of merchantability,
fitness for a particular purpose, and noninfringement.
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โ CREDITS
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Developed by Jadon Fischer (Fischer Software e.K. / Jadon | Roblox Tutorials)
Version 1.1
Includes persistent stock saving for lightweight scalability.
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| Updated | 3 days ago |
| Published | 13 days ago |
| Status | Released |
| Category | Tool |
| Platforms | Windows, macOS, Linux |
| Author | Jadon | Roblox Tutorials |
| Tags | roblox, roblox-shop-system, roblox-studio, Tycoon |
| Average session | A few seconds |
| Multiplayer | Server-based networked multiplayer |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $9.99 USD. You will get access to the following files:



