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๐Ÿช 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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โœจ FEATURES

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๐Ÿงฉ Modular Architecture — Separate modules for global items and shop listings  

๐Ÿ” Automatic & Manual Restocking — Supports timed and Robux-triggered restocks  

๐Ÿ’พ Persistent Stock Saving — Only `itemId = stock` pairs are stored server-side for efficiency  

๐Ÿ’ฐ Dual Currency Support — Works with in-game money and Developer Products  

๐Ÿงโ€ Multiple Shop Support — Easily expand to any number of shops  

๐Ÿงฑ Secure Clientโ€“Server Communication — Purchases validated on server  

๐Ÿ–ผ๏ธ Dynamic GUI — Automatically builds item displays from shop data

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โš™๏ธ FILE OVERVIEW

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ServerScriptService/

 โ””โ”€ ShopServer.lua        -- Handles saving, restocking, and purchase logic

StarterPlayerScripts/

 โ””โ”€ ShopClient.lua        -- Builds the shop UI and handles user interaction

ReplicatedStorage/

 โ”œโ”€ Remotes/

 โ”‚   โ”œโ”€ UpdateShop (RemoteEvent)

 โ”‚   โ””โ”€ ShopAction (RemoteFunction)

 โ”œโ”€ Bindables/            -- Optional: Connect your inventory or other systems

 โ””โ”€ Modules/

     โ”œโ”€ Items.lua         -- Defines all base items in your game

     โ””โ”€ Shop.lua          -- Defines shop listings and prices

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๐Ÿงฉ 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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๐Ÿ’พ 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.

๐Ÿง  Benefits:

- Faster saving/loading  

- Future-proof against data format changes  

- Keeps game logic modular (data stored separately from display info)

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๐Ÿงฎ 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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๐Ÿงพ 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 shopโ€™s stock and restock timer are saved separately.

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๐Ÿงฑ 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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โš–๏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 โ€œas 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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โœ… 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
StatusReleased
CategoryTool
PlatformsWindows, macOS, Linux
AuthorJadon | Roblox Tutorials
Tagsroblox, roblox-shop-system, roblox-studio, Tycoon
Average sessionA few seconds
MultiplayerServer-based networked multiplayer

Purchase

Buy Now$9.99 USD or more

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:

RestockingShopSystem_v1_1.rbxl 332 kB