Create a Folder in the Player called leaderstats with an IntValue named Cash .
-- Place this inside a Button model local button = script.Parent local price = 500 local objectToUnlock = game.ServerStorage.MilitaryAssets.Wall_Lv1 local debouncing = false button.Touched:Connect(function(hit) local player = game.Players:GetPlayerFromCharacter(hit.Parent) if player and not debouncing then local stats = player:FindFirstChild("leaderstats") if stats and stats.Cash.Value >= price then debouncing = true stats.Cash.Value -= price -- Logic to spawn the building objectToUnlock.Parent = workspace.Base1.Buildings button:Destroy() -- Remove button after purchase end end end) Use code with caution. Copied to clipboard
A script at the end of the conveyor belt that detects the part, calculates its Value attribute, and splits or adds it to the shared bank.
To make the tycoon stand out, you need these three scripted systems:
Use these for UI-based purchases (like a "Double Cash" gamepass) to ensure the server handles the math, preventing players from using "Cheat Engine" to change their local money values.
Standard tycoons use a "Touch" event. For a 2-player setup, you want the button to check if either player in the duo has enough money.
This write-up covers the core mechanics and scripting logic for creating a on Roblox . This genre focuses on two players sharing a single base, cooperating to build defenses, unlock weapons, and conquer the map. 1. Core Concept & Data Structure
A laser or gate that multiplies the Value attribute of parts passing through it. 4. Essential Military Features