Hi everyone ! I'm redmax095 : A french developper and I have make an economy system for roblox ! Why do you need this system for your game ?
100% Free Easy to configure Automations Datastore backup API Documentation
Installation
For installation instructions, please refer to the official guide at Installation | EconomyAPI. This page provides a step-by-step walkthrough on how to set up EconomyAPI in your Roblox game.
Easy to configure
You have to configure 1 file and the economy API work ! The system was designed to be user-friendly and, as its name suggests, it is an API that allows all scripts to access it through functions such as “Economy.AddMoney()”.
EconomyAPI has automations to add money for all users with an interval in seconds ! If you want to do taxes, salaries, etc… this is the perfect choice ! This can be configurable in the settings file.
Note: You can still customize automations via scripts by interacting with the API.
A DataStore backup is the process of saving data in Roblox DataStore to ensure persistence between sessions. This prevents data loss by storing player information. You can disable this feature if you want to reset money when a player leave the game.
API
The EconomyAPI provides a set of functions to interact with the in-game economy. It allows developers to get, set, add, and remove player currency through simple function calls. The API ensures data persistence using Roblox DataStore.
Not exactly. While EconomyAPI works similarly to a leaderstats module by tracking player currency, it offers more features. It allows you to manage in-game money with more control, such as saving data persistently using DataStores and automating currency changes. The ‘value’ refers to the player’s in-game money, stored as an IntValue in the player’s data. This ‘money’ is the virtual currency that you can add, remove, or modify through the API functions, like AddMoney(), RemoveMoney(), and GetMoney().
how? AddMoney() can be used could be written in 1 line of code.
money.Value += 10101028321 -- Your value
And if devs want more control, I think they would write a custom module for a purpose in their SPECIFIC game.
Again, saving, removing, adding or getting the amount of money are basic features that probably every game with leaderstats has, I don’t see it providing any more features than any other leaderstats module/script.
I just don’t see the point of it, as it’s just leaderstats, but with 1 value, making it more limited than actual leaderstats. It doesn’t offer more control, and has the most basic features of a leaderstats script.
English obviously isn’t OP’s first language… if the message content reflects what OP is trying to communicate and you understand it, then what does it matter how OP communicates that information? This just seems to be a lot of hate for no reason.
Most people don’t use most modules in this category. If it’s not applicable to you, just move on without aimlessly spreading criticism/negativity.
if you want to improve it, I say add more values, and more control and manipulation like multiplying for example, and manual functions for saving money, something like SaveMoney() so if people want to do it manually, they can.
These are just things that came up from the top of my head, but I think you can come up with more.
It could be but you have to ask your self why other developers don’t just blindly do += to x. Part of this is because people like to do sanity checks or other checks like checking if it was a number, if it’s above x or whatever else.
I have wrote my own economy plugins for a Minecraft server and on other platforms too including this one all be they’re all private. And I can confidently tell you that no one will just write a function to do just that.
In fact here is a snippet of Java and I will even explain the though process behind this.
public static double StripBalance(double value) {
DecimalFormat formatter = new DecimalFormat("##0.00"); // # Way it is formatted/outputted
// # Use Valueof on the value we want to convert, we then format it and then reparse it as a double.
return Double.parseDouble(formatter.format(Double.valueOf(value)));
}
public static double GetBalance(Player player) {
double bal = PlayerData.GetData(player, Keys.Balancekey, PersistentDataType.DOUBLE).get(Keys.Balancekey, PersistentDataType.DOUBLE);
return Utils.StripBalance(bal); // # Format the output of bal and then return it.
}
public static void SetBalance(Player player, double amount) {
double Amount = Utils.StripBalance(amount); // # format before setting
PlayerData.GetData(player, Keys.Balancekey, PersistentDataType.DOUBLE).set(Keys.Balancekey, PersistentDataType.DOUBLE, Amount);
}
Now what we are doing is we are setting and getting the user balance by accessing their container which stores player specific data. Now when we call the StripBalance() function that is us esentially a sanity check via formatting the currency in a format which will not prevent any issues later on. Issues I had occurred before this would be currency being a full double which with that then it could mess with the payments and other systems.
So as much as it seems pointless it serves a big usage.
Literally every game uses one of these to an extent unless you’re a popular/more established game. Let the guy learn, why do you need to be so rude?
How else do you want them to hold their user data? They could store it in a module script but seeing how op seems to be a bit new this is fine.
These tools are inaccurate a lot of the time
Why does it matter?
Then move on. If you don’t want to use it then just don’t. Not a single inkling of any being apart for your self stopping you from moving on.