Free Resources

Lua Scripts

Production-ready Roblox scripts. Copy, paste, and customize for your game. Each module is self-contained and battle-tested.

DataStore Manager

v2.0
Core→ ServerScriptService

Robust data persistence with auto-save, session locking, exponential backoff retry, and data versioning. Drop-in solution for player data.

Auto-save on intervalSession lockingRetry with backoffData migrationDefault templates
View Code Preview
--[[
    DataStore Manager v2.0
    by rblxdev.com
    
    A robust data persistence system with auto-save, session locking,
    retry logic, and data versioning. Drop into ServerScriptService.
]]

local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")

local DataManager = {}
DataManager.__index = DataManager

local CONFIG = {
    DataStoreName = "PlayerData_v1",
    AutoSaveInterval = 300,
    MaxRetries = 5,
    RetryDelay = 1,
}

local dataStore = DataStoreService:GetDataStore(CONFIG.DataStoreName)
local playerData = {}
local dataTemplate = {}

local function deepCopy(original)
    local copy = {}
    for key, value in pairs(original) do
        if type(value) == "table" then
            copy[key] = deepCopy(value)
        else
            copy[key] = value
        end
    end
    return copy
end

local function reconcile(data, template)
    for key, value in pairs(template) do
        if data[key] == nil then
            if type(value) == "table" then
                data[key] = deepCopy(value)
            else
                data[key] = value
            end
        elseif type(data[key]) == "table" and type(value) == "table" then
            reconcile(data[key], value)
        end
    end
    return data
end

function DataManager.SetTemplate(template)
    dataTemplate = template
end

function DataManager:LoadData(player)
    local key = "Player_" .. player.UserId
    local success, data = pcall(function()
        return

-- ... (full script available via download)

Combat System

v1.5
Gameplay→ ServerScriptService

Server-authoritative combat with hit detection, combos, critical hits, knockback physics, and damage falloff. Built for competitive games.

Server-side validationCombo systemCritical hitsKnockback physicsAOE support
View Code Preview
--[[
    Combat System v1.5
    by rblxdev.com
    
    Server-authoritative combat system with hit detection,
    combos, and damage calculation. Place in ServerScriptService.
]]

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local Combat = {}
Combat.__index = Combat

local weapons = {}
local playerCooldowns = {}
local playerCombos = {}

function Combat:RegisterWeapon(name, config)
    weapons[name] = {
        Damage = config.Damage or 10,
        Range = config.Range or 5,
        Cooldown = config.Cooldown or 1,
        CritChance = config.CritChance or 0.1,
        CritMultiplier = config.CritMultiplier or 1.5,
        KnockbackForce = config.KnockbackForce or 20,
        ComboWindow = config.ComboWindow or 0.5,
        MaxCombo = config.MaxCombo or 3,
    }
end

function Combat:Attack(attacker, weaponName, targetPosition)
    local weapon = weapons[weaponName]
    if not weapon then return end
    
    local attackerChar = attacker.Character
    if not attackerChar then return end
    
    -- Cooldown check
    local lastAttack = playerCooldowns[attacker.UserId]
    if lastAttack and (os.clock() - lastAttack) < weapon.Cooldown then
        return
    end
    playerCooldowns[attacker.UserId] = os.clock()
    
    -- Find targets in range
    local attackerRoot = attackerChar:FindFirstChild("HumanoidRootPart")
    if not attackerRoot then return end
    
    for _, player in ipairs(Players:GetPlayers()) do
     

-- ... (full script available via download)

Inventory System

v1.3
Core→ ServerScriptService

Flexible inventory with item stacking, categories, weight limits, equip slots, and metadata support. Ready for RPG and survival games.

Item stackingWeight limitsEquip slotsCategoriesSerialization
View Code Preview
--[[
    Inventory System v1.3
    by rblxdev.com
    
    Flexible inventory system with stacking, categories,
    and equip slots. Place in ServerScriptService.
]]

local Players = game:GetService("Players")

local Inventory = {}
Inventory.__index = Inventory

local itemDefinitions = {}
local playerInventories = {}

local CONFIG = {
    MaxSlots = 40,
    MaxWeight = 100,
}

function Inventory:RegisterItem(itemId, definition)
    itemDefinitions[itemId] = {
        Id = itemId,
        DisplayName = definition.DisplayName or itemId,
        Category = definition.Category or "Misc",
        MaxStack = definition.MaxStack or 1,
        Weight = definition.Weight or 1,
        Rarity = definition.Rarity or "Common",
    }
end

function Inventory:InitPlayer(player)
    playerInventories[player.UserId] = {
        Items = {},
        Equipped = {},
    }
end

function Inventory:AddItem(player, itemId, quantity)
    local inv = playerInventories[player.UserId]
    local def = itemDefinitions[itemId]
    if not inv or not def then return false end
    
    quantity = quantity or 1
    
    -- Find existing stack or empty slot
    for i = 1, CONFIG.MaxSlots do
        local slot = inv.Items[i]
        if slot and slot.ItemId == itemId and slot.Quantity < def.MaxStack then
            local canAdd = math.min(quantity, def.MaxStack - slot.Quantity)
            slot.Quantity = slot.Quantity + canAdd
            quantity = quantity - canAdd
            if quantity <= 0 then return true

-- ... (full script available via download)

Quest System

v1.2
Gameplay→ ServerScriptService

Complete quest/mission system with multiple objective types, prerequisites, rewards, and progress tracking. Perfect for RPGs and adventure games.

Multiple objective typesQuest chainsRepeatable questsAuto-completeReward hooks
View Code Preview
--[[
    Quest System v1.2
    by rblxdev.com
    
    Flexible quest system with objectives, rewards,
    and prerequisites. Place in ServerScriptService.
]]

local Players = game:GetService("Players")

local QuestSystem = {}
QuestSystem.__index = QuestSystem

local questDefinitions = {}
local playerQuests = {}

function QuestSystem:RegisterQuest(questId, definition)
    questDefinitions[questId] = {
        Id = questId,
        Title = definition.Title or questId,
        Description = definition.Description or "",
        Objectives = definition.Objectives or {},
        Rewards = definition.Rewards or {},
        Prerequisites = definition.Prerequisites or {},
        Repeatable = definition.Repeatable or false,
    }
end

function QuestSystem:InitPlayer(player)
    playerQuests[player.UserId] = { Active = {}, Completed = {} }
end

function QuestSystem:StartQuest(player, questId)
    local def = questDefinitions[questId]
    local data = playerQuests[player.UserId]
    if not def or not data then return false end
    if data.Active[questId] then return false end
    
    local objectives = {}
    for i, obj in ipairs(def.Objectives) do
        objectives[i] = {
            Type = obj.Type,
            Target = obj.Target,
            Required = obj.Amount,
            Current = 0,
            Completed = false,
        }
    end
    
    data.Active[questId] = { Objectives = objectives, StartTime = os.time() }
    return true
end

function QuestSystem:ReportProgress(play

-- ... (full script available via download)

Round System

v1.1
Multiplayer→ ServerScriptService

Game round management for competitive multiplayer. Handles lobbies, countdowns, scoring, win conditions, and map rotation.

Phase managementScore trackingWin conditionsTeam supportSpectator mode
View Code Preview
--[[
    Round System v1.1
    by rblxdev.com
    
    Game round management for competitive games.
    Place in ServerScriptService.
]]

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local RoundSystem = {}
RoundSystem.__index = RoundSystem

local currentPhase = "Waiting"
local roundNumber = 0
local scores = {}
local isRunning = false

local CONFIG = {
    IntermissionTime = 15,
    CountdownTime = 5,
    RoundTime = 180,
    PostRoundTime = 10,
    MinPlayers = 2,
    WinCondition = "LastStanding",
}

function RoundSystem:Configure(config)
    for key, value in pairs(config) do
        if CONFIG[key] ~= nil then CONFIG[key] = value end
    end
end

function RoundSystem:Start()
    if isRunning then return end
    isRunning = true
    
    task.spawn(function()
        while isRunning do
            -- Wait for players
            while #Players:GetPlayers() < CONFIG.MinPlayers do
                task.wait(1)
            end
            
            -- Intermission
            currentPhase = "Intermission"
            task.wait(CONFIG.IntermissionTime)
            
            -- Countdown
            currentPhase = "Countdown"
            task.wait(CONFIG.CountdownTime)
            
            -- Active round
            currentPhase = "Active"
            roundNumber = roundNumber + 1
            scores = {}
            for _, p in ipairs(Players:GetPlayers()) do
                scores[p.UserId] = { Kills = 0, De

-- ... (full script available via download)

NPC AI System

v1.0
AI→ ServerScriptService

Pathfinding-based NPC with behavior states, aggro management, patrol routes, and loot drops. Great for RPGs and adventure games.

State machine AIPathfindingAggro tablePatrol routesLoot system
View Code Preview
--[[
    NPC AI System v1.0
    by rblxdev.com
    
    Pathfinding NPC with behavior states.
    Place in ServerScriptService.
]]

local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")

local NPCSystem = {}
local NPC = {}
NPC.__index = NPC

local activeNPCs = {}

function NPCSystem:CreateNPC(id, config)
    local npc = setmetatable({}, NPC)
    npc.Id = id
    npc.Model = config.Model
    npc.MaxHealth = config.MaxHealth or 100
    npc.Health = npc.MaxHealth
    npc.Damage = config.Damage or 10
    npc.AttackRange = config.AttackRange or 5
    npc.AggroRange = config.AggroRange or 20
    npc.MoveSpeed = config.MoveSpeed or 16
    npc.State = "Idle"
    npc.Target = nil
    npc.PatrolPoints = config.PatrolPoints or {}
    npc.SpawnPosition = config.Model.PrimaryPart.Position
    npc.IsActive = false
    activeNPCs[id] = npc
    return npc
end

function NPC:Activate()
    self.IsActive = true
    task.spawn(function()
        while self.IsActive and self.Health > 0 do
            self:Update()
            task.wait(0.3)
        end
    end)
end

function NPC:Update()
    local myPos = self.Model.PrimaryPart.Position
    
    -- Find nearest player in aggro range
    local nearest, nearestDist = nil, self.AggroRange
    for _, player in ipairs(Players:GetPlayers()) do
        local char = player.Character
        if char and char:FindFirstChild("HumanoidRootPart") then
            local dist = (char.HumanoidRootPart.Position

-- ... (full script available via download)

UI Notifications

v1.0
UI→ StarterPlayerScripts

Client-side notification system with multiple styles, smooth animations, queue management, and progress indicators.

Multiple stylesTween animationsQueue systemProgress barsAuto-dismiss
View Code Preview
--[[
    UI Notification System v1.0
    by rblxdev.com
    
    Client-side notifications with animations.
    Place in StarterPlayerScripts.
]]

local TweenService = game:GetService("TweenService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")

local Notifications = {}
local activeNotifications = {}

local STYLES = {
    Info = { Color = Color3.fromRGB(59, 130, 246), Icon = "ℹ" },
    Success = { Color = Color3.fromRGB(34, 197, 94), Icon = "✓" },
    Warning = { Color = Color3.fromRGB(234, 179, 8), Icon = "⚠" },
    Error = { Color = Color3.fromRGB(239, 68, 68), Icon = "✕" },
    Achievement = { Color = Color3.fromRGB(168, 85, 247), Icon = "★" },
}

local screenGui

local function createUI()
    if screenGui then return end
    screenGui = Instance.new("ScreenGui")
    screenGui.Name = "Notifications"
    screenGui.ResetOnSpawn = false
    screenGui.DisplayOrder = 100
    screenGui.Parent = playerGui
end

function Notifications:Show(data)
    createUI()
    local style = STYLES[data.Type or "Info"]
    
    local frame = Instance.new("Frame")
    frame.Size = UDim2.new(0, 300, 0, 60)
    frame.Position = UDim2.new(1, 20, 0, #activeNotifications * 70 + 10)
    frame.BackgroundColor3 = Color3.fromRGB(30, 30, 40)
    frame.Parent = screenGui
    
    local corner = Instance.new("UICorner")
    corner.CornerRadius = UDim.new(0, 8)
    corner.Parent = frame
    
    local title = Instance.new("Tex

-- ... (full script available via download)

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