Overview

RBLX Essentials is a collection of modular, production-ready Roblox game systems distributed as plug-and-play packs. Each pack installs in minutes via a dedicated Studio plugin, requires no manual scripting to set up, and integrates automatically with the other packs in the ecosystem.

The goal is to give Roblox developers a solid, tested foundation so they can focus on what makes their game unique instead of rebuilding common systems from scratch.

Pack Catalogue

PackPackIdVersionDescription
Ecosystem CoreEcosystemCore1.0.7Shared UI foundation required by all tag-based packs. Install this first.
Datastore & Purchase SystemDatastorePurchaseSystem1.0.7Player data persistence, game pass validation, and developer product handling.
Easy Pet SystemEasyPetSystem1.0.16Full egg hatching, pet collection, merging, and equip system with multiplier API.
Sound SystemSoundSystem1.0.13Centralised client/server SFX playback with positional and global audio.
General UI KitGeneralUIKit1.0.12Tag-based UI framework (CollectionService + Attributes) for panels and buttons.
Easy Leaderstats & Leaderboards SystemEasyLeaderstatsSystem1.0.4Tab-menu leaderstats and physical in-world global leaderboards, both plugin-managed.

Dependency Matrix

Ecosystem Core is bundled in every pack. The table shows additional dependencies and synergies.

Sound System Datastore UI Kit Pet System Leaderstats
Sound System
Free
Pairs Pairs
Datastore & Purchase
Free
Pairs Pairs Pairs
General UI Kit
$12.99
Bundled Bundled Pairs
Easy Pet System
$4.99
Bundled Bundled Pairs
Easy Leaderstats
$3.99
Bundled
Bundled ships inside the pack
Pairs works great with

Architecture Philosophy

Modular. Each pack is a self-contained Rojo project. You install only what you need.

Plugin-managed. The RBLX Essentials Plugin handles deployment. It copies pack code from ServerStorage into the correct game services (StarterGui, ServerScriptService, ReplicatedStorage, etc.) with one click. No manual file placement.

Configuration over code. All user-facing settings live in ServerStorage under each pack's Settings folder. The plugin renders them as a form. You change values in the plugin; you do not touch scripts.

Shared infrastructure. Packs that depend on each other communicate through well-defined APIs (GUIBridge, DataStoreManager, PurchaseManager). There is no hidden coupling.

Getting Started

Requirements: Roblox Studio (any recent version). API Services must be enabled in your place if you use Datastore & Purchase System.

Step 1: Install the Plugin

Download the RBLX Essentials Plugin from Itch.io and drag the .rbxm file into Studio. It installs automatically to your Plugins folder. Restart Studio once.

The plugin appears as RBLX Essentials in the Plugins toolbar.


Step 2: Drag a Pack into Studio

  1. Download any pack .rbxm from Itch.io.
  2. Drag the file into your Studio Workspace (it lands there temporarily).
  3. Open the plugin (Plugins → RBLX Essentials).

The plugin will detect the pack and show both Ecosystem Core and the pack in its list.


Note: Ecosystem Core is bundled inside every pack, you do not download it separately. It will always appear in the plugin list when you drag in any pack.


Step 3: Install the Packs

Always install Ecosystem Core first, then the pack you dragged in.

  1. Click Ecosystem Core in the pack list and click Move & Install.
  2. Once done, select your pack and click Move & Install.

Repeat Step 2 and Step 3 for each additional pack. Follow this install order when combining packs:

  1. Ecosystem Core: always first (bundled, install before anything else).
  2. Datastore & Purchase System: no other dependencies.
  3. Sound System: no other dependencies.
  4. General UI Kit: requires Ecosystem Core (already installed). Sound System is optional.
  5. Easy Pet System: requires Datastore & Purchase System. Sound System is optional.

Step 4: Enable API Services

If you are using the Datastore & Purchase System, go to:

Game Settings → Security → Enable Studio Access to API Services

Without this, player data will not save in Studio playtests.


Step 5: Configure

Select any installed pack in the plugin to open its settings panel. Change values directly in the panel, no script editing required.

Typical things to configure:

  • Easy Pet System: egg prices, drop rates, pet multipliers, gamepass IDs.
  • Datastore & Purchase System: auto-save interval, DataStore name.
  • Sound System: which Music Player template to use, enable/disable Music Player.

Step 6: Press Play

Hit Play in Studio. All packs initialise automatically. No bootstrap code, no wiring required.


Uninstalling a Pack

Select the pack in the plugin and click Uninstall Pack. The pack's deployed code is removed from all services. The pack template stays in ServerStorage so you can reinstall at any time.

Uninstalling Ecosystem Core does not clean up any packs that depend on it. Remove dependent packs manually first.

Plugin

The plugin is the package manager for the RBLX Essentials ecosystem. It handles discovery, deployment, configuration, and removal of packs, all within Studio without touching any project files manually.

How It Works

The plugin has three core systems. These run internally and are not visible in the UI, but understanding them helps if you want to know what happens under the hood.

Scanner reads ServerStorage.RBLXEssentials looking for _manifest folders. Each manifest identifies a pack (PackId, Version, DisplayName). This is how the plugin knows which packs are present in the project.

Verifier compares the pack's source in ServerStorage against the deployed code in the actual game services (StarterGui, ServerScriptService, ReplicatedStorage, etc.). This produces a status for each pack.

Installer copies pack code from ServerStorage into the target services on demand, and removes it on uninstall.

Pack Statuses

StatusMeaning
presentPack is in ServerStorage but not yet deployed to game services.
installedPack is fully deployed and matches the ServerStorage source.
modifiedPack is deployed but scripts differ from the ServerStorage source (edited manually).
workspacePack .rbxm was dropped into Workspace and needs to be moved to ServerStorage first.
outdatedA newer version is available on Itch.io. Current version is in ServerStorage but not installed.
availablePack exists in the RBLX Essentials catalogue but has not been downloaded yet.

Registry and Update Checks

On each refresh the plugin fetches a remote registry that lists all available packs and their latest versions. This powers two features:

  1. Catalogue listing: packs not yet downloaded appear in a separate "More from RBLX Essentials" section so you can discover them.
  2. Plugin update banner: if a newer version of the plugin itself is available, a banner appears at the top of the plugin UI.

The registry fetch is non-blocking: the plugin renders local packs immediately, then updates the list when the fetch completes.

Ecosystem Core Requirement

No pack can be installed unless Ecosystem Core is already deployed. The plugin enforces this by checking Verifier status for Ecosystem Core before allowing any install action. The install button shows "Install Ecosystem Core first" and is disabled until EC is deployed.

Settings Panel

Selecting an installed pack opens a settings panel on the right side of the plugin. The panel reads the pack's Settings folder from ServerStorage and renders each value as an editable field. Changes are applied directly to the ServerStorage instances and take effect on the next Play session.

Ecosystem Core

Required

PackId: EcosystemCore  ·  Version: 1.0.7  ·  Dependencies: None

What It Does

Ecosystem Core is the shared UI foundation for the RBLX Essentials ecosystem. It must be installed before any pack that uses the shared UI system.

It provides:

  • A central GUI manager that discovers your panels, buttons, and decorative animations and wires them up automatically.
  • GUIBridge: a cross-pack handler registry that lets each pack register its own button actions without knowing about the others.
  • Panel-open animations, image preloading, tooltip hover effects, toggle buttons, and effect icon management, shared across all installed packs.

You don't need to know any of this to use RBLX Essentials packs. Everything runs automatically once installed. However, if you want to use Ecosystem Core's APIs in your own code, the full reference is below.

GUIBridge API

GUIBridge lives in ReplicatedStorage.RBLXEssentials.EcosystemCore.Shared. Require it from any LocalScript.

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local GUIBridge = require(ReplicatedStorage.RBLXEssentials.EcosystemCore.Shared.GUIBridge)

GUIBridge.registerHandlers(handlers)

Registers a table of action handlers. Call this once per pack during initialisation.

GUIBridge.registerHandlers({
    OpenShop = function(button)
        -- open the shop panel
    end,
    BuyItem = function(button)
        -- handle purchase
    end,
})

If two packs register the same action name, the last registration wins.

GUIBridge.dispatch(action, button)

Calls the registered handler for action. The GUIManager calls this automatically when a button with a custom Action is clicked — you do not need to call it manually. The built-in actions TogglePanel and ClosePanel are handled internally and never reach dispatch.

GUIBridge.getPanel(panelId)

Returns the UI_Panel-tagged GuiObject with the given PanelId attribute, searching the local PlayerGui. Returns nil if not found.

local shopPanel = GUIBridge.getPanel("Shop")

Only call this inside a running LocalScript after the GUI has loaded.

How Elements Are Discovered

Ecosystem Core uses two mechanisms: CollectionService tags for panels and toggle buttons, and attribute-driven discovery for regular buttons and decorative animations. Only UI_Panel and UI_Toggle are real tags — buttons and animated elements need no tag at all.

Tags

TagApplied ToAttributesBehaviour
UI_Panel A panel (direct child of the Menus folder) PanelId (string), Exclusive (bool), Animation (string) Makes the panel findable via GUIBridge.getPanel.
UI_Toggle A GuiButton Action (string) Auto-wired on/off toggle button. See Toggle Buttons below.

PanelId vs panel Name: PanelId is used only by GUIBridge.getPanel(panelId). Panel toggling (TargetPanel, TogglePanel, ClosePanel) keys on the panel instance's Name, not its PanelId. Keep PanelId equal to the panel's Name so both lookups agree.

Exclusive panels: exclusive is the default — a panel with no Exclusive attribute closes other open panels when it opens. Set Exclusive = false to keep other panels open alongside this one (non-exclusive panels are also left open when an exclusive panel opens).

Animation: selects the panel-open animation by name, default "Bounce". See Panel Animations below.

Buttons (attribute-driven)

Any GuiButton descendant of the GUI with a non-empty Action attribute is wired automatically — no tag required.

AttributeTypeBehaviour
Actionstring (required)The action to run on click. TogglePanel and ClosePanel are built in; anything else dispatches through GUIBridge.
TargetPanelstringPanel Name the built-in actions operate on.
ShowTooltipboolShows the shared tooltip on hover, following the mouse.
TooltipTextstringTooltip label text. Defaults to the button's Name.
BuySoundboolPlays the purchase sound instead of the standard press sound on click.

Buttons also get hover SFX and an icon scale-up effect for free (a child named Icon is tweened on hover).

Animated Decorations (attribute-driven)

Any non-panel GuiObject with an Animation attribute becomes a decorative animated element — no tag required.

Animation valueOptional AttributesBehaviour
RotateSpeed (number)Continuous full rotation. Speed is the tween duration in seconds for one full rotation (default 15) — larger values spin slower.
HoverBobBobs up slightly on mouse enter, settles back on leave. Speed is ignored.

Built-in Button Actions

These actions are handled by the GUIManager itself and never reach GUIBridge:

ActionEffect
TogglePanelToggles the panel whose Name matches TargetPanel. Opening it plays the panel's open animation, resets its ScrollingFrames to the top, and closes other exclusive panels.
ClosePanelCloses the panel whose Name matches TargetPanel. If TargetPanel is empty or absent, the button closes its nearest ancestor panel instead — handy for a close button placed inside the panel it closes, with no configuration.

Toggle Buttons (UI_Toggle)

Tag any GuiButton with UI_Toggle and Ecosystem Core wires it as a stateful on/off switch:

  • Starts in the on state.
  • Each click flips the state and dispatches the button's Action attribute through GUIBridge, so your handler receives every change.
  • The button's background turns green (Color3.fromRGB(85, 255, 0)) when on and red (Color3.fromRGB(255, 50, 50)) when off.
  • A child TextLabel named Status, if present, is updated to "ON" / "OFF".
  • Buttons tagged at runtime are wired automatically — spawn toggle buttons whenever you like.
GUIBridge.registerHandlers({
    ToggleMusic = function(button)
        -- read the visual state, or track your own
        MusicController:SetEnabled(not MusicController.Enabled)
    end,
})

Panel Animations

Panel-open animations are ModuleScripts under the GUIManager's PanelAnimations folder. Each module returns a single function:

-- PanelAnimations/SlideIn.lua
return function(menu: GuiObject)
    local origPos = menu.Position
    menu.Position = origPos + UDim2.fromScale(0.1, 0)
    menu:TweenPosition(origPos, Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.3, true)
end

A panel's Animation attribute selects the animation by module name; the default is "Bounce", which ships with the pack. Bounce drops the panel in from slightly above with a subtle rotation settle — it requires the panel to be a CanvasGroup and is a no-op otherwise.

This is an extension point: other RBLX Essentials packs can contribute their own animation modules, and the loader aggregates modules from sibling packs automatically. Drop in a new ModuleScript and reference its name from any panel's Animation attribute.

Notes

  • Image preloading is batched (2 images per frame) to avoid frame hitches on startup.
  • Sound playback degrades gracefully if Sound System is not installed.
  • Opening a panel resets its ScrollingFrames' CanvasPosition to the top; scrolling itself is native Roblox behaviour.

Datastore & Purchase System

PackId: DatastorePurchaseSystem  ·  Version: 1.0.7  ·  Dependencies: None

What It Does

The Datastore & Purchase System is the data and monetisation backbone of RBLX Essentials. It handles:

  • Loading and saving player data automatically on join/leave.
  • An in-memory cache so all reads mid-session are instant.
  • Game pass ownership checks with caching.
  • Developer product purchase callbacks with receipt history to prevent duplicate grants.
  • Automatic retry with exponential backoff to handle Roblox DataStore throttling.

All other RBLX Essentials packs that need to persist data (e.g. Easy Pet System) read and write through this system. There is only one DataStore per game, no duplicate stores or conflicting keys.

This pack can also be used on its own. You don't need any other RBLX Essentials pack installed to use it in your game.

Plugin Configuration

All settings are managed directly from the plugin, no script editing needed.

Datastore Settings

Datastore Settings panel
  • AutoSaveInterval: how often (in seconds) player data is saved automatically. Default is 90.
  • DataStoreVersion: the DataStore key version used in production. Increment this to reset all player data (e.g. for a game wipe).
  • StudioDataStoreVersion: same as above but only applies in Studio, so you can wipe test data without affecting live players.
  • Wipe Studio Data: clears all locally stored Studio test data immediately.

Default Data

Default Data configuration

Defines the default data structure for new players. Data is organised into groups (e.g. Stats, Pets, Meta), each containing variables with a default value. You can add, remove, and rename groups and variables freely. This structure is what every new player starts with on their first join.

Add a new Variable

Clicking + New Variable shows a row where you write the variable name and select its type:

New variable row
  • Num: a number (e.g. Cash, XP).
  • Str: a string of text.
  • Bool: a true/false value.
  • List: an array (e.g. for storing a list of owned items).

Add a new Group

Clicking + New Group shows a field to enter the group name:

New group row

Purchase Settings

Purchase Settings panel
  • FreeMode: when ON, all game pass checks return true for all players. Useful for testing without real purchases.
  • Purchases: the list of game passes and developer products registered in the system. Each entry has a name, a type (gamepass or product), and the Roblox asset ID. Add your passes here so the system can handle ownership checks and purchase callbacks.

Before testing: create your Game Passes in the Roblox Creator Dashboard for your experience, then paste each Game Pass ID into the Id field of the corresponding entry in the plugin. Without a real ID, ownership checks won't work.

Uninstalling

Uninstall Pack button

Removes the pack's deployed folders from all service locations. The pack template stays in ServerStorage so you can reinstall at any time.


That's everything from the plugin.

If you're not planning to modify the pack's code or call its APIs from your own scripts, you can stop here. The sections below are for developers who want to integrate the system directly into their own code.

DataStoreManager API

Require the provider from any Script or ModuleScript in ServerScriptService. It returns the manager instance directly.

local Manager = require(
    ServerScriptService.RBLXEssentials.DatastorePurchaseSystem.DataStoreSystem.ManagerProvider
)

Manager:Get(player)

Returns the player's complete data table. The first call loads from DataStore and caches the result; subsequent calls return the cache instantly. Concurrent first calls are deduplicated — every caller receives the same table.

local data = Manager:Get(player)
print(data.Stats.Cash)

Manager:Update(player, mutator)

Applies a mutation function to the player's data and pushes the change to the client replica. The mutator receives the data table directly. Changes persist automatically on the next auto-save (every AutoSaveInterval seconds) and when the player leaves — mutate the table only through Update so the client replica stays in sync.

Manager:Update(player, function(data)
    data.Stats.Cash += 100
end)

Manager:Save(player)

Queues an early save for the player, ahead of the auto-save schedule. Use after important changes (big purchases, milestone progress). Returns immediately; the write happens in the background respecting the DataStore budget.

Client-side data access

Every player's data is mirrored under their Player instance as Folders and Value objects, updated live on every Update — no remotes needed to display stats. Arrays replicate as children named [1], [2], … The replica is read-only by convention.

-- LocalScript
local player = game.Players.LocalPlayer
local playerData = player:WaitForChild("PlayerData")
playerData:WaitForChild("ready") -- present once the first replication completed

local cash = playerData.Stats.Cash
cashLabel.Text = tostring(cash.Value)
cash:GetPropertyChangedSignal("Value"):Connect(function()
    cashLabel.Text = tostring(cash.Value)
end)

PurchaseManager API

Studio note: By default, Roblox Studio treats the local player as owning all game passes. Gamepass checks will always return true in a regular Play session. To test real purchase behaviour, use the Server & Clients mode in Studio, which simulates a live server environment.

local PurchaseManager = require(
    ServerScriptService.RBLXEssentials.DatastorePurchaseSystem.PurchaseManager.PurchaseManager
)

PurchaseManager.HasPass(player, passId)

Returns true if the player owns the game pass. Checks the in-memory cache first, then the player's saved data, then MarketplaceService (persisting a confirmed ownership back to the DataStore). Returns true for everyone while FreeMode is enabled. The cache invalidates automatically when a player buys a pass mid-session.

if PurchaseManager.HasPass(player, 123456789) then
    -- grant perk
end

PurchaseManager.registerHandler(productId, callback)

Registers a handler for a developer product. The callback receives (player, receiptInfo) and must return true to confirm the purchase. Returning false or erroring will cause Roblox to retry the receipt.

PurchaseManager.registerHandler(987654321, function(player, receipt)
    Manager:Update(player, function(data)
        data.Stats.Cash += 1000
    end)
    return true
end)

PurchaseManager.InvalidatePass(player, passId)

Clears the cached ownership result for a pass, forcing a fresh check on the next HasPass call. This is called automatically when a player purchases a pass mid-session, you only need to call it manually if you have an external reason to force a re-check.

PurchaseManager.GrantProduct(player, productId)

Directly invokes a registered product handler without a real purchase. Only works while FreeMode is enabled — useful for testing reward flows in Studio. Note the handler receives nil as receiptInfo in this path.

Default Player Data Schema

{
    Meta = {
        SchemaVersion = 1
    },
    Stats = {
        Cash = 0
    },
    Pets = {
        Equipped = {},
        Owned    = {}
    },
    Purchases = {
        Gamepasses = {}
    }
}

Missing keys return their default values automatically. Existing players receive new defaults on their next load, no migration needed. New keys and entirely new top-level groups can be added either via the Settings > Default Data folder in the plugin, or directly in DefaultData.lua. Both approaches are equivalent: on load, the system merges the player's saved data with the current defaults and fills in anything missing.

Configuration

Settings live in ServerStorage.RBLXEssentials.DatastorePurchaseSystem.Settings and are editable via the plugin.

SettingShips asDescription
DataStoreVersion"v1"Key suffix for the production DataStore (PlayerData_v1). Change it to start every player on a fresh data slate.
StudioDataStoreVersion"v4"Key suffix used while testing in Studio, kept separate so tests never touch live player data.
AutoSaveInterval90Seconds between automatic periodic saves per player (smoothed and jittered to respect DataStore budgets).
FreeModetrueBypasses all pass checks and lets GrantProduct run handlers for free. Ships enabled for development — turn it OFF before going live.
Wipe Studio DataactionPlugin button that deletes all keys in the current Studio DataStore version — a clean slate for testing. Never touches live data.

Easy Pet System

PackId: EasyPetSystem  ·  Version: 1.0.16  ·  Dependencies: Datastore & Purchase Sound System (optional)

What It Does

Easy Pet System is a complete, production-ready pet system for Roblox. Players hatch pets from eggs, collect them across rarity tiers, merge duplicates into rarer versions, equip pets that follow them around the map, and earn multiplier bonuses.

  • Weighted rarity rolls for egg hatching (single and triple hatch).
  • Auto-hatch gamepass support.
  • Triple-hatch gamepass support.
  • Extra Pet Space gamepass support.
  • Three pet movement modes — Ground, Float (orbit), and Follow — switchable at runtime.
  • Merge 3 pets of the same type into the next rarity tier.
  • Merge All: auto-merges all eligible sets in one call.
  • Equip Best: automatically equips the highest-multiplier combination.
  • Multiplier API: sum or product of all equipped pet multipliers, accessible from any server script.
  • 28 included pet models across 5 rarities (fully replaceable).
  • BillboardGui egg hatching animations.

Plugin Configuration

Required: this pack uses Roblox DataStore. Go to Game Settings → Security → Enable Studio Access to API Services before testing, otherwise player data will not save.

All settings are managed directly from the plugin, no script editing needed.

Purchase Settings

Purchase Settings

Lists the game passes used by the pack. Each entry has a warning to replace the default ID with your own from the Roblox Creator Dashboard.

  • ExtraPetSpace: allows players to equip a 4th pet.
  • AutoHatch: allows players to auto-hatch eggs continuously.
  • TripleHatch: allows players to hatch 3 eggs at once.

Before testing: create these Game Passes in the Roblox Creator Dashboard for your experience and paste each ID into the corresponding field. Without real IDs, ownership checks won't work.

Pet Data

Pet Data settings
  • MaxOwned: maximum number of pets a player can have in their inventory.
  • MaxEquipped: maximum number of pets a player can have equipped at once (increased to 4 with the ExtraPetSpace pass).
  • MergeCount: number of pets of the same type required to perform a merge.
  • ProximityDistance: stud distance within which pets stay near the player.
  • FollowMode: how pets move relative to the player. Options: Ground, Orbit, Follow. Orbit is labelled "Float" in the in-game Settings panel.

Rarities

Rarities configuration

Rarities are defined in ReplicatedStorage > RBLXEssentials > EasyPetSystem > PetSystem > PetData > Rarities. You can add, remove, and rename rarities freely. Pets reference rarities by name.

ValueTypeControls
ordernumberTier rank used for pet sorting in the Pets menu and for determining the merge target (next rarity up). Lower = weaker.
frameColorColor3Border/stroke colour of each pet slot in the egg billboard GUI, and the probability percentage text colour.
textColorColor3Pet name label text colour in the egg billboard GUI.
frameColor2Color3Read by PetConfig but not currently applied anywhere. Reserved for future use.
labelColorColor3Read by PetConfig but not currently applied anywhere. Reserved for future use.

The colours of pet cards in the Pets menu and in the hatch toast are not driven by these values. They are baked into each [Rarity]PetTemplate frame (gradient and UIStroke) and read from there at runtime.

Pet Card Templates

The actual pet cards rendered inside the Pets menu use rarity-specific UI templates located in:

MenusGUI > Menus > Pets > Container > PetContainer > Container
Pet card templates in Studio hierarchy

Each template is a Frame named [Rarity]PetTemplate (e.g. CommonPetTemplate, EpicPetTemplate) and tagged in CollectionService with the same name. When a pet card is rendered, the system resolves the correct template by tag:

CollectionService:GetTagged(petDef.rarity .. "PetTemplate")

The matching template is cloned and populated with the pet's data. Colours, gradients, and border styles are baked directly into each template and are not applied dynamically at runtime.

Pets menu in-game showing rarity card colours

To add a new rarity, create a new Frame in the container, name it [NewRarity]PetTemplate, and apply the CollectionService tag [NewRarity]PetTemplate to it.

Pets

Pets configuration

The full list of pets in the game. Each pet has a preview image (the 3D model), a name, a rarity, and a multiplier value. You can add new pets, delete existing ones, or change any of their properties here.

Eggs

Eggs configuration

Defines all eggs available in the game. Each egg has a name, a price, a currency (Cash or Robux), and a drop percentage table listing which pets can be hatched from it and at what probability. The total must add up to 100%.

At the bottom you can create a new Cash Egg or a Robux Egg.

Robux Eggs

Robux egg configuration

Robux eggs use robuxPrice (the display price in Robux) and a productId (the Developer Product ID from the Roblox Creator Dashboard) instead of a cash price.

Uninstalling

Uninstall Pack button

Removes the pack's deployed folders from all service locations. The pack template stays in ServerStorage so you can reinstall at any time.


That's everything from the plugin.

If you're not planning to modify the pack's code or call its APIs from your own scripts, you can stop here. The sections below are for developers who want to integrate the system directly into their own code.

PetService API

Require from any Script or ModuleScript in ServerScriptService.

local PetService = require(ServerScriptService.RBLXEssentials.EasyPetSystem.PetSystem.PetService)

PetService.GetTotalMultiplier(player, multiply?)

Returns the combined multiplier of all equipped pets.

-- Sum all equipped multipliers (e.g. 1 + 1.5 + 2 = 4.5)
local total = PetService.GetTotalMultiplier(player)

-- Multiply all equipped multipliers (e.g. 1 * 1.5 * 2 = 3.0)
local product = PetService.GetTotalMultiplier(player, true)

-- Apply to a reward
local reward = baseCash * PetService.GetTotalMultiplier(player)

PetService.HatchEgg(player, eggId, count, isAuto?)

Hatches one or three pets from the specified egg. Returns a result table.

local result = PetService.HatchEgg(player, "Tier1Egg", 1)
if result.ok then
    for _, pet in result.pets do
        print(pet.id, pet.rarity, pet.multiplier)
    end
end

Parameters:

  • eggId (string): must match a key in the Eggs configuration.
  • count (number): 1 for single hatch, 3 for triple (requires TripleHatch pass).
  • isAuto (bool, optional): true for auto-hatch (requires AutoHatch pass).

Failure reasons: "invalid_egg", "insufficient_funds", "inventory_full", "need_triple_pass", "need_auto_pass", "cooldown".

Each pet in result.pets has: uid, id, rarity, multiplier, createdAt.

PetService.EquipPet(player, uid)

Equips a pet by its unique ID. Players can have up to 3 pets equipped (4 with the ExtraPetSpace pass).

PetService.UnequipPet(player, uid)

Unequips a pet by its unique ID.

PetService.DeletePet(player, uid)

Deletes a pet from the player's inventory. The pet must be unequipped first.

PetService.MergePets(player, petId)

Merges 3 pets of the same type into one pet of the next rarity tier. Non-equipped pets are consumed first; if there aren't enough, the remaining merge slots are filled from equipped pets, which are unequipped before being consumed.

local result = PetService.MergePets(player, "Cat")
if result.ok then
    print("Merged into:", result.pet.rarity)
end

Failure reasons: "no_next_tier", "not_enough", "invalid_pet".

PetService.MergeAll(player)

Merges all eligible pet sets in a single call.

local result = PetService.MergeAll(player)
print("Merges performed:", result.mergeCount)

PetService.EquipBest(player)

Unequips all current pets and re-equips the combination with the highest total multiplier, up to the equip limit.

Configuration

Pets, eggs, rarities, and core limits are all data-driven — edit them in the Explorer or through the plugin's settings panel without touching code. Pet movement behaviour (radius, speed, bobbing) is tuned in one editable Lua module, PetVisualsConfig (see below).

Key Settings

SettingDefaultDescription
MaxOwned50Maximum pets a player can hold in their inventory.
MaxEquipped3Base number of pets a player can equip simultaneously.
MergeCount3Number of pets required to perform a merge.
FollowMode"Ground"How pets move relative to the player. Options: "Ground", "Orbit", "Follow". Orbit is labelled "Float" in the in-game Settings panel.
ProximityDistance7Stud distance within which pets stay near the player.

Switching Follow Mode at Runtime

The active movement mode is controlled by a PetFollowMode attribute on the local player. Set it from any LocalScript — the Settings panel does exactly this:

local Players = game:GetService("Players")

Players.LocalPlayer:SetAttribute("PetFollowMode", "Orbit") -- "Ground", "Orbit", or "Follow"

Pets react immediately; no rejoin or respawn required. If the attribute is unset, the mode falls back to PetVisualsConfig.DefaultMode.

Tuning Pet Movement: PetVisualsConfig

ReplicatedStorage > RBLXEssentials > EasyPetSystem > PetSystem > PetVisualsConfig is an editable ModuleScript that defines every movement mode and its parameters:

return {
    DefaultMode = "Ground",
    Modes = {
        Orbit = {
            label       = "Float", -- name shown in the Settings panel
            Radius      = 4,       -- studs from character center
            Speed       = 45,      -- degrees per second
            FloatHeight = 2.5,     -- studs above HumanoidRootPart
            BobAmount   = 0.25,    -- vertical bob amplitude (studs)
            BobSpeed    = 1.2,     -- bob frequency (Hz)
            LerpAlpha   = 0.15,
        },
        Ground = {
            label       = "Ground",
            Radius      = 4,
            Speed       = 35,
            FloatHeight = -2,      -- floor level relative to HumanoidRootPart
            BobAmount   = 0,
            BobSpeed    = 0,
            LerpAlpha   = 0.15,
        },
        Follow = {
            label       = "Follow",
            Spacing     = 2.5,     -- studs between each pet in the trail
            FloatHeight = -2,
            LerpAlpha   = 0.1,
        },
    },
}

Adjust radius, orbit speed, float height, bobbing, or trail spacing here to change how equipped pets move.

Reading Configuration in Code: PetConfig

ReplicatedStorage > RBLXEssentials > EasyPetSystem > PetSystem > PetConfig loads the full PetData tree into a plain Lua table, usable from both client and server:

local PetConfig = require(ReplicatedStorage.RBLXEssentials.EasyPetSystem.PetSystem.PetConfig)

print(PetConfig.MaxOwned, PetConfig.MaxEquipped, PetConfig.MergeCount)
print(PetConfig.ProximityDistance, PetConfig.FollowMode)

local catDef = PetConfig.Pets["Cat"]        -- { name, rarity, multiplier }
local eggDef = PetConfig.Eggs["Tier1Egg"]   -- { name, price, currency, pets, robuxPrice?, productId? }
local rarity = PetConfig.Rarities["Epic"]   -- { order, frameColor, frameColor2, textColor, labelColor }

PetConfig.getNextRarityPets(petId) returns the merge candidates for a pet — the { id, percent } entries from the same egg at the next rarity tier — or nil if the pet is already the highest rarity in its egg:

local candidates = PetConfig.getNextRarityPets("Cat")
if candidates then
    for _, entry in candidates do
        print(entry.id, entry.percent)
    end
end

Gamepasses

Configure these pass IDs in the plugin settings to enable the corresponding features:

GamepassEffect
TripleHatchAllows hatching 3 eggs at once.
AutoHatchAllows continuous auto-hatching.
ExtraPetSpaceIncreases the equip limit from 3 to 4.

Client Integration: Remotes

On startup, the Bootstrap server script publishes the client-facing surface under ReplicatedStorage > PetSystem:

PetSystem > Remotes

RemoteTypeInvoked with
BuyAndHatchEggRemoteFunction{ eggId = "Tier1Egg", count = 1, isAuto = false }
GrantFreeProductRemoteFunction
EquipPetRemoteFunctionpet uid
UnequipPetRemoteFunctionpet uid
DeletePetRemoteFunctionpet uid
MergePetsRemoteFunctionpetId
EquipBestRemoteFunction
MergeAllRemoteFunction
PremiumHatchResultRemoteEventfired server → client with Robux hatch results

PetSystem > PassConfig — a folder the built-in UI reads for pass gating: NumberValues TripleHatch, AutoHatch, ExtraPetSpace (holding the pass IDs) and a BoolValue FreeMode (when true, all pass checks are bypassed).

Use these remotes to trigger pet actions from your own UI:

local Remotes = ReplicatedStorage:WaitForChild("PetSystem"):WaitForChild("Remotes")

local result = Remotes.BuyAndHatchEgg:InvokeServer({
    eggId = "Tier1Egg",
    count = 1,
    isAuto = false,
})
if result.ok then
    print("Hatched:", result.pets[1].id)
end

Adding Egg Models to the Map

Egg models in Workspace are discovered by tag, so you can place as many as you like. Each egg Model must:

  1. Be tagged Egg in CollectionService.
  2. Have an EggId string attribute matching a key in the Eggs configuration (e.g. "Tier2Egg").
  3. Contain a part named Gui holding a BillboardGui tagged EggBoard — this is the hatch interface players interact with.

The simplest workflow: duplicate one of the included egg models, change its EggId attribute, and swap the mesh. The billboard, proximity detection, and hatch buttons wire themselves up automatically.

Hatch Toast

The hatch-reveal toast (the full-screen pet reveal after hatching) is exposed as a client module at ReplicatedStorage > RBLXEssentials > EasyPetSystem > PetSystem > HatchToast, so you can trigger it from your own flows:

local HatchToast = require(ReplicatedStorage.RBLXEssentials.EasyPetSystem.PetSystem.HatchToast)

if not HatchToast.IsBusy() then
    HatchToast.ShowSingle(petData)   -- one pet reveal
    -- or
    HatchToast.ShowTriple(pets)      -- three-pet reveal (triple hatch)
end
  • HatchToast.IsBusy() — returns true while a reveal is currently playing.
  • HatchToast.ShowSingle(petData) — shows the reveal for one pet (a pet table with id, rarity, etc.).
  • HatchToast.ShowTriple(pets) — shows the three-slot reveal for an array of pets.

Included Pets

28 pets across 5 rarities sourced from a Roblox asset pack. All pet models are fully replaceable, you can add, remove, or swap them at any time without code changes.

RarityMultiplier Range
Commonx1 to x500
Uncommonx2 to x750
Rarex4 to x80,000
Epicx25 to x200,000
Legendaryx400 to x1,500,000

Sound System

PackId: SoundSystem  ·  Version: 1.0.13  ·  Dependencies: None for the audio core; Ecosystem Core required for the in-game settings-menu controls

What It Does

Sound System is a centralised audio system for Roblox with two halves:

  • SFX: clean client and server APIs for playing sound effects, from simple UI sounds to positional 3D audio at a world location.
  • Music player: a client-side music system that cycles through your track list, with a tag-based UI (song name, duration, mute, next) that you can drop into any GUI.

Both halves route through Roblox SoundGroups, so SFX and music volume are controlled independently — players can mute sound effects without touching the music, and vice versa.

Other RBLX Essentials packs (Easy Pet System, General UI Kit, Ecosystem Core) use Sound System for their audio feedback. It degrades gracefully if not installed — packs check for its presence before calling it.

Plugin Configuration

All settings are managed directly from the plugin, no script editing needed.

Sound Settings

Sound Settings
  • SFXEnabled: global SFX kill switch. Default: true. When OFF, all Play, PlayOverlap, and PlayAt calls are silently ignored.

Music Player

Music Player settings
  • Template: which Music Player UI template to use. The templates are located in ServerStorage > RBLXEssentials > SoundSystem > Templates.
  • MusicPlayerEnabled: gates the music subsystem. Default: true. When OFF, the music player GUI is hidden and no music plays.
Music Player template options

There are 6 built-in templates to choose from (MusicPlayer_Template_1 through MusicPlayer_Template_6). You can also modify any of them freely in Studio to match your game's visual style.

All Music Player templates preview

Uninstalling

Uninstall Pack button

Removes the pack's deployed folders from all service locations. The pack template stays in ServerStorage so you can reinstall at any time.


That's everything from the plugin.

If you're not planning to modify the pack's code or call its APIs from your own scripts, you can stop here. The sections below are for developers who want to integrate the system directly into their own code.

Sound Storage

Sounds live as Sound instances under two SoundGroup folders:

SoundService > RBLXEssentials > SoundSystem > SFX     -- sound effects
SoundService > RBLXEssentials > SoundSystem > Music   -- music tracks

Sounds are looked up by name. Add a Sound to the right folder in Studio and it's immediately available — the Bootstrap script auto-assigns each sound's SoundGroup, including sounds added at runtime.

SFX API

One module, one require path. SFXSystem lives in ReplicatedStorage and works from both the server and the client — it branches internally on RunService:IsServer(), so the same require line works in a Script or a LocalScript:

local SFX = require(game:GetService("ReplicatedStorage").RBLXEssentials.SoundSystem.SFXSystem)

Client methods

SFX:Play(name)

Plays a sound by name. If the sound is already playing, it restarts from the beginning.

SFX:Play("ButtonClick")

SFX:PlayOverlap(name)

Clones the sound and plays the clone. Multiple instances can overlap simultaneously. Each clone destroys itself when playback ends.

SFX:PlayOverlap("Coin")

Use PlayOverlap for sounds that can trigger rapidly (e.g. collecting coins, rapid button presses).

Server methods

SFX:PlayAt(name, position, range?)

Plays a sound for all clients at a world position.

  • With a range — 3D positional audio: an invisible host Part is created at the position, the sound rolls off with distance (LinearSquare), and is audible up to range studs. The part is destroyed when playback ends.
  • Without a range — global playback: the sound plays directly in the SFX SoundGroup for every client, with no distance falloff. Because it stays in the group, it still respects the player's SFX volume and mute settings.
-- Global sound (no rolloff, plays through the SFX group)
SFX:PlayAt("Explosion", workspace.Bomb.Position)

-- 3D positional sound (audible within 40 studs)
SFX:PlayAt("Explosion", workspace.Bomb.Position, 40)

SFX:PlayAtForPlayer(player, name, position, range?)

Same as PlayAt but only plays for one specific player.

SFX:PlayAtForPlayer(player, "LevelUp", player.Character.HumanoidRootPart.Position)

Music Player

Drop your tracks into SoundService > RBLXEssentials > SoundSystem > Music and the client-side MusicSystem handles the rest: it builds the playlist, starts on a random track, advances automatically when a track ends, and keeps the list in sync if tracks are added or removed at runtime.

UI integration

The music player UI is tag-based. Tag any Frame with the CollectionService tag MusicPlayerFrame and give it this structure:

Frame (tagged MusicPlayerFrame)
└── Container
    ├── SongName   (TextLabel)
    ├── Duration   (TextLabel)
    └── Buttons
        ├── Mute   (ImageButton with an "Icon" child)
        └── Next   (ImageButton / TextButton)

MusicSystem wires everything up automatically:

  • SongName shows the current track's name.
  • Duration shows elapsed / total time (1:23 - 3:05), updated live.
  • Mute toggles music mute (the icon swaps between playing and muted states).
  • Next skips to the next track.

You can tag multiple frames — for example one in the HUD and one in a settings panel. All tagged frames share a single playback state, so muting from one updates every other frame instantly. Frames added or removed at runtime are picked up automatically.

Settings

Both settings are BoolValues under ServerStorage > RBLXEssentials > SoundSystem > Settings and are editable from the RBLX Essentials plugin. The Bootstrap script publishes them to ReplicatedStorage for the clients and keeps them in sync if changed at runtime.

SettingDefaultEffect
SFXEnabledtrueGlobal SFX kill switch — when false, all Play, PlayOverlap, and PlayAt calls are silently ignored.
MusicPlayerEnabledtrueGates the music subsystem — when false, the music player GUI is hidden and no music plays.

Settings-Menu Integration (Ecosystem Core)

When Ecosystem Core is installed, Sound System registers a set of action handlers through EC's GUIBridge. Bind any of these to a button by setting its Action attribute — no code required:

ActionEffect
ToggleMusicMuteMutes/unmutes music (restores the previous volume on unmute)
ToggleSFXMuteMutes/unmutes sound effects
MusicVolumeUp / MusicVolumeDownSteps music volume up/down
SFXVolumeUp / SFXVolumeDownSteps SFX volume up/down

Volume moves along a 9-step ladder from 0.04 to 1.0, so each press is a perceptible change rather than a linear crawl. The handlers also drive optional UI feedback: mute buttons show an ON/OFF status, and a frame with a VolumeGroup attribute ("Music" or "SFX") containing Volume1Volume9 segments renders as a live volume bar.

Everything stays in sync across surfaces — muting from the settings menu updates the music player's mute icon, and vice versa, because both operate on the same SoundGroups.

This integration is the only part of the pack that requires Ecosystem Core. The SFX and music APIs above are fully standalone.

Notes

  • Positional sounds use RollOffMode.LinearSquare and retain their SoundGroup, so volume/mute settings still apply.
  • The invisible host Part is created only for ranged playback and is destroyed when the sound ends; global playback clones the sound directly into the SFX group.
  • The SFXEnabled and MusicPlayerEnabled values are published to ReplicatedStorage > RBLXEssentials > SoundSystem > Config by the Bootstrap script.

General UI Kit

PackId: GeneralUIKit  ·  Version: 1.0.12  ·  Dependencies: Ecosystem Core Sound System

What It Does

General UI Kit is a tag-based UI framework for Roblox. UI behaviour is declared through CollectionService tags and Instance Attributes, with no hardcoded paths or script modifications needed to add new panels or buttons.

It provides:

  • Panel management (open/close, exclusive mode, animated transitions).
  • Universal button sounds and tooltip hover effects.
  • Decorative UI animations (rotation, hover bob).
  • Effect icon system with tooltip descriptions.
  • Live data binding — labels that automatically display and update player data.
  • TextBox typing sounds.
  • Dispatch integration with Ecosystem Core's GUIBridge for cross-pack button handling.

How It Works

The GUIManager (a LocalScript) discovers all tagged elements in PlayerGui at runtime. Tags declare what an element is; Attributes declare how it behaves. You tag a Frame as UI_Panel and set PanelId = "Shop", and GUIManager handles the rest.

Button actions are dispatched through GUIBridge.dispatch(). To handle an action in your own code, call GUIBridge.registerHandlers() with a table of action functions.

Plugin Configuration

All panel and button configuration is managed directly from the plugin. No script editing or manual attribute assignment needed.

Panels and Buttons

Navigation Manager in the RBLX Essentials Plugin

The Navigation Manager lets you configure every panel and its associated button from a single visual panel in Studio. Each panel row shows a live thumbnail preview alongside its settings.

  • Exclusive: when enabled, opening this panel automatically closes all other open panels.
  • Animation: cycle through available open/close animations (Bounce, SpinReveal, or none).
  • Button assignment: pick which button in your UI toggles this panel from a dropdown. The plugin sets TargetPanel on the selected button automatically.
  • Add New Panel & Button: inserts a pre-configured panel and its toggle button into the scene in one click.

That's everything from the plugin.

If you're not planning to modify the pack's code or call its APIs from your own scripts, you can stop here. The sections below are for developers who want to integrate the system directly into their own code.

Tag Reference

UI_Panel

A toggleable menu panel (Frame or ScreenGui).

AttributeTypeRequiredDescription
PanelIdstringYesUnique identifier for this panel.
ExclusiveboolNoDefault: true. When an exclusive panel opens, it closes every other open panel that is also exclusive. Set to false to let the panel stay open alongside others — non-exclusive panels are never auto-closed.
AnimationstringNoPanel open animation. Default: "Bounce". See below for available animations.

Panel animations. The PanelAnimations loader aggregates animation modules from every installed RBLX Essentials pack, so the available set grows with your installed packs:

  • "SpinReveal" — ships with General UI Kit.
  • "Bounce" (the default) — contributed by Ecosystem Core. Since Ecosystem Core is a required dependency, Bounce is always available.

Any pack (including your own code) can contribute more animations by placing a ModuleScript that returns function(menu: GuiObject) inside its MenusGUI/Scripts/PanelAnimations/ folder — the loader picks it up automatically, and the module name becomes the Animation attribute value.

UI_Button

A clickable button (TextButton or ImageButton) that dispatches an action.

AttributeTypeRequiredDescription
ActionstringYesAction name. Built-in actions are handled by GUIManager; anything else is dispatched to GUIBridge on click.
TargetPanelstringNoThe PanelId to act on. Only read when Action is TogglePanel or ClosePanel — it has no effect with other actions.
ShowTooltipboolNoIf true, shows the shared Button tooltip on hover (see UI_Tooltip).
TooltipTextstringNoText shown in the Button tooltip. Defaults to the button's Name.
BuySoundboolNoIf true, plays the purchase sound instead of the standard click sound.

Linking a button to a panel:

To open or close a panel from a button, set Action = "TogglePanel" and TargetPanel = "<PanelId>" on the button. No handler registration is required — GUIManager handles it automatically.

Example: a button that toggles the Shop panel.

  • Panel frame: tag UI_Panel, attributes PanelId = "Shop", Exclusive = true
  • Button: tag UI_Button, attributes Action = "TogglePanel", TargetPanel = "Shop"

Use Action = "ClosePanel" (with the same TargetPanel) for a dedicated close button inside the panel. If you omit TargetPanel on a ClosePanel button, it closes the nearest ancestor panel — handy for a generic X button.

Icon hover effect: if the button contains a descendant tagged GeneralUIKit_ButtonIcon, that icon scales up slightly on hover and back on leave. The icon is located by tag anywhere inside the button, not by name.

UI_Animated

A decorative UI element with a looping animation.

AttributeTypeRequiredDescription
AnimationstringYes"Rotate" (continuous spin) or "HoverBob" (gentle float on hover).
SpeednumberNoDuration in seconds of one full rotation — larger values spin slower. Default: 15. Only used by Rotate; ignored by HoverBob.

UI_Tooltip

A shared tooltip frame. There is one tooltip per type, registered by its TooltipType attribute — every UI_Button with ShowTooltip uses the single Button tooltip, and every UI_EffectIcon uses the single Effect tooltip. You do not create a tooltip per button.

AttributeTypeRequiredDescription
TooltipTypestringYes"Button" (follows the cursor near a hovered button) or "Effect" (anchors beside a hovered effect icon, with screen-edge bounds checking).

Tooltip content contract. GUIManager fills tooltip text by locating descendants by tag — anywhere inside the tooltip frame, not by name:

TagWherePurpose
GeneralUIKit_ButtonNameLabelInside the Button tooltipTextLabel that receives the button's TooltipText.
GeneralUIKit_EffectNameLabelInside the Effect tooltipTextLabel that receives the effect icon's Name.
GeneralUIKit_EffectDescriptionLabelInside the Effect tooltipTextLabel that receives the effect icon's Description.
GeneralUIKit_ButtonIconInside a UI_ButtonIcon that scales up on hover.

UI_EffectIcon

An icon representing a buff or game effect. Hovering it shows the shared Effect tooltip with the icon's Name as the title and Description as the body.

AttributeTypeRequiredDescription
DescriptionstringYesText displayed in the Effect tooltip on hover.

UI_TypeSound

Apply to a TextBox to play a typing sound as the player types. The sound plays only when the text gets longer — backspace and deletions are silent. No attributes required.

UI_DataBind

Apply to a TextLabel or TextButton to live-bind its text to player data. The label updates automatically whenever the bound value changes — no polling, no manual refresh.

AttributeTypeRequiredDescription
DataPathstringYesDot-path into the replicated PlayerData folder, e.g. Stats.Cash.
PrefixstringNoText prepended to the value, e.g. "$".
SuffixstringNoText appended to the value, e.g. " pts".
FormatstringNoNumber formatting: Default (raw), Short (12.5K, 3.2M, 1.1B…), Full (floored integer), Commas (1,250,000). Non-numeric values are shown as-is.

Example: a cash counter in your HUD.

  • TextLabel: tag UI_DataBind, attributes DataPath = "Stats.Cash", Prefix = "$", Format = "Short"

Registering Button Handlers

Call GUIBridge.registerHandlers from a LocalScript that runs after the GUI loads.

local GUIBridge = require(ReplicatedStorage.RBLXEssentials.EcosystemCore.Shared.GUIBridge)

GUIBridge.registerHandlers({
    OpenShop = function(button)
        GUIBridge.getPanel("Shop").Visible = true
    end,

    BuyItem = function(button)
        local productId = button:GetAttribute("ProductId")
        game:GetService("MarketplaceService"):PromptProductPurchase(
            game.Players.LocalPlayer, productId
        )
    end,
})

Built-in Actions

These actions are handled by GUIManager directly. Do not register handlers for them.

ActionEffect
TogglePanelToggles the panel named in TargetPanel.
ClosePanelCloses the panel named in TargetPanel, or the button's nearest ancestor panel if TargetPanel is unset.
InviteFriendsPrompts the SocialService friend-invite dialog (permission-checked; fails silently if invites aren't available).

Notes

  • Sound System is required. GUIManager and the typing-sound listener require SFXSystem directly — install Sound System alongside this pack. Only the effect-tooltip listener degrades gracefully without it.
  • Every GuiButton in the GUI is automatically wired for click and hover sounds — no tag needed. To exclude a button (e.g. an invisible click blocker), name it BLOCK.
  • Tooltips are throttled at 16ms intervals to avoid layout thrashing.
  • All GUIManager connections are cleaned up via Trove when the GUI is destroyed (respawn/reload safe).

Easy Leaderstats & Leaderboards System

PackId: EasyLeaderstatsSystem  ·  Version: 1.0.4 (requires plugin 1.0.7 or newer for the leaderboard template dropdown)  ·  Dependencies: Datastore & Purchase System

What It Does

Easy Leaderstats & Leaderboards System adds two related features to your game:

  • Leaderstats: the in-game stat list shown in the Tab/escape menu. Values are read directly from player data (provided by the Datastore & Purchase System) and kept in sync automatically.
  • Global Leaderboards: physical in-world boards that display the all-time top players for any stat, stored in Roblox OrderedDataStores and refreshed on a configurable interval.

Both features are fully configuration-driven from the plugin. No script editing is needed to add or remove stats and leaderboards.

Plugin Configuration

Selecting the pack in the plugin opens a settings panel with two sections: Leaderstats and Leaderboards.

Leaderstats

Easy Leaderstats plugin settings - Leaderstats section

Each stat entry corresponds to one row in the Tab menu. Entries are grouped by the data group they belong to (e.g. Stats).

FieldDescription
DisplayNameLabel shown in the Tab menu (e.g. Cash, Wins).
OrderSort order within the stat list. Lower numbers appear first.
DataKeyDot-path into PlayerData (e.g. Stats.Cash). Read-only; derived from Datastore Default Data.
DisplayFormatOptional formatting keyword applied to the raw number (see the keyword table below). If empty, Default is used.
PrefixOptional text prepended to the displayed value (e.g. $).
SuffixOptional text appended to the displayed value (e.g. wins).

DisplayFormat accepts these keywords (not printf-style format strings):

KeywordBehaviour
DefaultRaw number, displayed as-is.
ShortAbbreviated with a suffix tier: 1.5K, 2.3M — tiers go K, M, B, T, Qa, Qi.
FullFloored integer (52500.952500).
CommasThousands separators (5250052,500).

These fields compose left-to-right: Prefix + formatted value + Suffix. When a Prefix or Suffix is set and the format is Default, the value is formatted as Full (a floored integer string) so the affix can wrap it.

DisplayFormatPrefixSuffixRaw valueResult
Default(empty)(empty)5250052500
Short(empty)(empty)5250052.5K
Short(empty)(empty)23000002.3M
Commas$(empty)52500$52,500
Default$(empty)52500.9$52500 (treated as Full because a prefix is set)
Full(empty) wins77 wins

+ Add Stat creates a new entry. The DataKey is selected from the existing variables in your Datastore Default Data, so stats must be defined there first.

Leaderboards

Global Settings

Easy Leaderstats plugin settings - Global Settings
SettingDefaultDescription
RefreshInterval60Seconds between board refreshes.
MaxEntries50Maximum rows shown per board.

Leaderboards

Easy Leaderstats plugin settings - Leaderboards entries Leaderboard model in workspace

Each entry drives one physical in-world leaderboard board. Boards are discovered via the CollectionService tag ELS_Leaderboard: any Model in workspace with that tag and an ELS_LeaderboardId attribute appears here automatically. Models can be placed anywhere in the workspace hierarchy.

FieldDescription
StatPathDot-path into PlayerData for the stat this board tracks (e.g. Stats.Cash). Changing this renames the board automatically.
TemplateWhich template model to use — a dropdown listing the models in ServerStorage/.../Templates/. Changing it swaps the in-world model while preserving its position and orientation.
ValueFormatHow values are displayed: Raw (52500), Comma (52,500), or Abbreviated (52.5K).
EnabledWhen OFF, this leaderboard is skipped entirely.
Leaderboard templates

+ Add Leaderboard clones the first template from ServerStorage/.../Templates/, places it in workspace.EasyLeaderstatsSystem, assigns a GUID, and creates the corresponding Settings entry. The new model is selected in Studio automatically.

Delete Leaderboard removes both the Settings entry and the workspace model.

Duplicating a Board in Studio

If you duplicate a leaderboard Model in Studio, the plugin detects the duplicate GUID and automatically assigns the clone a new unique ID and a new Settings entry.

Uninstalling

Uninstall Pack button

Removes the pack's deployed folders from all service locations. The pack template stays in ServerStorage so you can reinstall at any time.


That's everything from the plugin.

The sections below cover how the system works under the hood and what runtime behaviour to expect.

How It Works

Leaderstats

On server start, Bootstrap.server.lua creates a leaderstats folder under each player as they join, then creates one leaderstat per configured entry. The value is read from PlayerData using the DataKey dot-path and a changed signal keeps it in sync throughout the session.

The leaderstat type follows the source value in PlayerData:

Source typeLeaderstat created
IntValue / NumberValueIntValue — or StringValue when a custom DisplayFormat, Prefix, or Suffix is set, so the formatted text can be displayed.
StringValueStringValuePrefix/Suffix are still applied to the string.
BoolValueBoolValue — shown as true/false.

Global Leaderboards

Stats are written to OrderedDataStores in three situations:

  1. On join: once PlayerData is loaded and all configured stat values are non-nil, stats are written. Polls up to 10 seconds waiting for data readiness.
  2. On leave: stats are written immediately when the player disconnects.
  3. Periodically: every 5 minutes, all current players' stats are written to keep leaderboard data fresh for long sessions.

Board UI is refreshed every RefreshInterval seconds. The first refresh runs 5 seconds after server start to allow player data to load. During each refresh, the top MaxEntries players are read from the OrderedDataStore and the SurfaceGui list on the in-world board is rebuilt. A countdown timer on each board shows when the next refresh will occur.

Per-board display settings have sensible fallbacks, all derived from the last segment of StatPath (e.g. Stats.CashCash):

  • Empty TitleLabelTextTOP <STAT> (e.g. TOP CASH).
  • Empty VariableNameText<STAT> (e.g. CASH).
  • Empty or unrecognized ValueFormatRaw. Abbreviated covers the K, M, and B tiers.

OrderedDataStore Naming

Store names are derived automatically from the stat path: GlobalLeaderboard_ followed by the dot-path with dots replaced by underscores.

-- e.g. Stats.Cash → GlobalLeaderboard_Stats_Cash

Inspecting the raw store: values are stored with a +1 offset (subtracted back on read), so a stored 52501 means the player's stat is 52500. Stats ≤ 0 are not written to the store at all.

Dummy Avatars

The top 3 players on each board have their Roblox avatar applied to Dummy1, Dummy2, and Dummy3 models placed beside the board. Avatars are scaled down and play looping emote animations. Avatar application is skipped for a rank if the same player holds that rank after a refresh; only changed ranks trigger a new GetHumanoidDescriptionFromUserId call.

Settings Structure

All settings live under ServerStorage/RBLXEssentials/EasyLeaderstatsSystem/Settings/.

Settings/
├── Leaderstats/
│   └── [GroupName]/
│       └── [StatName]/        — one folder per stat
│           ├── DataKey        StringValue  dot-path into PlayerData (read-only)
│           ├── DisplayName    StringValue  label shown in Tab menu
│           ├── Order          NumberValue  sort order
│           ├── DisplayFormat  StringValue  Default | Short | Full | Commas
│           ├── Prefix         StringValue  optional prefix text
│           └── Suffix         StringValue  optional suffix text
└── Leaderboards/
    ├── RefreshInterval        NumberValue  seconds between refreshes (default: 60)
    ├── MaxEntries             NumberValue  max rows per board (default: 50)
    └── [EntryName]/           — one folder per leaderboard
        ├── StatPath           StringValue  dot-path into PlayerData
        ├── Template           StringValue  name of template in Templates/ folder
        ├── Enabled            BoolValue    if false, board is skipped
        ├── ValueFormat        StringValue  Raw | Comma | Abbreviated
        ├── TitleLabelText     StringValue  text shown on TopPart title label
        └── VariableNameText   StringValue  column header text on the board list

The pack ships three board template models in a separate folder alongside Settings:

ServerStorage/RBLXEssentials/EasyLeaderstatsSystem/
├── Settings/
├── Templates/
│   ├── LeaderboardTemplate1   [Model]
│   ├── LeaderboardTemplate2   [Model]
│   └── LeaderboardTemplate3   [Model]
└── ...

Each leaderboard Settings folder also has an ELS_LeaderboardId attribute (GUID string) that links it to its workspace model.

In-World Board Setup

Each board is a Model anywhere in workspace tagged with ELS_Leaderboard (CollectionService). New boards are cloned from the template selected in the board's Template setting (a model inside ServerStorage/RBLXEssentials/EasyLeaderstatsSystem/Templates/) and placed inside workspace.EasyLeaderstatsSystem for organisation (the folder is created automatically if it doesn't exist). Changing the Template setting later swaps the in-world model in place, preserving its position and orientation.

The system locates UI elements by ELS_Role attribute, not by path, so the internal hierarchy of the model can vary between templates.

[StatPath leaf] Leaderboard  [Model]
├── BoardModel
│   ├── BoardBase  [Part]
│   │   └── Leaderboard  [SurfaceGui]
│   │       ├── Rank   [TextLabel, header]  ELS_Role = HeaderRank
│   │       ├── Name   [TextLabel, header]  ELS_Role = HeaderName
│   │       ├── Value  [TextLabel, header]  ELS_Role = HeaderValue  (shows VariableNameText)
│   │       └── List   [ScrollingFrame]     ELS_Role = List
│   │           └── Template  [Frame, cloned per entry, must stay hidden]
│   │               └── Frame
│   │                   ├── Rank, Name, Value  [TextLabel]
│   │                   └── Icon  [ImageLabel]
│   └── TopPart  [Part]
│       └── Leaderboard  [SurfaceGui]
│           └── TextLabel  ELS_Role = TitleLabel  (shows TitleLabelText)
├── Dummy1 / Dummy2 / Dummy3  [Model, R15 rigs for top-3 avatars]
└── Timer  [Part]
    └── GUI  [SurfaceGui]
        └── Label  [TextLabel, shows "Refresh in: Xs"]
ELS_RoleElementPopulated with
TitleLabelTextLabel on TopPart boardTitleLabelText setting (e.g. TOP CASH)
ListScrollingFrame containing entry rows(used as parent for cloned entries)
HeaderRankRank header TextLabel# (static, set by template)
HeaderNameName header TextLabelPlayer name (static, set by template)
HeaderValueValue header TextLabelVariableNameText setting (e.g. CASH)

Each board Model also carries these attributes (managed by the plugin):

AttributeTypePurpose
ELS_LeaderboardIdstring (GUID)Stable unique link to the Settings entry.
ELS_StatPathstringDot-path into PlayerData (e.g. Stats.Cash).

Requirements

  • Datastore & Purchase System must be installed and providing PlayerData for each player.
  • API Services must be enabled (Game Settings → Security → Enable Studio Access to API Services) for OrderedDataStores to work in Studio.

Changelog

Version history for all packs and the plugin.

🔌 Plugin
v1.0.11 Latest
  • Settings panel: sections containing ModuleScript children now render each module as a read-only labeled row (with file icon) so users can see what's inside collection-style folders (e.g. TradeSystem > TradeableCollections)
  • Settings panel: section header subtitle (showing the ServerStorage > ... > Settings > SectionName path) now also displays for sections that contain ModuleScript children — makes it discoverable where to drop new module files
v1.0.10
  • Fixed uninstall leaving Menus panel containers tagged with the uninstalled pack's RBLXSourcePack after re-merge: unmergePackFromEC now re-tags the panel root with the alternate pack's id; stale tag cleared if no alternate exists
  • Fixed deepMergeInto allowing GeneralUIKit to replace untagged EC-owned instances (UIGridLayout, UIAspectRatioConstraint, etc.) — protected from replacement by all packs
  • Time Rewards System: dedicated plugin renderer for Daily Rewards and Session Gifts sections
  • Time Rewards System: Type dropdown populated dynamically from DS Default Data stats and any ModuleScript names in Settings/CustomRewards/
  • Time Rewards System: each Day/Gift slot is a collapsible box with Type dropdown, Amount field, Icon field with live image preview, and IntervalMinutes (session gifts only)
  • Time Rewards System: Amount and Icon edits sync live to StarterGui UI
  • Time Rewards System: notification badges on shortcut buttons activate when a reward becomes claimable
v1.0.9
  • Pack version label moved from top-right to bottom-right of the pack card
  • Fixed cross-pack UI contamination on uninstall: deepMergeInto now skips leaf instances tagged with a different RBLXSourcePack
  • Fixed install-order asymmetry for shared containers (e.g. Shop): removed over-broad container-level block in deepMergeInto that prevented a second pack from recursing into a container already tagged by the first pack — leaf protection is sufficient
  • Fixed install-order asymmetry for shared containers: setSourcePackRecursive no longer tags Folder instances — Folders are treated as shared structural containers
  • Fixed uninstall of one pack destroying shared Menus panels and Interactables buttons also owned by another installed pack: uninstall now checks SS for other installed packs claiming the same panel/button and either re-merges from their source (Menus) or re-tags in place (Interactables) before cleanup runs
  • Fixed uninstall of one pack removing shared Menus panel items (e.g. Top/Title, Frame/UIStroke, Frame/UIPadding) that were tagged by the uninstalling pack during install: after unmergeItems, the panel is re-merged from the other pack's source to restore any items that were removed
v1.0.8
  • Fixed pack uninstall breaking EC Interactables layout: deepMergeInto no longer replaces untagged EC-owned instances (UIGridLayout, UIAspectRatioConstraint, etc.) with pack-tagged copies
  • RouletteSystem: added Rewards section to SettingsPanel — collapsible, one box per reward slot (fixed 8 slots)
  • RouletteSystem rewards: DisplayName field with live sync to StarterGui RewardText label
  • RouletteSystem rewards: Icon field with inline image preview, live sync to StarterGui Icon image
  • RouletteSystem rewards: Type dropdown (Cash / Diamonds / Spins / any ModuleScript name in CustomRewards)
  • RouletteSystem rewards: Amount field (visible for all types; for Custom = number of times the module is called)
  • RouletteSystem rewards: Chance % field — input weight, live = X% probability label that recalculates across all slots when any weight changes
  • RouletteSystem rewards: generic Settings renderer skips Rewards and CustomRewards folders to avoid duplicate sections
v1.0.7
  • ELS leaderboards: multiple template support — templates live in ServerStorage/.../EasyLeaderstatsSystem/Templates/
  • ELS leaderboards: Template dropdown per leaderboard entry; changing template swaps the workspace model while preserving position and orientation
  • ELS leaderboards: back-fills missing Template value on existing entries automatically when opening the settings panel
  • ELS leaderboards: fixed Delete Leaderboard deleting the ServerStorage copy instead of the workspace model
  • ELS leaderboards: fixed template swap causing a duplicate entry in the plugin UI until refresh
v1.0.6
  • ELS leaderboards: fixed model discovery to only match workspace descendants, preventing false matches against ServerStorage template copies
v1.0.5
  • ELS leaderboards: tag-based model discovery via ELS_Leaderboard CollectionService tag — models can be placed anywhere in workspace
  • Fixed duplicate leaderboard entries when SS template copies were also tagged
v1.0.4
  • ELS leaderboards: template-agnostic board discovery via ELS_Role attributes (no hardcoded UI paths)
  • Added TitleLabelText and VariableNameText per-leaderboard settings; defaults to TOP X / X from StatPath
  • Removed DisplayName field from leaderboard entries (model lookup is now GUID-based)
  • StatPath and ValueFormat dropdowns now show a ▼ arrow indicator
v1.0.3
  • Added Easy Leaderstats & Leaderboards System settings panel: Leaderstats and Global Leaderboards configuration
  • Leaderboards section: workspace-driven discovery, Add/Delete Leaderboard, ValueFormat picker, bidirectional DisplayName sync
v1.0.2
  • Navigation Manager: each panel row now shows a live thumbnail preview of the panel
  • Navigation Manager: added "Add New Panel & Button" action button for General UI Kit
v1.0.1
  • Added Navigation Manager section to SettingsPanel for General UI Kit: configure per-panel Exclusive/Animation and assign buttons to panels
  • Fixed Installer: when Ecosystem Core installs with General UI Kit already present, PanelAnimations children are now additively merged instead of dropped
v1.0.0
  • Initial release: Scanner, Verifier, Installer, PacksPanel, SettingsPanel
⚙️ Ecosystem Core
v1.0.7 Latest
  • Refactored PanelAnimations from a flat ModuleScript to a modular folder (init.lua + child ModuleScripts per animation)
  • Added Bounce animation as a child ModuleScript
  • Fixed Bounce animation position bug: uses origPos instead of hardcoded Y values
v1.0.0
  • Initial release
🎨 General UI Kit
v1.0.12 Latest
  • Added EffectTooltipListener.client.lua: handles UI_EffectIcon hover tooltips independently of GUIManager, so effect tooltips keep working when EC's minimal GUIManager replaces GeneralUIKit's during install merge
  • Refactored GUIManager tooltip/icon lookups to use CollectionService tags with a new findTaggedDescendant helper — survives hierarchy changes (wrappers, re-parenting) in consumer games
  • Added GeneralUIKit_ tag prefix: GeneralUIKit_ButtonIcon, GeneralUIKit_ButtonNameLabel, GeneralUIKit_EffectNameLabel, GeneralUIKit_EffectDescriptionLabel — applied to bundled tooltip labels so the refactor works out of the box
  • Added Scripts/init.meta.json with ignoreUnknownInstances: true so Rojo no longer deletes in-place scripts not mirrored to disk
v1.0.11
  • Updated bundled Sound System to latest version
v1.0.10
  • Added ScrollbarScaler LocalScript: scales ScrollBarThickness proportionally to viewport height (reference: 1080p)
  • Applied ZIndex pre-order traversal to all panels
v1.0.9
  • Refactored PanelAnimations to modular folder architecture; loader auto-discovers animations from sibling packs at runtime
  • Added SpinReveal animation as a child ModuleScript
  • Fixed SpinReveal position bug: uses origPos instead of hardcoded Y values (prevented AnchorPoint from appearing to change)
  • Fixed SpinReveal compatibility: works with Frame, not just CanvasGroup
v1.0.0
  • Initial release
🐾 Easy Pet System
v1.0.16 Latest
  • Updated bundled Sound System to latest version
v1.0.15
  • Updated Ecosystem Core to the latest version
v1.0.14
  • No public changelog for this version
🔊 Sound System
v1.0.13 Latest
  • Updated Ecosystem Core to the latest version
v1.0.12
  • No public changelog for this version
💾 Datastore & Purchase System
v1.0.7 Latest
  • Fixed a data-loss race in DataStoreManager:Get: two concurrent loads for the same player could silently replace the cached data table, discarding custom fields written between them
  • Manager:Get now deduplicates in-flight loads — all concurrent callers receive the same canonical table
v1.0.6
  • Updated Ecosystem Core to the latest version
v1.0.5
  • No public changelog for this version
🏆 Easy Leaderstats & Leaderboards System
v1.0.4 Latest
  • Multiple leaderboard templates: templates stored in ServerStorage/.../EasyLeaderstatsSystem/Templates/; each leaderboard entry records which template it uses
v1.0.3
  • Initial release: Leaderstats + Global Leaderboards with plugin-managed configuration
  • Workspace-driven leaderboard discovery via ELS_LeaderboardId GUID attribute
  • ValueFormat per board: Raw, Comma, Abbreviated
  • Dummy avatar system for top-3 players with emote animations
  • Immediate board refresh on server start; stat writes on join, leave, and every 5 minutes