How to Make Custom Leaderstats in Roblox Studio (Copy & Paste Guide)






How to Make Custom Leaderstats in Roblox Studio (Copy & Paste Guide)


Roblox Tutorial

How to Make Custom Leaderstats in Roblox Studio (Copy & Paste)

This step-by-step guide shows you exactly how to make custom leaderstats in roblox studio with DataStore saving, coins tracking, kills/deaths system, and test bricks. All scripts are included below in tidy, scrollable embeds with a one-click copy button.

Target keyword: how to make custom leaderstats in roblox studio

What you’ll build

  • Custom leaderstats (Coins, Kills, Deaths)
  • DataStore saving system
  • Kill/Death tracking with creator tags
  • Test bricks for coins & damage

Why it matters

Knowing how to make custom leaderstats in roblox studio helps you track player progress, create economies, and build engaging progression systems.

Prerequisites

  • Roblox Studio installed
  • Basic scripting knowledge
  • DataStore API understanding
  • ServerScriptService & Workspace basics

Step 1 — DataStore Setup (Studio Settings)

To use DataStores in Studio for testing, you need to enable API access:

  1. Open Home tab in Roblox Studio
  2. Click Game Settings
  3. Go to Security section
  4. Enable “Enable Studio Access to API Services”

Important: Without this setting, DataStore saving won’t work in Studio when you learn how to make custom leaderstats in roblox studio.

Step 2 — Leaderstats Server Script

Create a Script named Leaderstats.server.lua in ServerScriptService.

-- ServerScriptService/Leaderstats.server.lua
-- Leaderboard stats: Coins, Kills, Deaths (saved with DataStore).
-- Includes kill-credit via Humanoid.creator and a gentle autosave loop.

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

-- Turn this ON in a published game. In Studio:
-- Home > Game Settings > Security > Enable Studio Access to API Services
local SAVE_ENABLED = true

-- Name your store (bump the version if you change schema)
local DS = DataStoreService:GetDataStore("Leaderstats_V1")

-- Default values on first join
local DEFAULTS = {
	Coins  = 0,
	Kills  = 0,
	Deaths = 0,
}

-- small helper for retries (avoids throttling failures)
local function withRetries(fn, tries)
	tries = tries or 3
	local lastErr
	for i=1,tries do
		local ok, res = pcall(fn)
		if ok then return true, res end
		lastErr = res
		task.wait(0.3 * i)
	end
	return false, lastErr
end

-- Build the leaderstats folder
local function createLeaderstats(player, data)
	local ls = Instance.new("Folder")
	ls.Name = "leaderstats"
	ls.Parent = player

	local coins  = Instance.new("IntValue"); coins.Name  = "Coins";  coins.Value  = data.Coins  or DEFAULTS.Coins;  coins.Parent  = ls
	local kills  = Instance.new("IntValue"); kills.Name  = "Kills";  kills.Value  = data.Kills  or DEFAULTS.Kills;  kills.Parent  = ls
	local deaths = Instance.new("IntValue"); deaths.Name = "Deaths"; deaths.Value = data.Deaths or DEFAULTS.Deaths; deaths.Parent = ls
end

-- Safe load / save
local function loadStats(userId)
	if not SAVE_ENABLED then return table.clone(DEFAULTS) end
	if RunService:IsStudio() then
		-- In Studio this will still work only if "Enable Studio Access to API Services" is ON.
		-- If it's OFF, pcall will fail and we'll fall back to defaults.
	end
	local key = ("u_%d"):format(userId)
	local ok, data = withRetries(function()
		return DS:GetAsync(key)
	end)
	if ok and typeof(data) == "table" then
		for k,v in pairs(DEFAULTS) do if data[k] == nil then data[k] = v end end
		return data
	end
	return table.clone(DEFAULTS)
end

local function saveStats(player)
	if not SAVE_ENABLED then return end
	local ls = player:FindFirstChild("leaderstats")
	if not ls then return end
	local key = ("u_%d"):format(player.UserId)
	local payload = {
		Coins  = (ls:FindFirstChild("Coins")  and ls.Coins.Value)  or 0,
		Kills  = (ls:FindFirstChild("Kills")  and ls.Kills.Value)  or 0,
		Deaths = (ls:FindFirstChild("Deaths") and ls.Deaths.Value) or 0,
	}
	withRetries(function()
		DS:SetAsync(key, payload)
	end)
end

-- Helpers you can call from other server scripts if needed:
local function addCoins(player, amount)
	local v = player:FindFirstChild("leaderstats") and player.leaderstats:FindFirstChild("Coins")
	if v then v.Value = math.max(0, v.Value + math.floor(tonumber(amount) or 0)) end
end
local function addKill(player)
	local v = player:FindFirstChild("leaderstats") and player.leaderstats:FindFirstChild("Kills")
	if v then v.Value += 1 end
end
local function addDeath(player)
	local v = player:FindFirstChild("leaderstats") and player.leaderstats:FindFirstChild("Deaths")
	if v then v.Value += 1 end
end

-- Hook character: on death, +1 Death; if killer exists (Humanoid.creator) => +1 Kill to killer
local function attachDeathTracking(player, character)
	local hum = character:FindFirstChildOfClass("Humanoid")
	if not hum then
		hum = character:WaitForChild("Humanoid", 5)
	end
	if not hum then return end

	hum.Died:Connect(function()
		addDeath(player)
		local tag = hum:FindFirstChild("creator")
		if tag and tag.Value and tag.Value:IsA("Player") then
			local killer = tag.Value
			if killer ~= player then
				addKill(killer)
				-- Optional coin reward on kill:
				-- addCoins(killer, 10)
			end
		end
	end)
end

-- Player lifecycle
Players.PlayerAdded:Connect(function(player)
	local data = loadStats(player.UserId)
	createLeaderstats(player, data)

	player.CharacterAdded:Connect(function(char)
		attachDeathTracking(player, char)
	end)
end)

Players.PlayerRemoving:Connect(saveStats)

-- Periodic autosave (belt & suspenders)
task.spawn(function()
	while true do
		task.wait(120)
		for _, plr in ipairs(Players:GetPlayers()) do
			saveStats(plr)
		end
	end
end)

-- Expose helpers globally (optional)
_G.AddCoins = addCoins
_G.AddKill  = addKill
_G.AddDeath = addDeath

Step 3 — Coin Test Brick (Optional)

Create a Part in Workspace, then add a Script inside the Part.

-- Workspace > Part > Script
-- Touch once per second to gain +5 Coins.

local part = script.Parent
part.Anchored = true
part.CanCollide = true
part.BrickColor = BrickColor.new("Bright yellow")

local cooldown = {}

part.Touched:Connect(function(hit)
	local char = hit and hit.Parent
	local hum  = char and char:FindFirstChildOfClass("Humanoid")
	if not hum then return end
	local plr = game.Players:GetPlayerFromCharacter(char)
	if not plr or cooldown[plr] then return end
	cooldown[plr] = true

	if _G.AddCoins then
		_G.AddCoins(plr, 5)
	end

	task.delay(1, function() cooldown[plr] = nil end)
end)

Step 4 — Damage Test Brick (Optional)

Create another Part in Workspace, then add a Script inside the Part.

-- Workspace > Part > Script
-- Applies 20 damage every 0.5s while touching (good for testing deaths/invincible).

local part = script.Parent
part.Anchored = true
part.CanCollide = true
part.BrickColor = BrickColor.new("Really red")

local DAMAGE_PER_TICK = 20
local TICK = 0.5
local touching = {}

part.Touched:Connect(function(hit)
	local char = hit and hit.Parent
	local hum = char and char:FindFirstChildOfClass("Humanoid")
	if not hum or hum.Health <= 0 then return end

	if not touching[char] then
		touching[char] = true
		while touching[char] and hum.Health > 0 do
			hum:TakeDamage(DAMAGE_PER_TICK)
			task.wait(TICK)
		end
	end
end)

part.TouchEnded:Connect(function(hit)
	local char = hit and hit.Parent
	if char then touching[char] = nil end
end)

Testing Your Leaderstats

  • Join the game → you’ll see Coins, Kills, Deaths under your name
  • Touch the yellow brick → Coins increase by 5
  • Touch the red brick → health decreases, death increments Deaths
  • Kill another player with tools → Kills increments
  • Leave and rejoin → stats should be saved (if DataStore is enabled)

Customizing Your Stats

To add more leaderstats when you learn how to make custom leaderstats in roblox studio:

-- Add to DEFAULTS table:
local DEFAULTS = {
    Coins = 0,
    Kills = 0,
    Deaths = 0,
    Level = 1,        -- New stat
    Experience = 0,   -- New stat
}

Advanced Features

Once you understand the basics of how to make custom leaderstats in roblox studio, you can enhance your system:

  • Level System: Automatically increase level based on experience points
  • Shop Integration: Use coins to purchase in-game items
  • Achievements: Award players for reaching kill/coin milestones
  • Ranking System: Create VIP ranks based on total stats
  • Daily Rewards: Give bonus coins for daily logins

Pro Tip: The global functions _G.AddCoins, _G.AddKill, and _G.AddDeath can be called from any server script to modify player stats.

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