§ How to · with Forge AI

How to make a Roblox currency system (with AI)

By Sametcan Tasgiran, Founder & Developer·Published ·Updated

A Roblox currency system needs five pieces: multiple currency types, atomic add/spend operations, server-authoritative balances, leaderstats integration, and DataStore persistence. Forge AI generates all five in 44 seconds.

4 files · 150 lines · 44 seconds · 1 credit. Cash + Gems + premium currency by default.

Multi-currency support

Cash, Gems, and Robux-purchased premium currency. Each has its own balance, save flow, and UI display. Configurable to add more (event tokens, season currency).

Atomic operations

currency:add() and currency:spend() are atomic. spend() rejects if balance is insufficient. No race conditions, no negative balances.

leaderstats integration

Each currency mirrors to leaderstats so it appears on the player list. Automatic — no manual leaderstats setup.

Server-authoritative balances

Client never writes to balances. All add/spend calls go through server functions. Exploits cannot fake currency.

DataStore persistence

Balances save on every change, debounced 30s. PlayerRemoving fires immediate save. Crash-safe to within 30 seconds.

Transaction log

Every add/spend logs the reason (quest reward, shop purchase, daily) and timestamp. Stored in a separate DataStore for support disputes and analytics.

Files Forge AI ships for this prompt

4 files · 150 lines · 44 seconds · 1 credit

ServerScriptService/CurrencyManager.lua

Atomic add/spend, leaderstats mirror, transaction log hook

64 lines

ServerScriptService/CurrencySaveService.lua

Debounced DataStore writes

38 lines

ServerScriptService/CurrencyLogger.lua

Transaction log writer

26 lines

StarterGui/CurrencyHUD.lua

Top-corner balance display per currency

22 lines

Sample output: ServerScriptService/CurrencyManager.lua

--!strict
-- ServerScriptService/CurrencyManager.lua  (Forge AI · excerpt)
local Players = game:GetService("Players")
local SaveService = require(script.Parent.CurrencySaveService)
local Logger = require(script.Parent.CurrencyLogger)

type Currencies = { cash: number, gems: number, premium: number }

local balances: { [Player]: Currencies } = {}
local leaderstatsMap: { [Player]: { [string]: NumberValue } } = {}

local function setupLeaderstats(player: Player, c: Currencies)
    local ls = Instance.new("Folder"); ls.Name = "leaderstats"; ls.Parent = player
    local map: { [string]: NumberValue } = {}
    for currencyName, value in pairs(c) do
        local nv = Instance.new("NumberValue")
        nv.Name = currencyName:gsub("^%l", string.upper)
        nv.Value = value; nv.Parent = ls
        map[currencyName] = nv
    end
    leaderstatsMap[player] = map
end

Players.PlayerAdded:Connect(function(player)
    local saved = SaveService:Get(player) or { cash = 100, gems = 0, premium = 0 }
    balances[player] = saved
    setupLeaderstats(player, saved)
end)

local CurrencyManager = {}

function CurrencyManager:add(player: Player, currency: string, amount: number, reason: string)
    local b = balances[player]
    if not b or amount <= 0 then return end
    b[currency] = (b[currency] or 0) + amount
    leaderstatsMap[player][currency].Value = b[currency]
    SaveService:Set(player, b)
    Logger:write(player, currency, amount, reason)
end

function CurrencyManager:spend(player: Player, currency: string, amount: number, reason: string): boolean
    local b = balances[player]
    if not b or amount <= 0 then return false end
    if (b[currency] or 0) < amount then return false end
    b[currency] -= amount
    leaderstatsMap[player][currency].Value = b[currency]
    SaveService:Set(player, b)
    Logger:write(player, currency, -amount, reason)
    return true
end

return CurrencyManager

Building a Roblox currency system

Currency systems are the backbone of any Roblox game with progression. The defining mark of a good currency system: server-authoritative, atomic, multi-type, and instrumented. Get any of those wrong and you have either exploits, lost progress, or no analytics visibility. Forge AI ships all four.

The Forge AI currency prompt produces a 4-file system in 44 seconds. Cash, Gems, and premium currency are set up by default. Adding more is one line of code in the default balance table. The engine reads the balance keys dynamically — it never needs to know the currency names in advance.

Atomic operations are the safety guarantee. spend(player, 'cash', 50) checks the balance first; if insufficient, returns false. If sufficient, deducts and writes to leaderstats and DataStore in the same call. No path exists for the balance to go negative or for a partial write to leave inconsistent state.

Server-authoritative balances kill the most common Roblox exploit: setting leaderstats client-side. Forge's pattern stores balances in a server-only table; leaderstats are just a mirror, set by the server. Exploiters who write to leaderstats.Cash directly see their change reverted on the next server sync. The actual balance never moves.

The transaction log is the operational backbone. Every currency change records the player, currency, amount, reason, and timestamp. When you ship a new shop item and want to see if anyone buys it, query the log for reason='shop_X_purchase'. When a player claims they didn't get their daily reward, query reason='daily_reward' for that player. The log makes a guessing game into a data question.

See more on the Luau generator, the game builder, or browse the full blog.

Frequently asked

How do I add a new currency type?+

Add the key to the default balance table (e.g., { cash = 100, gems = 0, premium = 0, eventTokens = 0 }). The leaderstats setup loop handles the rest automatically. No engine changes.

What stops exploits from setting cash to a billion?+

Client code has no direct access to balances. All currency operations go through CurrencyManager:add() or :spend() which run server-side. Exploiters can call client-side helpers all day — nothing reaches the server's balance table.

Can I have currency that can't be saved (event-only)?+

Yes. Mark the currency key with an underscore prefix (e.g., '_eventTokens'). SaveService skips keys starting with underscore. The balance lives only in memory for the session, gone on rejoin.

How does the transaction log help?+

Every add/spend records who, what, when, and why ('quest_reward', 'shop_purchase'). When a player files a 'I didn't receive my cash' ticket, support reads the log and resolves in seconds.

What about Robux-purchased premium currency?+

MarketplaceService:PromptProductPurchase fires ProcessReceipt. ProcessReceipt calls CurrencyManager:add(player, 'premium', amount, 'robux_purchase'). The standard Roblox developer product flow integrates cleanly with the system.

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