Creating with Module Scripts

*Ta zawartość będzie dostępna wkrótce w wybranym przez ciebie języku.

To apply your knowledge of module scripts, create a module script that allows players to pick up keys and use them to open treasure chests.

Project Setup

This project includes a starter map with leaderboard and scripted pickup objects for the keys and treasure chests.

Load the Starter Project

  1. Download the starter project.

  2. In Roblox Studio, open the downloaded file: Intro to Module Scripts - Starter Project.rbxl.

Create a Module Script

So players can get treasure from chests, create a module script named TreasureManager. Using a module script will connect the pickups and leaderboards together.

  1. In ServerStorage, create a new ModuleScript and rename it TreasureManager.

  2. In TreasureManager, rename the default module table by replacing module with TreasureManager in both places.


    local TreasureManager = {}
    return TreasureManager

Using Functions in Module Scripts

To test how functions work in module scripts, create a new function named getKey(). When the getKey() function is called from another script, it'll receive a key part to destroy and add 1 to the number of keys in the player's inventory.

Create a Module Function for keys

  1. This module script will use a combination of module and local functions, type two comments to help you keep them separated.


    local TreasureManager = {}
    ------------------ Local Functions
    ------------------ Module Functions
    return TreasureManager
  2. Under the Module Functions comment, add a new module function to TreasureManager named getKey().

    Use two parameters:

    • keyPart - the part to destroy.
    • whichCharacter - the player that touched the key part.

    local TreasureManager = {}
    ------------------ Local Functions
    ------------------ Module Functions
    function TreasureManager.getKey(keyPart, whichCharacter)
    end
    return TreasureManager
  3. In getKey(), destroy keyPart.


    function TreasureManager.getKey(keyPart, whichCharacter)
    keyPart:Destroy()
    end

Use the Module Function

Now, the module function getKey() can be used in other scripts. To test that function, you'll open a premade script and call it.

  1. Open the key script in Workspace > Keys > KeyScript.

  2. In keyScript, store the module script in a variable named treasureManager and set it equal to: require(ServerStorage:WaitForChild("TreasureManager"))


    local ServerStorage = game:GetService("ServerStorage")
    -- Require the module script below ⯆
    local treasureManager = require(ServerStorage:WaitForChild("TreasureManager"))
    local keys = script.Parent
    local keysFolder = keys.Parts
    local keysArray = keysFolder:GetChildren()
  3. There's already a function named partTouched() to check for a player touching the part. Inside partTouched():

    • Call the getKey() module function to destroy the key.
    • Pass in keyPart and whichCharacter.

    local ServerStorage = game:GetService("ServerStorage")
    -- Require the module script below ⯆
    local treasureManager = require(ServerStorage:WaitForChild("TreasureManager"))
    local keys = script.Parent
    local keysFolder = keys.Parts
    local keysArray = keysFolder:GetChildren()
    local function partTouched(otherPart, keyPart)
    local whichCharacter = otherPart.Parent
    local humanoid = whichCharacter:FindFirstChildWhichIsA("Humanoid")
    if humanoid then
    -- Give the player a key and destroy the key part
    -- =============================================
    treasureManager.getKey(keyPart, whichCharacter)
    -- =============================================
    end
    end
  4. Run the project and check that touching a key destroys it.

Troubleshooting Tips

Issue: Get an error message including: "Infinite yield possible".

  • Check the spelling of your module script in a script. If a module script, like TreasureManager, is spelled differently, there will be an error.

Issue: Get an error message including: "attempt to index global".

  • Check the line that includes the require for the module script in keyScript. If the module does not include require, it can't use functions and variables from that module script.

Issue: Script doesn't run or can't pick up keys.

  • In the module script, make sure that all the code is between local TreasureManager = {} and return TreasureManager. The return must be the last line of code in a Module Script.

  • Check that there are two parenthesis at the end of the line with require, like in WaitForChild("TreasureManager")).

Create a Local Function

Right now, a leaderboard keeps track of a player's keys and treasure. To change the leaderboard numbers, use a local function in the module script. A local function is used because changing a player's key or treasure values will only be needed in the TreasureManager script, not anywhere else.

  1. In ServerStorage, open the TreasureManager script.

  2. Create local variables to do the following:

    • Get the Players service so the script can work with player's leaderboard stats.

    • Store the number of keys the player receives after touching keyPart.


    local TreasureManager = {}
    local Players = game:GetService("Players")
    local keyDrop = 1
    ------------------ Local Functions
    ------------------ Module Functions
    function TreasureManager.getKey(keyPart, whichCharacter)
    keyPart:Destroy()
    end
    return TreasureManager
  3. Copy and paste these two local functions into the Local Functions section.

    • getPlayerKeys() returns the value of the player's Lockpicks leaderstat.

    • getPlayerTreasure() returns the value of the player's Treasure leaderstat.


    ------------------ Local Functions
    local function getPlayerKeys(whichCharacter)
    local player = Players:GetPlayerFromCharacter(whichCharacter)
    local leaderstats = player:FindFirstChild("leaderstats")
    return leaderstats:WaitForChild("Lockpicks")
    end
    local function getPlayerTreasure(whichCharacter)
    local player = Players:GetPlayerFromCharacter(whichCharacter)
    local leaderstats = player:FindFirstChild("leaderstats")
    return leaderstats:WaitForChild("Treasure")
    end
    ------------------ Module Functions
  4. To add to the player's keys, in the getKey() module function:

    • Create a local variable to call getPlayerKeys(whichCharacter).

    • Add the value of keyDrop to playerKeys.


    ------------------ Module Functions
    function TreasureManager.getKey(keyPart, whichCharacter)
    local playerKeys = getPlayerKeys(whichCharacter)
    playerKeys.Value = playerKeys.Value + keyDrop
    keyPart:Destroy()
    end
  5. Run the project. Check that touching a key destroys it and adds 1 to the player's keys in the leaderboard.

If needed, check your script against the one below for any troubleshooting issues.

Current TreasureManager Script

local TreasureManager = {}
local Players = game:GetService("Players")
local keyDrop = 1
------------------ Local Functions
local function getPlayerKeys(whichCharacter)
local player = Players:GetPlayerFromCharacter(whichCharacter)
local leaderstats = player:FindFirstChild("leaderstats")
return leaderstats:WaitForChild("Lockpicks")
end
local function getPlayerTreasure(whichCharacter)
local player = Players:GetPlayerFromCharacter(whichCharacter)
local leaderstats = player:FindFirstChild("leaderstats")
return leaderstats:WaitForChild("Treasure")
end
------------------ Module Functions
function TreasureManager.getKey(keyPart, whichCharacter)
local playerKeys = getPlayerKeys(whichCharacter)
playerKeys.Value = playerKeys.Value + keyDrop
keyPart:Destroy()
end
return TreasureManager

Getting Information From Module Scripts

The TreasureManager module script will be used when players touch a treasure chest to check if they have at least one key before opening it and giving them gold.

Check If Chests Can Be Opened

  1. First in ServerStorage > TreasureManager script, set up variables for how many keys it costs to open a chest, and how much gold each chest contains.


    local TreasureManager = {}
    local Players = game:GetService("Players")
    local keyDrop = 1
    local chestPickCost = 1
    local chestReward = 100
    ------------------ Local Functions
    local function getPlayerKeys(whichCharacter)
    local player = Players:GetPlayerFromCharacter(whichCharacter)
    local leaderstats = player:FindFirstChild("leaderstats")
    return leaderstats:WaitForChild("Lockpicks")
    end
  2. To create a function that checks if a player can open a chest, in the Module Functions section, add a new function to the TreasureManager table named canOpenChest() with the parameter whichCharacter.


    ------------------ Module Functions
    function TreasureManager.canOpenChest(whichCharacter)
    end
    function TreasureManager.getKey(keyPart, whichCharacter)
    local playerKeys = getPlayerKeys(whichCharacter)
    playerKeys.Value = playerKeys.Value + keyDrop
    keyPart:Destroy()
    end
  3. Copy and paste the code below into canOpenChest() to return true if the player has enough keys, and false if they don't.


    function TreasureManager.canOpenChest(whichCharacter)
    local playerKeys = getPlayerKeys(whichCharacter)
    if playerKeys.Value >= chestPickCost then
    return true
    else
    return false
    end
    end

Give Players Treasure

So the player can open a chest, create a function in TreasureManager that awards them treasure.

  1. Add a new module function to TreasureManager named openChest().

    Pass in two arguments:

    • chestPart - the chest part to destroy.
    • whichCharacter - the player to give treasure.

    function TreasureManager.openChest(chestPart, whichCharacter)
    end
  2. To subtract a player's keys and award them treasure, copy and paste the code below in openChest(). This code uses the variables created previously, like chestReward, the amount of treasure given per chest.


    function TreasureManager.openChest(chestPart, whichCharacter)
    local playerKeys = getPlayerKeys(whichCharacter)
    local playerTreasure = getPlayerTreasure(whichCharacter)
    playerKeys.Value = playerKeys.Value - chestPickCost
    playerTreasure.Value = playerTreasure.Value + chestReward
    chestPart:Destroy()
    end

Call the Chest Functions

Now that the two module functions, canOpenChest() and openChest(), have been created, they can be called by the Chest parts whenever a player touches them using the premade partTouched() function.

  1. In Workspace > Chests open ChestScript.

  2. Create a new variable named treasureManager and require the TreasureManager module script in ServerStorage.


    local ServerStorage = game:GetService("ServerStorage")
    -- Require the module script below
    local treasureManager = require(ServerStorage:WaitForChild("TreasureManager"))
    local chests = script.Parent
    local chestsFolder = chests.Parts
    local chestsArray = chestsFolder:GetChildren()
  3. In partTouched(), under the if humanoid statement, create a new variable named canOpen and set it equal to:

    treasureManager.canOpenChest(whichCharacter)


    local function partTouched(otherPart, chestPart)
    local whichCharacter = otherPart.Parent
    local humanoid = whichCharacter:FindFirstChildWhichIsA("Humanoid")
    if humanoid then
    -- Check if the player can open a chest, then let them get treasure
    -- =============================================
    local canOpen = treasureManager.canOpenChest(whichCharacter)
    -- =============================================
    end
    end
  4. Next, create an if statement to check if canOpen is true.

    • If so, call the TreasureManager's openChest() function.

    • Then, pass in two parameters: chestPart, the chest to destroy, and whichCharacter, the player to award treasure.


    local function partTouched(otherPart, chestPart)
    local whichCharacter = otherPart.Parent
    local humanoid = whichCharacter:FindFirstChildWhichIsA("Humanoid")
    if humanoid then
    -- Check if the player can open a chest, then let them get treasure
    -- =============================================
    local canOpen = treasureManager.canOpenChest(whichCharacter)
    if canOpen == true then
    treasureManager.openChest(chestPart, whichCharacter)
    end
    -- =============================================
    end
    end
  5. Run the project. Check that:

    • If you have at least 1 key, touching a chest will destroys it and awards treasure.
    • If you have 0 keys, you can't open a treasure chest.

Troubleshooting Tips

  • In ChestScript, make sure that functions called from the module script like canOpenChest() are spelled exactly how they're found in the TreasureManager script. Any difference will cause an error.

  • Check that copy and pasted functions, like treasureManager.openChest(), are exactly as shown in the lesson. Any differences can cause subtle errors in the script.

Finished Scripts

Finished TreasureManager Script

local TreasureManager = {}
local Players = game:GetService("Players")
local keyDrop = 1
local chestPickCost = 1
local chestReward = 100
------------------ Local Functions
local function getPlayerKeys(whichCharacter)
local player = Players:GetPlayerFromCharacter(whichCharacter)
local leaderstats = player:FindFirstChild("leaderstats")
return leaderstats:WaitForChild("Lockpicks")
end
local function getPlayerTreasure(whichCharacter)
local player = Players:GetPlayerFromCharacter(whichCharacter)
local leaderstats = player:FindFirstChild("leaderstats")
return leaderstats:WaitForChild("Treasure")
end
------------------ Module Functions
function TreasureManager.openChest(chestPart, whichCharacter)
local playerKeys = getPlayerKeys(whichCharacter)
local playerTreasure = getPlayerTreasure(whichCharacter)
playerKeys.Value = playerKeys.Value - chestPickCost
playerTreasure.Value = playerTreasure.Value + chestReward
chestPart:Destroy()
end
function TreasureManager.canOpenChest(whichCharacter)
local playerKeys = getPlayerKeys(whichCharacter)
if playerKeys.Value >= chestPickCost then
return true
else
return false
end
end
function TreasureManager.getKey(keyPart, whichCharacter)
local playerKeys = getPlayerKeys(whichCharacter)
playerKeys.Value = playerKeys.Value + keyDrop
keyPart:Destroy()
end
return TreasureManager
Finished ChestScript

local ServerStorage = game:GetService("ServerStorage")
-- Require the module script below ⯆
local treasureManager = require(ServerStorage:WaitForChild("TreasureManager"))
local chests = script.Parent
local chestsFolder = chests.Parts
local chestsArray = chestsFolder:GetChildren()
local function partTouched(otherPart, chestPart)
local whichCharacter = otherPart.Parent
local humanoid = whichCharacter:FindFirstChildWhichIsA("Humanoid")
if humanoid then
-- Check if the player can open a chest, then let them get treasure
-- =============================================
local canOpen = treasureManager.canOpenChest(whichCharacter)
if canOpen == true then
treasureManager.openChest(chestPart, whichCharacter)
end
-- =============================================
end
end
-- Binds every chest part to the touch function so it works on all parts
for chestIndex = 1, #chestsArray do
local chestPart = chestsArray[chestIndex]
chestPart.Touched:Connect(function(otherPart)
partTouched(otherPart, chestPart)
end)
end
Finished keyScript

local ServerStorage = game:GetService("ServerStorage")
-- Require the module script below ⯆
local treasureManager = require(ServerStorage:WaitForChild("TreasureManager"))
local keys = script.Parent
local keysFolder = keys.Parts
local keysArray = keysFolder:GetChildren()
local function partTouched(otherPart, keyPart)
local whichCharacter = otherPart.Parent
local humanoid = whichCharacter:FindFirstChildWhichIsA("Humanoid")
if humanoid then
-- Give the player a key and destroy the key part
-- =============================================
treasureManager.getKey(keyPart, whichCharacter)
-- =============================================
end
end
-- Binds every key part to the touch function so it works on all parts
for keyIndex = 1, #keysArray do
local keyPart = keysArray[keyIndex]
keyPart.Touched:Connect(function(otherPart)
partTouched(otherPart, keyPart)
end)
end

Summary

A common application of using module scripts in Roblox games is to handle common tasks used by players, such as granting them points. For this example, a module script named TreasureManager was created to handle giving players keys and treasure whenever they interact with in-game objects.