Simulator & tycoon kit

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Boost chips and HUD Bindings

The little chips at the bottom right of a simulator HUD show a player's boosts: +150% cash, the Friend Boost, luck, the daily reward day. Each one has a tooltip and does something when clicked. The same Extra, HUD Bindings, lets one line of code change any HUD widget. Its id in GameData is hud_bindings.

Turn it on#

  1. On the website, switch on HUD Bindings in your design's Extras panel, then export and install. It doesn't need Data Saving.
  2. Open ServerScriptService > BloxGame > GameData and find GameData.Features.hud_bindings. The chips list has a row per chip.
  3. To make the VIP chip sell your VIP pass, paste the pass id.
  4. Press Play. The chips show live numbers; hover over one (or hold it on a phone) for its tooltip.

The multiplier: what "+150%" means#

  • Cash starts at 100%. A player who earns 2.5 times the cash sees +150%.
  • The chips count every boost in the game once: VIP and other game passes, Roblox Premium, the Friend Boost, timed boosts, rebirths and the Index boost. It's the same number clicking, tycoons and offline earnings pay with.
  • cashCurrency is the currency they measure (your first currency to start).

The chips#

GameData.Features.hud_bindings
chips = {
	{ element = "AttrPlus", tooltip = "VIP Boost", shows = "vip", text = "",
	  click = "pass", target = "VIP" },
	{ element = "AttrFriends", tooltip = "Friend Boost", shows = "friends", text = "",
	  click = "invite", target = "" },
	{ element = "AttrDaily", tooltip = "Daily Rewards", shows = "daily", text = "",
	  click = "open", target = "Daily" },
	{ element = "AttrLuck", tooltip = "Luck", shows = "luck", text = "",
	  click = "none", target = "" },
	{ element = "AttrAds", tooltip = "Watch a video for a reward", shows = "text", text = "Claim!",
	  click = "event", target = "WatchAd" },
},
FieldWhat it means
elementThe chip's id in your design. A chip your design doesn't have is skipped.
tooltipThe text shown on hover or a long press.
shows"cash": every boost together. "vip": game pass boosts. "premium": Roblox Premium. "friends": the Friend Boost. "boosts": timed boosts. "rebirths", "index". "luck": +100% = double luck. "daily": the Daily Rewards day. "text": the fixed text.
textThe fixed text, when shows = "text".
click"none": only the tooltip. "pass" / "product": a Robux prompt for target. "open": opens the screen target. "invite": Roblox's invite-friends window. "event": fires the design event target.
targetWhat the click uses: a name in GameData.Passes / GameData.Products (or an id), a screen id, or an event name.

The VIP chip: sell your VIP pass#

  1. Create the game pass in the Creator Hub (how).
  2. Paste its id into its entry in GameData.Passes, for example VIP = { id = 1234567890, ... }.
  3. The chip's target is the entry's name: "VIP". Called something else, like ["2x Coins"]? Set target = "2x Coins", or paste the pass id as the target.

For the chip to show a boost, the pass needs a multiplier perk, like perks = { multiplier = 2, currency = "coins" } (the Game Passes Extra gives it). With the VIP Pass Extra on, target = "VIP" also finds its pass id.

Drive any HUD widget with one attribute#

Every HUD widget of your design follows a player attribute called Hud_ + its id or type. Set it from any server Script:

A server Script
player:SetAttribute("Hud_Objective", "Collect 10 coins")
player:SetAttribute("Hud_Counter", "3/10") -- a counter with its goal
player:SetAttribute("Hud_Meter", 0.4) -- 40% full
player:SetAttribute("Hud_BestTime", "1:05") -- the Stats row "Best Time"

-- on workspace: every player sees it
workspace:SetAttribute("Hud_Timer_EndsAt", os.time() + 60)
  • The second Counter is Hud_Counter2, and so on. Hud_<name>_Visible = false hides a widget.
  • A player's own attribute wins over the one on workspace.
  • In Studio, Output lists every widget of your design and its attribute when you press Play.
  • No code at all: a row in bindings copies a leaderstat, attribute, currency or stat into a widget every second, like { widget = "Counter", source = "clicks", format = "short" }.
SettingWhat it meansStarts as
bindingsWidgets fed from a stat. Empty source = only the Hud_ attribute.one row per widget
everyoneFromWorkspaceHud_ attributes on workspace show for every player.true
statsRowsStats and Profile rows follow Hud_<label>.true
listWidgetsList the widgets in Output (Studio only).true
sourceSecondsHow often bindings are copied.1

Troubleshooting#

  • "This isn't for sale yet." on a chip: its target doesn't match an entry with a real id. Output says the chip "AttrPlus" sells "VIP", which has no id in GameData yet.
  • "You already have it!" The player owns that pass already.
  • A chip keeps its design value: its element isn't the chip's id in your design, or the chip has no row in chips.
  • The Ads chip does nothing: it fires the event WatchAd, which your own code handles. Set click = "none" or hide the chip in GameData.UI if you don't use it.
  • The +% seems too big: shows = "cash" adds every boost together. Pick one source ("vip", "friends"...) to show only that.
  • A Hud_ attribute does nothing: check its name against the list in Output (capitals don't matter). Set on the client, it only shows for that player.

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