How to make a bedwars shop tier 3 script for Roblox

If you're working on your own version of a competitive game, getting your bedwars shop tier 3 script up and running is likely the biggest hurdle between a basic prototype and a game people actually want to play. Everyone knows that the endgame is where the real fun happens, and in a game like Bedwars, that late-game intensity usually boils down to what's sitting inside that third shop tier. It's where players finally get their hands on the high-end stuff—obsidian, emerald swords, and those game-changing utility items that can turn a losing match into a comeback.

Why the tier 3 logic matters

When you're building a shop system, you can't just throw everything into a single menu and call it a day. It feels messy and, honestly, it ruins the progression of the match. The whole point of a bedwars shop tier 3 script is to create a sense of escalation. You want players to feel that "power spike" when they finally save up enough emeralds or diamonds to unlock the heavy hitters.

If the script isn't handled correctly, the game balance falls apart. Imagine if someone could buy obsidian five minutes into the game because your script didn't check the generator level or the player's currency properly. It would be a nightmare for everyone else. That's why the logic behind the tier 3 items has to be airtight. It's not just about clicking a button; it's about the server double-checking everything to make sure the player actually earned that gear.

Setting up the foundation of your shop

Before you even touch the code for the items themselves, you need to think about how your shop is structured. Most devs use a combination of a ScreenGui and some RemoteEvents. Since we're focusing on a bedwars shop tier 3 script, you'll likely have a specific tab or a conditional check that only reveals these items once certain criteria are met.

You'll want a folder in ReplicatedStorage for your items. This makes it a lot easier for your script to reference what's being bought. If you're building a Tier 3 shop, you're looking at items like the Crossbow, Emerald Sword, and maybe even telepearls. Your script needs to know the price, the currency type (emeralds are the standard for Tier 3), and what the player actually gets in their inventory once the transaction goes through.

Handling the currency check

The most common mistake I see when people write their first shop script is doing the math on the client side. That is a massive no-go. If your bedwars shop tier 3 script lets the player's computer decide if they have enough money, a simple exploit can give them infinite obsidian.

Instead, your script should work like this: 1. The player clicks "Buy Emerald Sword" in the UI. 2. The UI sends a signal through a RemoteEvent to the server. 3. The server looks at that player's "Emeralds" value in their leaderstats. 4. If the value is 20 or more, the server subtracts 20, gives the sword, and sends a "Success" message back. 5. If not, the server just ignores the request or sends an "Insufficient Funds" popup.

Writing the core logic for Tier 3 items

Now, let's get into the weeds of the bedwars shop tier 3 script. You probably want your Tier 3 items to be locked behind an upgrade system. Maybe the team needs to upgrade their base generator to Tier 3 before these items even show up in the shop menu.

In your script, you can have a variable called TeamTier. When the team interacts with an "Upgrade" NPC or block, that variable goes from 1 to 2, and eventually to 3. Your shop UI script can then listen for changes to that variable. Once it hits 3, the script triggers a function that makes the Tier 3 buttons visible or clickable.

It's also smart to use a ModuleScript to store your item data. This keeps your main shop script from becoming a giant, unreadable wall of text. You can have a table that looks something like this:

  • ItemName = "Obsidian"
  • Price = 4
  • Currency = "Emeralds"
  • TierRequired = 3

By organizing it this way, adding a new Tier 3 item later is as simple as adding one line to your table rather than rewriting your entire shop logic.

Making the UI feel responsive

A bedwars shop tier 3 script is only as good as the interface it's powering. If a player clicks "Buy" and nothing happens for half a second, they're going to click it five more times, which might lead to them accidentally buying way more than they wanted.

You should include some "juice" in your script. When the button is clicked, maybe it plays a quick sound effect or changes color briefly. If the purchase is successful, a little notification should pop up saying "Item Purchased!" These small touches make the game feel polished and professional.

Also, don't forget to handle the "Equip" logic. In most Bedwars games, if you buy a better sword, it should automatically replace your old one. Your script needs to check the player's backpack, find the Tier 2 sword, delete it, and drop in the Tier 3 emerald version. Otherwise, your players end up with a messy inventory full of junk they don't need anymore.

Common pitfalls to avoid

When you're deep in the middle of writing a bedwars shop tier 3 script, it's easy to overlook the small stuff. One big thing is "Inventory Full" checks. While Bedwars doesn't usually limit the number of blocks you can carry, you don't want a player to be able to buy five swords. Your script should check if the player already owns the item before letting them spend their hard-earned emeralds again.

Another issue is death. If a player buys a Tier 3 item and then falls into the void, what happens? Most Bedwars games let you keep your permanent upgrades but lose your consumables. You'll need to make sure your script differentiates between "Permanent" items (like armor upgrades) and "One-time" items (like balloons or potions).

Security and anti-cheat measures

I can't stress this enough: protect your RemoteEvents. Since the bedwars shop tier 3 script is responsible for giving out the most powerful items in the game, it's a prime target for hackers. Aside from checking currency on the server, you should also implement a "Debounce" or a cooldown.

A debounce prevents someone from firing the RemoteEvent a thousand times in a single second. Even if they have the money, spamming the server with requests can cause lag or even crash the game instance. A simple if task.wait(0.1) or a boolean check like isProcessing = true at the start of your server-side function can save you a lot of headaches down the road.

Finishing touches and testing

Once you've got the bones of your bedwars shop tier 3 script working, you need to spend some time playtesting. Invite a few friends and see if they can break it. Try buying items too fast, try buying them with zero emeralds, and try buying them right as you're dying.

You might find that your Tier 3 prices are a bit too high, or maybe they're too low and the game ends too quickly. Balancing the economy is just as important as the code itself. If obsidian is too cheap, nobody can ever break a bed, and the game drags on for an hour. If the emerald sword is too expensive, nobody ever gets to use it.

Wrapping things up

Building a bedwars shop tier 3 script is a bit of a balancing act between clean code, solid UI, and game balance. It's one of those features that players won't notice if it's working perfectly, but they'll definitely complain if it's buggy or unfair.

Keep your logic on the server, organize your items in a ModuleScript, and make sure your UI gives the player plenty of feedback. Once you have that late-game shop working smoothly, your game is going to feel a lot more like a finished product. It's a lot of work, but seeing players finally unlock that high-tier gear and go on a rampage makes all that time spent in Roblox Studio totally worth it.