Setting up
Inside the Boosts module you will see a Sample configuration. That is a sample of how your boost should look like. The name will determine it's boost name. (Can add multiple boosts) (Clone)The Attributes included are:
[1] -- This represents buying 1 boost, the value should be a number representing the devproduct you want the player to purchase in order to get this amount for the boost that you want to award.
(You can delete the [1] attribute. You can also add any number attribute (make sure it is a number attribute) and it would award that number of boosts upon buying the dev product. For example: [10] or [3]. (Don't include the brackets) There is no limit to how many you can add.)
BoostDescription -- Describe the boost, for example "2x" or "100%" (don't include the quotes)
DurationDescription -- Describe the duration, for example "5 minutes" or "1 hour" (don't include the quotes)
ImageIcon --- An ImageId to represent what your boost looks like, this will show on the UIs for both the buying and displaying time left.
SecondsPerUse -- A number representing in seconds, how much time the boost will reward, for example: 1 minute would be 60, 1 hour would be 3600.
UI
The two main frames inside the ScreenGui "Display Boost Stuff" are both tagged with their respective collection service tags to activate them. This means you can copy paste them and parent them anywhere, as long as it's tagged correctly, it will work.Customizing is simple, you can edit size, position, colors, textfont, etc, (just don't change any names).
The stuff that are named with "Sample" are the buttons that would be cloned to represent the different buy buttons (for amount of boosts) and for the time left.