Players triggering Fake Purchases

Recently I made a game which has a donation mechanic in it. But one issue that has seemed to pop up, is that people exploit the game and trick the game into thinking that they are donating billions.

I dont mean that they’re using a bug within the game, as I have removed all bugs that would make it possible.

If anyone has any way to stop them from changing the prompt purchase finished thing, please let me know!

At the time I put the last reply as the solution, yet it wasn’t
If you or anyone else is having this issue, note that you MUST use API
GetProductInfo() has a 60 second delay, meaning people will ALWAYS be able to bypass it

2 Likes

This reminds me of a post.

Try doing what this person suggested:

1 Like

doesnt marketplace service take a minute to update?
also isnt there a callback function thing that they use to “purchase” the gamepass?

because i have seen players spam the donation, they do like 5 within 2 seconds

2 Likes

it was a bug when pls donate was first released, when someone opens the propmt purchase gui then the player changes the price to millions and game things its millons but you only receive 1-2 robux
i found this video : https://youtu.be/a0XbbElk0CY

2 Likes

Yeah I know that, but I’ve fixed those errors.

People are exploiting and using callback functions (i think) to make the game think that they are buying a gamepass that they have never bought

2 Likes

make it so when player clicks the button it saves the robux amount like this
local robux = idkprice
then if purchased make it check the saved robux value if it matched they can go on if not it wont be visible

1 Like

To replicate this just:

  • Set Gamepass Price to 1 Robux
  • Click the gamepass so it opens the purchase prompt
  • Set Gamepass price to 999 million robux
  • Buy it, it will only cost 1 robux but the game will announce it as 999 million robux

In the game, you display the amount of the product so you could just check

if PriceOnStand ~= ThePriceYouAreGoingToAnnounce then
    -- Take Action
end

or save the robux count of the product when they click the button, then compare it with the amount of robux you are about to announce as @MROOFMAN_RBLX suggested

2 Likes

it won’t work man when someone buys it but doesnt presses OK button it wont count after he changed the price 9999999 robux then the other player presses OK button it would register as 9999999 was donated. It would be the same so nothing changes

1 Like

He will still only be charged 1 robux, however, the game will announce it as the robux the gamepass was changed to.

1 Like

stand would still display 9999999 robux

2 Likes

how would i call the value within the purchase prompt finished

BindableFunction or a Event
that should do the job

1 Like

How would I accomplish this though?

1 Like
local HasGamepass = flase
local success, message = pcall(function()
	HasGamepass = MarketPlaceService:UserOwnsGamePassAsync(player.userId, gamepassID)
end)
	
if not success then
	return
end
	
if HasGamepass == true then
   --
end
1 Like

so you need to put an Event to the ReplicatedStorage after that
you should make that

mps:PromptProductPurchase(Player,YOURID)
--after this you should get the robux of the item
local robux = yourrobuxvalue
game.ReplicatedStorage.RobuxEvent:Fire(robux)

after the event it will go to the effect script which will indeed confirm that it was that amount of robux

it should be something like this you guys now know the core of the bug

1 Like

im still confused about how to implement one thing, how would i make it so that the robux value is able to be picked up from inside of a market place service thing

local robux = yourrobuxvalue


game.MarketplaceService.PromptGamePassPurchaseFinished:Connect(function()
-- how would the "robux" value fit into this, when the value was created outside of it
end)
1 Like
local rabax = 0
game.ReplicatedStorage.RobuxEvent.Event:Connect(function(robuxamount)
     rabax = robuxamount
end)

this is how you connect the purchase script and the main effect script
to the question you are asking after connecting the two scripts together you just can put it in the function

1 Like

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.