recieptInfo already tells you the amount of Robux spent. All of you guys are overcomplicating this.
You can access it by using recieptInfo.CurrencySpent.
recieptInfo already tells you the amount of Robux spent. All of you guys are overcomplicating this.
You can access it by using recieptInfo.CurrencySpent.
that’s for dev products sand to know knowledge nothing like it exists for t shirts
Ohhh, I understand now. Sorry for the miscommunication.
this seems to be the best way i have found at the moment. get the pending robux for the group. im assuming to put this on an interval or if that’s too much then just update it before and after purchases i guess, not sure. and then after they press okay for the purchases get the pending robux again and verify price of t shirt with pending difference.
i have updated the post with more information surrounding this matter. any information or help regarding this topic will be much appreciated. lets work together.
it is a shame if there is something you know that we don’t and are unwilling to provide any further assistance. no other developer community does this because it’s simply immature. that being said, i think what we’ve gathered will be enough to prevent these exploiters from abusing the in game economy.
i believe i’ve solved this. will update if i come across any issues but i do not think there will be any. here are the steps
- i make a request to my own api with the queries playerName, assetId, and isPending
- if isPending i activate a while loop for the specific player and make a request once per second using the economy endpoint to get asset details
- i store every response into an array of the player
- i make a second request with the query isPending=false i make a copy of the array of prices associated with the player and clean up then send it as the response (the screenshot i sent)
if anyone can think of any issues with this please let me know. i’ve tested and works.
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