You can write your topic however you want, but you need to answer these questions:
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What do you want to achieve? I would like to make a nuke developer product in order to nuke a server.
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What is the issue? If you have purchased the item, every time you join then it nukes.
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What solutions have you tried so far? I have tried redoing the entire script, and I’ll show the redone script.
Here is my localscript inside of the button
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")
local productID = 1247322560
-- Function to prompt purchase of the developer product
local function promptPurchase()
local player = Players.LocalPlayer
MarketplaceService:PromptProductPurchase(player, productID)
end
script.Parent.MouseButton1Click:Connect(function()
promptPurchase()
end)
Here is my script inside of the ServerScriptService
local MarketplaceService = game:GetService("MarketplaceService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PurchaseEvent = ReplicatedStorage.PurchaseNuke
local ProductID = 1247322560
-- Listen for when someone clicks on any of the buttons in the purchase prompt
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
-- Data store for tracking purchases that were successfully processed
local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory")
-- Table setup containing product IDs and functions for handling purchases
local productFunctions = {}
productFunctions[ProductID] = function(receipt, player)
game:GetService("ServerStorage"):WaitForChild("Nuke"):Clone().Parent = game.Workspace
workspace.Siren.Playing = true
workspace.Nuke.Nuke1.NukeNoise.Playing = true
end
-- The core 'ProcessReceipt' callback function
local function processReceipt(receiptInfo)
-- Determine if the product was already granted by checking the data store
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local purchased = false
local success, errorMessage = pcall(function()
purchased = purchaseHistoryStore:GetAsync(playerProductKey)
end)
-- If purchase was recorded, the product was already granted
if success and purchased then
return Enum.ProductPurchaseDecision.PurchaseGranted
elseif not success then
error("Data store error:" .. errorMessage)
end
-- Find the player who made the purchase in the server
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
-- The player probably left the game
-- If they come back, the callback will be called again
return Enum.ProductPurchaseDecision.NotProcessedYet
end
-- Look up handler function from 'productFunctions' table above
local handler = productFunctions[receiptInfo.ProductId]
-- Call the handler function and catch any errors
local success, result = pcall(handler, receiptInfo, player)
if not success or not result then
warn("Error occurred while processing a product purchase")
print("\nProductId:", receiptInfo.ProductId)
print("\nPlayer:", player)
return Enum.ProductPurchaseDecision.NotProcessedYet
end
-- Record transaction in data store so it isn't granted again
local success, errorMessage = pcall(function()
purchaseHistoryStore:SetAsync(playerProductKey, true)
end)
if not success then
error("Cannot save purchase data: " .. errorMessage)
end
-- IMPORTANT: Tell Roblox that the game successfully handled the purchase
return Enum.ProductPurchaseDecision.PurchaseGranted
end
-- Set the callback; this can only be done once by one script on the server!
MarketplaceService.ProcessReceipt = processReceipt
Thank you if you can help!