Increasing a player's leaderstat when devproduct is purchased

Hey everyone! :wave:

I’m currently trying to make a script so that when a player purchases a devproduct it increases a value in a leaderstat they have.

I’ve done this so far in a LocalScript under a TextButton:

local player = game.Players.LocalPlayer

local productId = 1163772407

local MarketPlaceService = game:GetService("MarketplaceService")

script.Parent.MouseButton1Click:Connect(function()

MarketPlaceService:PromptProductPurchase(player, productId)

end)

I’m quite unsure where to go from here and have searched around and found nothing, let me know if you can help. Thanks!

1 Like

You use ProcessReceipt for that, the article has an example of how you could do it and work from there

I’ve read over this from start to finish multiple times and I’m still quite confused about how to use it because of how long and complex the script example is. Could you explain how to script this or provide a script that does so?

All you really need from that article is this

local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")

local productFunctions = {}

productFunctions[456456] = function(receipt, player)
	-- Logic/code for player buying 100 gold (may vary)
	local stats = player:FindFirstChild("leaderstats")
	local gold = stats and stats:FindFirstChild("Gold")
	if gold then
		gold.Value = gold.Value + 100
		-- Indicate a successful purchase
		return true
	end
end
 
-- The core 'ProcessReceipt' callback function
local function processReceipt(receiptInfo)
 
	local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
	
	if not player then
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end
	
	local handler = productFunctions[receiptInfo.ProductId]
	
	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

	return Enum.ProductPurchaseDecision.PurchaseGranted
end
 
MarketplaceService.ProcessReceipt = processReceipt

It’s recommended to use a dictionary to store functions for what happens when the player buys a dev product, all this does is when you buy ad ev product, it checks if the player who bought is still in the server and if they aren’t, tell the game the product has not been granted yet, then just try to get the function from the productFunctions dictionary and g ive it the arguments it needs and if the function doesn’t exist in the dictionary or an error happened in the function, then display warnings and tell the game it was not granted. If all goes well, tell the game the purchase was granted.

You cna make more than one function, just copy the

productFunctions[456456] = function(receipt, player)
	-- Logic/code for player buying 100 gold (may vary)
	local stats = player:FindFirstChild("leaderstats")
	local gold = stats and stats:FindFirstChild("Gold")
	if gold then
		gold.Value = gold.Value + 100
		-- Indicate a successful purchase
		return true
	end
end

And tweak it around, making sure ot change 456456 to the id of your dev product and tweaking the code of the function, make sure there’s a return true

2 Likes

I’ve put the following in a Script in ServerScriptService:

local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")

local productFunctions = {}

productFunctions[1163772407] = function(receipt, player)
	local stats = player:FindFirstChild("leaderstats")
	local points = stats and stats:FindFirstChild("Points")
	if points then
		points.Value = points.Value + 5
		return true
	end
end

local function processReceipt(receiptInfo)
	local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
	if not player then
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end
	local handler = productFunctions[receiptInfo.ProductId]
	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

	return Enum.ProductPurchaseDecision.PurchaseGranted
end

MarketplaceService.ProcessReceipt = processReceipt

Will this work?

1 Like

Should work since I don’t really see any mistakes hopefully

It’s not working, unfortunately. :frowning:

Add a print in the Processreceipt function to see if it’s getting through

Done, it’s still not printing it. :sad:

Do you have a donation board in your game by any chance?

1 Like

Yes, I do. (30 ch.rsssssssssss)

That’s why it doesn’t work then, most donation boards have a custom processReceipt callback connected, a single script can set the ProcessReceipt callback, so yours is being overwritten. Your code does work, but it’s never ran cause of it. you’ll need to combine yours and the processreceipt of the board

1 Like

Ah, you’re right. I’ll remove the donation board and test it.

So your saying that there must only be One ProcessReceipt in the whole game?

Yes


It’s a callback, you cannot have more than one or else the one that has been set most recent will take priority

Worked, thanks! (30 ch.rssssssssssssssssssssssss)

2 Likes

Anytime! If you have anymore issues don’t be afraid to make another post!

1 Like

Embat, thank you so much. I was struggling to figure out why my dev. products where not fully working. Once I saw your post about the donation board I disabled its script and tested again and it worked! Thank you again for pointing that out!

1 Like