Work in Studio but not in game (Purchase currency)

Greetings! I have a very strange problem, I have a UI where you can buy money for the game, in studio it works perfectly, but within the game it does not give me the coins.

I have tried everything and I do not know if you have any idea what is happening, it is a very very rare problem in my opinion.

heres a video of what im trying to explain

this is the script:

local MarketplaceService = game:GetService("MarketplaceService")
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 = {}

-- Product
productFunctions[1188981755] = function(receipt, player)
	-- Logic/code for player buying 100 gold (may vary)
	local stats = player:FindFirstChild("Money")
	local gold = stats and stats:FindFirstChild("Ducks")
	if gold then
		gold.Value = gold.Value + 30
		-- Indicate a successful purchase
		return true
	end
end

productFunctions[1188981880] = function(receipt, player)
	-- Logic/code for player buying 100 gold (may vary)
	local stats = player:FindFirstChild("Money")
	local gold = stats and stats:FindFirstChild("Ducks")
	if gold then
		gold.Value = gold.Value + 50
		-- Indicate a successful purchase
		return true
	end
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

If you got an idea of what is happening pls tell me :(((Preformatted text

2 Likes

The script looks good, do you have another script with devproduct events?
If so, make it just one.

2 Likes

Yeah it was a donator table that i have now
lol its a free model

2 Likes