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