local MarketplaceService = Game:GetService("MarketplaceService")-- don't change local ds = game:GetService("DataStoreService"):GetDataStore("PurchaseHistory")--don't change CASHID = 19680116 -- Put the Developer Product ID here MarketplaceService.ProcessReceipt = function(receiptInfo) --dont change this! local playerProductKey = "player_" .. receiptInfo.PlayerId .. "_product_" .. receiptInfo.ProductId local numberBought = ds:IncrementAsync(playerProductKey, 1) for i,v in pairs (game.Players:GetChildren()) do if v.userId == receiptInfo.PlayerId then if receiptInfo.ProductId == CASHID then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Unimaginative Doom" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(1,1.20000005,1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,-.9,0) wait(5) debounce = true end end end end return Enum.ProductPurchaseDecision.PurchaseGranted --Dont change this!
It's for making a dominus infernous going on your head once you buy the product.
If I'm understanding this correctly, you are having the people who buy the gamepass have a dominus on their head? Because if so, developer products are completely different from gamepasses. Gamepasses are something you can buy one time, while developer products are something you can buy over and over again.