Look at line 23 PurchaseHistory:IncrementAsync(PlayerProductKey, 1)
, would that fix/work?
I was told to remove Purchase History, did i fix it? If not please tell me with an example how i could.
local Service = Game:GetService("PointsService") local Products={ ["19715096"]=2, ["19715101"]=5, ["19715110"]=10, ["19715119"]=50, ["19715122"]=500 } local PurchaseHistory = Game:GetService("DataStoreService"):GetDataStore("PurchaseHistory") Game:GetService("MarketplaceService").ProcessReceipt=function(Receipt) local PlayerProductKey = Receipt.PlayerId.."_"..Receipt.PurchaseId for _,Player in pairs(Game.Players:GetChildren())do if Player.userId==Receipt.PlayerId then if PurchaseHistory:GetAsync(PlayerProductKey)then return Enum.ProductPurchaseDecision.PurchaseGranted end for i, v in pairs(Products)do if tostring(Receipt.ProductId)==i then Service:AwardPoints(Player.userId, v) PurchaseHistory:IncrementAsync(PlayerProductKey, 1)--WOULD THAT WORK? return Enum.ProductPurchaseDecision.PurchaseGranted end end end end end
Buddy, You need to try it. We aren't here to do it for you. If it doesn't work, tell us. Try it first. And figure out where it's breaking.
You shouldn't be returning
Enum.ProductPurchaseDecision.PurchaseGranted
More than once. That makes no sense. I'm not sure you know what a return does or what your code does. And I don't exactly feel comfortable helping somebody make a "points store". That's a total scam of a game, for that reason I won't offer any more advice.