so i have my purchase handler script that when a player purchases one of my devproducts they are only able to purchase it once, if they purchase it more than once it will steal their robux and they dont get anything in return
i used to have it without debounce and every if except the first was elseif and that worked fine but every time someone would purchase something it would give them what they paid for plus what they purchase before say they purchase 1000 then purchase 1000 again they get 2000 and if they purchase again they get 3000 and so on and i think nomatter what they purchases it could be 1 million but if they purchased 1000 right before that they would get 2000
so yeah im really struggling here just to get something really simple to work
script:
local Marketplaceservice = game:GetService("MarketplaceService") local devid = 206197710 --1K local devid2 = 278740243 --5K local devid3 = 278740974 --10K local devid4 = 278742122 --20K local devid5 = 278742974 --50K local devid6 = 278743396 --100K local devid7 = 278760850 --200K local devid8 = 278761364 --500K local devid9 = 278761820 --1 Million local devid10 = 278763424 --Donation local bought = false Marketplaceservice.ProcessReceipt = function(receiptinfo) for i, player in ipairs(game.Players:GetChildren()) do if player.UserId == receiptinfo.PlayerId then if not bought then bought = true if receiptinfo.ProductId == devid then player.Nut.Coins.Value = player.Nut.Coins.Value + 1000 bought = false end end if receiptinfo.ProductId == devid2 then if not bought then bought = true player.Nut.Coins.Value = player.Nut.Coins.Value + 5000 bought = false end end if not bought then bought = true if receiptinfo.ProductId == devid3 then player.Nut.Coins.Value = player.Nut.Coins.Value + 10000 bought = false end end if not bought then bought = true if receiptinfo.ProductId == devid4 then player.Nut.Coins.Value = player.Nut.Coins.Value + 20000 bought = false end end if not bought then bought = true if receiptinfo.ProductId == devid5 then player.Nut.Coins.Value = player.Nut.Coins.Value + 50000 bought = false end end if not bought then bought = true if receiptinfo.ProductId == devid6 then player.Nut.Coins.Value = player.Nut.Coins.Value + 100000 bought = false end end if not bought then bought = true if receiptinfo.ProductId == devid7 then player.Nut.Coins.Value = player.Nut.Coins.Value + 200000 bought = false end end if not bought then bought = true if receiptinfo.ProductId == devid8 then player.Nut.Coins.Value = player.Nut.Coins.Value + 500000 bought = false end end if not bought then bought = false if receiptinfo.ProductId == devid9 then player.Nut.Coins.Value = player.Nut.Coins.Value + 1000000 bought = false end end if not bought then bought = false if receiptinfo.ProductId == devid10 then player.Nut.Coins.Value = player.Nut.Coins.Value + 4000 bought = false end end end end end
If you want repeated buys(for Devproducts), this is how I have mine set up for comparison. It prompts a product purchase, and loops through players for the receipt, and if the purchase matches the player and devproduct, then awards the value to the leaderstats and ends with the product purchase decision granted. Obviously you would have to modify the devproductId, leaderboard location and stat values. Hopefully it can be a useful example for you.
The local script...
--local script in text button in screengui in startergui MPS = game:GetService("MarketplaceService") id = 382513459 local player = game.Players.LocalPlayer script.Parent.MouseButton1Click:Connect(function() MPS:PromptProductPurchase(player, id) end)
The regular script...
--SSS local MarketplaceService = game:GetService('MarketplaceService') local devproductId = 382513459 -- The ID of the dev product. MarketplaceService.ProcessReceipt = function(receiptInfo) for i, player in ipairs(game.Players:GetChildren()) do if player.userId == receiptInfo.PlayerId then if receiptInfo.ProductId == devproductId then -- Receive gold player.leaderstats.Gold.Value = player.leaderstats.Gold.Value + 10000 end end end return Enum.ProductPurchasedDescision.PurchaseGranted end