%10% -- this script creates the gui and sends the web requests for in game purchase prompts -- wait for important items to appear while not game do wait(0.1) end while not game:GetService("MarketplaceService") do wait(0.1) end while not game:FindFirstChild("CoreGui") do wait(0.1) end while not game.CoreGui:FindFirstChild("RobloxGui") do wait(0.1) end local allowedPlaceIds = nil--{41647283, 54352498, 96623001, 100364292} if allowedPlaceIds ~= nil then local currentPlaceId = game.PlaceId local canRunScript = false for index, id in pairs(allowedPlaceIds) do if currentPlaceId == id then canRunScript = true break end end if not canRunScript then script:Destroy() return -- don't think this gets hit, but just in case return end end -------------------------------- Global Variables ---------------------------------------- -- utility variables local RbxUtility = nil local baseUrl = game:GetService("ContentProvider").BaseUrl:lower() -- data variables local currentProductInfo, currentAssetId, currentCurrencyType, currentCurrencyAmount, currentEquipOnPurchase, currentProductId local checkingPlayerFunds = false local openBCUpSellWindowConnection = nil -- When a player has insufficient funds to buy something, this is how often we check to see if their funds have changed (in seconds) local checkPlayerFundsLoopTime = 5 -- gui variables local openBuyCurrencyWindowConnection = nil local currentlyPrompting = false local purchaseDialog, errorDialog = nil local tweenTime = 0.3 local showPosition = UDim2.new(0.5,-330,0.5,-200) local hidePosition = UDim2.new(0.5,-330,1,5) local isSmallScreen = nil local spinning = false local spinnerIcons = nil local smallScreenThreshold = 450 local hereText -- user facing images local assetUrls = {} local assetUrl = "http://www.morblox.us/Asset/?id=" local errorImageUrl = assetUrl .. "42557901" table.insert(assetUrls, errorImageUrl) local buyImageUrl = assetUrl .. "104651457" table.insert(assetUrls,buyImageUrl) local buyImageDownUrl = assetUrl .. "104651515" table.insert(assetUrls, buyImageDownUrl) local buyImageDisabledUrl = assetUrl .. "104651532" table.insert(assetUrls, buyImageDisabledUrl) local cancelButtonImageUrl = assetUrl .. "104651592" table.insert(assetUrls, cancelButtonImageUrl) local cancelButtonDownUrl = assetUrl .. "104651639" table.insert(assetUrls, cancelButtonDownUrl) local okButtonUrl = assetUrl .. "104651665" table.insert(assetUrls, okButtonUrl) local okButtonPressedrl = assetUrl .."104651707" table.insert(assetUrls, okButtonPressedrl) local freeButtonImageUrl = assetUrl .. "104651733" table.insert(assetUrls, freeButtonImageUrl) local freeButtonImageDownUrl = assetUrl .. "104651761" table.insert(assetUrls, freeButtonImageDownUrl) local tixIcon = assetUrl .. "102481431" table.insert(assetUrls,tixIcon) local robuxIcon = assetUrl .. "102481419" table.insert(assetUrls,robuxIcon) -- user facing string local buyHeaderText = "Buy Item" local takeHeaderText = "Take Item" local buyFailedHeaderText = "An Error Occurred" local errorPurchasesDisabledText = "in-game purchases are disabled" local errorPurchasesUnknownText = "Roblox is performing maintenance" local purchaseSucceededText = "Your purchase of itemName succeeded!" local purchaseFailedText = "Your purchase of itemName failed because errorReason. Your account has not been charged. Please try again soon." local itemPurchaseText = "Would you like to buy the assetType 'itemName' for currencyType currencyAmount?" local freeItemPurchaseText = "Would you like to take the assetType 'itemName' for FREE?" local freeItemBalanceText = "Your balance of Robux or Tix will not be affected by this transaction." local buildsClubUpsellText = "You don't have the appropriate membership to buy this item. Please click here to upgrade your builders club" -------------------------------- End Global Variables ---------------------------------------- ----------------------------- Util Functions --------------------------------------------- function getSecureApiBaseUrl() local secureApiUrl = baseUrl secureApiUrl = string.gsub(secureApiUrl,"http","https") secureApiUrl = string.gsub(secureApiUrl,"www","api") return secureApiUrl end function getRbxUtility() if not RbxUtility then RbxUtility = LoadLibrary("RbxUtility") end return RbxUtility end function preloadAssets() for i = 1, #assetUrls do game:GetService("ContentProvider"):Preload(assetUrls[i]) end end ----------------------------- End Util Functions --------------------------------------------- -------------------------------- Accept/Decline Functions -------------------------------------- function removeCurrentPurchaseInfo() currentAssetId = nil currentCurrencyType = nil currentCurrencyAmount = nil currentEquipOnPurchase = nil currentProductId = nil currentProductInfo = nil end function closePurchasePrompt() purchaseDialog:TweenPosition(hidePosition, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweenTime, true, function() game.GuiService:RemoveCenterDialog(purchaseDialog) hidePurchasing() purchaseDialog.Visible = false currentlyPrompting = false end) end function userPurchaseActionsEnded(isSuccess) checkingPlayerFunds = false if isSuccess then -- show the user we bought the item successfully, when they close this dialog we will call signalPromptEnded local newPurchasedSucceededText = string.gsub( purchaseSucceededText,"itemName", tostring(currentProductInfo["Name"])) purchaseDialog.BodyFrame.ItemPreview.ItemDescription.Text = newPurchasedSucceededText setButtonsVisible(purchaseDialog.BodyFrame.OkPurchasedButton) hidePurchasing() else -- otherwise we didn't purchase, no need to show anything, just signal and close dialog signalPromptEnded(isSuccess) end end function signalPromptEnded(isSuccess) closePurchasePrompt() game:GetService("MarketplaceService"):SignalPromptPurchaseFinished(game.Players.LocalPlayer, currentAssetId, isSuccess) removeCurrentPurchaseInfo() end -- make sure our gui displays the proper purchase data, and set the productid we will try and buy if use specifies a buy action function updatePurchasePromptData(toggleColoredText) local newItemDescription = "" if hereText then hereText.Parent = nil end if not currentProductInfo then return end -- id to use when we request a purchase currentProductId = currentProductInfo["ProductId"] if isFreeItem() then newItemDescription = string.gsub( freeItemPurchaseText,"itemName", tostring(currentProductInfo["Name"])) newItemDescription = string.gsub( newItemDescription,"assetType", tostring(assetTypeToString(currentProductInfo["AssetTypeId"])) ) setHeaderText(takeHeaderText) else -- otherwise item costs something, so different prompt newItemDescription = string.gsub( itemPurchaseText,"itemName", tostring(currentProductInfo["Name"])) newItemDescription = string.gsub( newItemDescription,"assetType", tostring(assetTypeToString(currentProductInfo["AssetTypeId"])) ) newItemDescription = string.gsub( newItemDescription,"currencyType", tostring(currencyTypeToString(currentCurrencyType)) ) newItemDescription = string.gsub( newItemDescription,"currencyAmount", tostring(currentCurrencyAmount)) setHeaderText(buyHeaderText) end purchaseDialog.BodyFrame.ItemPreview.ItemDescription.Text = newItemDescription purchaseDialog.BodyFrame.ItemPreview.Image = baseUrl .. "thumbs/asset.ashx?assetid=" .. tostring(currentAssetId) .. '&x=100&y=100&format=png'; end function showPurchasePrompt() local canPurchase, insufficientFunds, notRightBC, override, descText = canPurchaseItem() if canPurchase then updatePurchasePromptData() if override and descText then purchaseDialog.BodyFrame.ItemPreview.ItemDescription.Text = descText purchaseDialog.BodyFrame.AfterBalanceButton.Visible = false end game.GuiService:AddCenterDialog(purchaseDialog, Enum.CenterDialogType.ModalDialog, --ShowFunction function() -- set the state for our buttons purchaseDialog.Visible = true if isFreeItem() then setButtonsVisible(purchaseDialog.BodyFrame.FreeButton, purchaseDialog.BodyFrame.CancelButton, purchaseDialog.BodyFrame.AfterBalanceButton) elseif notRightBC then purchaseDialog.BodyFrame.AfterBalanceButton.Text = "You require an upgrade to your Builders Club membership to purchase this item. Click here to upgrade." if not openBCUpSellWindowConnection then openBCUpSellWindowConnection = purchaseDialog.BodyFrame.AfterBalanceButton.MouseButton1Click:connect(function() if purchaseDialog.BodyFrame.AfterBalanceButton.Text == "You require an upgrade to your Builders Club membership to purchase this item. Click here to upgrade." then print('Upselling BC') openBCUpSellWindow() end end) end setButtonsVisible(purchaseDialog.BodyFrame.BuyDisabledButton, purchaseDialog.BodyFrame.CancelButton, purchaseDialog.BodyFrame.AfterBalanceButton) elseif insufficientFunds then setButtonsVisible(purchaseDialog.BodyFrame.BuyDisabledButton, purchaseDialog.BodyFrame.CancelButton, purchaseDialog.BodyFrame.AfterBalanceButton) elseif override then setButtonsVisible(purchaseDialog.BodyFrame.BuyDisabledButton, purchaseDialog.BodyFrame.CancelButton) -- , purchaseDialog.BodyFrame.AfterBalanceButton) else setButtonsVisible(purchaseDialog.BodyFrame.BuyButton, purchaseDialog.BodyFrame.CancelButton) -- , purchaseDialog.BodyFrame.AfterBalanceButton) end purchaseDialog:TweenPosition(showPosition, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweenTime, true) -- funds are insufficient so we have prompted the user to buy more, now we check until the user buys or cancels if insufficientFunds and notRightBC == false then Spawn(function() checkingPlayerFunds = true checkPlayerFundLoop() end) end end, --HideFunction function() purchaseDialog.Visible = false end) else -- we failed in prompting a purchase, do a decline doDeclinePurchase() end end -- given an asset id, this function will grab that asset from the website, and return the first "Tool" object found inside it function getToolAssetID(assetID) local newTool = game:GetService("InsertService"):LoadAsset(assetID) if not newTool then return nil end if newTool:IsA("Tool") then return newTool end local toolChildren = newTool:GetChildren() for i = 1, #toolChildren do if toolChildren[i]:IsA("Tool") then return toolChildren[i] end end return nil end -- the user tried to purchase by clicking the purchase button, but something went wrong. -- let them know their account was not charged, and that they do not own the item yet. function purchaseFailed(inGamePurchasesDisabled) local newPurchasedFailedText = string.gsub( purchaseFailedText,"itemName", tostring(currentProductInfo["Name"])) if inGamePurchasesDisabled then newPurchasedFailedText = string.gsub( newPurchasedFailedText,"errorReason", tostring(errorPurchasesDisabledText) ) else newPurchasedFailedText = string.gsub( newPurchasedFailedText,"errorReason", tostring(errorPurchasesUnknownText) ) end purchaseDialog.BodyFrame.ItemPreview.ItemDescription.Text = newPurchasedFailedText purchaseDialog.BodyFrame.ItemPreview.Image = errorImageUrl setButtonsVisible(purchaseDialog.BodyFrame.OkButton) setHeaderText(buyFailedHeaderText) hidePurchasing() end -- user has specified they want to buy an item, now try to attempt to buy it for them function doAcceptPurchase(currencyPreferredByUser) showPurchasing() -- shows a purchasing ui (shows spinner) -- http call to do the purchase local response = "none" local success, reason = ypcall(function() response = game:HttpPostAsync(getSecureApiBaseUrl() .. "marketplace/purchase?productId=" .. tostring(currentProductId) .. "¤cyTypeId=" .. tostring(currencyEnumToInt(currentCurrencyType)) .. "&purchasePrice=" .. tostring(currentCurrencyAmount) .. "&locationType=Game" .. "&locationId=" .. Game.PlaceId, "RobloxPurchaseRequest") end) -- debug output for us (found in the logs from local) print("doAcceptPurchase success from ypcall is ",success,"reason is",reason) print("doAcceptPurchase response is ",response) wait(1) -- allow the purchasing waiting dialog to at least be readable (otherwise it might flash, looks bad)... -- check to make sure purchase actually happened on the web end if response == "none" or response == nil or response == '' then print("did not get a proper response from web on purchase of",currentAssetId) purchaseFailed() return end -- parse our response, decide how to react response = getRbxUtility().DecodeJSON(response) if response then if response["success"] == false then if response["status"] ~= "AlreadyOwned" then print("web return response of fail on purchase of",currentAssetId) purchaseFailed( (response["status"] == "EconomyDisabled") ) return end end else print("web return response of non parsable JSON on purchase of",currentAssetId) purchaseFailed() return end -- check to see if this item was bought, and if we want to equip it (also need to make sure the asset type was gear) if currentEquipOnPurchase and success and tonumber(currentProductInfo["AssetTypeId"]) == 19 then local tool = getToolAssetID(tonumber(currentAssetId)) if tool then tool.Parent = game.Players.LocalPlayer.Backpack end end userPurchaseActionsEnded(success) end -- user pressed the cancel button, just remove all purchasing prompts function doDeclinePurchase() userPurchaseActionsEnded(false) end -------------------------------- End Accept/Decline Functions -------------------------------------- ---------------------------------------------- Currency Functions --------------------------------------------- -- enums have no implicit conversion to numbers in lua, has to have a function to do this function currencyEnumToInt(currencyEnum) if currencyEnum == Enum.CurrencyType.Robux then return 1 elseif currencyEnum == Enum.CurrencyType.Tix then return 2 end end -- oi, this is ugly function assetTypeToString(assetType) if assetType == 1 then return "Image" elseif assetType == 2 then return "T-Shirt" elseif assetType == 3 then return "Audio" elseif assetType == 4 then return "Mesh" elseif assetType == 5 then return "Lua" elseif assetType == 6 then return "HTML" elseif assetType == 7 then return "Text" elseif assetType == 8 then return "Hat" elseif assetType == 9 then return "Place" elseif assetType == 10 then return "Model" elseif assetType == 11 then return "Shirt" elseif assetType == 12 then return "Pants" elseif assetType == 13 then return "Decal" elseif assetType == 16 then return "Avatar" elseif assetType == 17 then return "Head" elseif assetType == 18 then return "Face" elseif assetType == 19 then return "Gear" elseif assetType == 21 then return "Badge" elseif assetType == 22 then return "Group Emblem" elseif assetType == 24 then return "Animation" elseif assetType == 25 then return "Arms" elseif assetType == 26 then return "Legs" elseif assetType == 27 then return "Torso" elseif assetType == 28 then return "Right Arm" elseif assetType == 29 then return "Left Arm" elseif assetType == 30 then return "Left Leg" elseif assetType == 31 then return "Right Leg" elseif assetType == 32 then return "Package" elseif assetType == 33 then return "YouTube Video" elseif assetType == 34 then return "Game Pass" end return "" end function currencyTypeToString(currencyType) if currencyType == Enum.CurrencyType.Tix then return "Tix" else return "R$" end end -- figure out what currency to use based on the currency you can actually sell the item in and what the script specified function setCurrencyAmountAndType(priceInRobux, priceInTix) if currentCurrencyType == Enum.CurrencyType.Default or currentCurrencyType == Enum.CurrencyType.Robux then -- sell for default (user doesn't care) or robux if priceInRobux ~= nil and priceInRobux ~= 0 then -- we can sell for robux currentCurrencyAmount = priceInRobux currentCurrencyType = Enum.CurrencyType.Robux else -- have to use tix currentCurrencyAmount = priceInTix currentCurrencyType = Enum.CurrencyType.Tix end elseif currentCurrencyType == Enum.CurrencyType.Tix then -- we want to sell for tix if priceInTix ~= nil and priceInTix ~= 0 then -- we can sell for tix currentCurrencyAmount = priceInTix currentCurrencyType = Enum.CurrencyType.Tix else -- have to use robux currentCurrencyAmount = priceInRobux currentCurrencyType = Enum.CurrencyType.Robux end else return false end if currentCurrencyAmount == nil then return false end return true end -- will get the player's balance of robux and tix, return in a table function getPlayerBalance() local playerBalance = nil local success, errorCode = ypcall(function() playerBalance = game:HttpGetAsync(getSecureApiBaseUrl() .. "currency/balance") end) if not success then print("Get player balance failed because",errorCode) return nil end if playerBalance == '' then return nil end playerBalance = getRbxUtility().DecodeJSON(playerBalance) return playerBalance end -- should open an external default browser window to this url function openBuyCurrencyWindow() game:GetService("GuiService"):OpenBrowserWindow(baseUrl .. "Upgrades/Robux.aspx") end function openBCUpSellWindow() Game:GetService('GuiService'):OpenBrowserWindow(baseUrl .. "Upgrades/BuildersClubMemberships.aspx") end -- set up the gui text at the bottom of the prompt (alerts user to how much money they will have left, or if they need to buy more to buy the item) function updateAfterBalanceText(playerBalance, notRightBc) if isFreeItem() then purchaseDialog.BodyFrame.AfterBalanceButton.Text = freeItemBalanceText return true, false end local keyWord = nil if currentCurrencyType == Enum.CurrencyType.Robux then keyWord = "robux" elseif currentCurrencyType == Enum.CurrencyType.Tix then keyWord = "tickets" end if not keyWord then return false end local playerBalanceNumber = tonumber(playerBalance[keyWord]) if not playerBalanceNumber then return false end local afterBalanceNumber = playerBalanceNumber - currentCurrencyAmount -- check to see if we have enough of the desired currency to allow a purchase, if not we need to prompt user to buy robux if not notRightBc then if afterBalanceNumber < 0 and keyWord == "robux" then if openBuyCurrencyWindowConnection == nil then openBuyCurrencyWindowConnection = purchaseDialog.BodyFrame.AfterBalanceButton.MouseButton1Click:connect(openBuyCurrencyWindow) end purchaseDialog.BodyFrame.AfterBalanceButton.Text = "You need " .. currencyTypeToString(currentCurrencyType) .. " " .. tostring(-afterBalanceNumber) .. " more to buy this, click here to purchase more." return true, true elseif afterBalanceNumber < 0 and keyWord == "tickets" then purchaseDialog.BodyFrame.AfterBalanceButton.Text = "You need " .. tostring(-afterBalanceNumber) .. " " .. currencyTypeToString(currentCurrencyType) .. " more to buy this item." return true, true -- user can't buy more tickets, so we say fail the transaction (maybe instead we can prompt them to trade currency???) end end -- this ensures that we only have one connection to openBuyCurrencyWindow at a time (otherwise might open multiple browser windows) if(openBuyCurrencyWindowConnection) then openBuyCurrencyWindowConnection:disconnect() openBuyCurrencyWindowConnection = nil end purchaseDialog.BodyFrame.AfterBalanceButton.Text = "Your balance after this transaction will be " .. currencyTypeToString(currentCurrencyType) .. " " .. tostring(afterBalanceNumber) .. "." return true, false end function isFreeItem() -- if both of these are true, then the item is free, just prompt user if they want to take one return currentProductInfo and currentProductInfo["IsForSale"] == true and currentProductInfo["IsPublicDomain"] == true end -- will continuously poll the player to see if funds have changed. Poll rate is changed by adjusting checkPlayerFundsLoopTime, which is specified in seconds function checkPlayerFundLoop() local canPurchase = true local insufficientFunds = true while checkingPlayerFunds and insufficientFunds do wait(checkPlayerFundsLoopTime) canPurchase, insufficientFunds = canPurchaseItem() -- check again to see if we can buy item if canPurchase then if not insufficientFunds then -- we can buy item! set our buttons up and we will exit this loop setButtonsVisible(purchaseDialog.BodyFrame.BuyButton,purchaseDialog.BodyFrame.CancelButton, purchaseDialog.BodyFrame.AfterBalanceButton) end end end end ---------------------------------------------- End Currency Functions --------------------------------------------- ---------------------------------------------- Data Functions ----------------------------------------------------- -- more enum to int fun! function membershipTypeToNumber(membership) if membership == Enum.MembershipType.None then return 0 elseif membership == Enum.MembershipType.BuildersClub then return 1 elseif membership == Enum.MembershipType.TurboBuildersClub then return 2 elseif membership == Enum.MembershipType.OutrageousBuildersClub then return 3 end return -1 end -- This functions checks to make sure the purchase is even possible, if not it returns false and we don't prompt user (some situations require user feedback when we won't prompt) function canPurchaseItem() -- first we see if player already owns the asset local playerOwnsAsset = false local notRightBc = false local descText = nil local success, errorCode = ypcall(function() playerOwnsAsset = game:HttpGetAsync(getSecureApiBaseUrl() .. "/ownership/hasAsset?userId=" .. tostring(game.Players.LocalPlayer.userId) .. "&assetId=" .. tostring(currentAssetId)) end) if not success then print("could not tell if player owns asset because",errorCode) return false end purchaseDialog.BodyFrame.AfterBalanceButton.Visible = true -- next we get the product info and do some checks on that local success = ypcall(function() currentProductInfo = game:GetService("MarketplaceService"):GetProductInfo(currentAssetId) end) if currentProductInfo == nil or not success then descText = "In-game sales are temporarily disabled. Please try again later." return true, nil, nil, true, descText end if type(currentProductInfo) ~= "table" then currentProductInfo = getRbxUtility().DecodeJSON(currentProductInfo) end if not currentProductInfo then descText = "Could not get product info. Please try again later." return true, nil, nil, true, descText end if playerOwnsAsset == true or playerOwnsAsset == "true" then descText = "You already own this item." return true, nil, nil, true, descText end if currentProductInfo["IsForSale"] == false and currentProductInfo["IsPublicDomain"] == false then descText = "This item is no longer for sale." return true, nil, nil, true, descText end -- now we start talking money, making sure we are going to be able to purchase this if not setCurrencyAmountAndType(tonumber(currentProductInfo["PriceInRobux"]), tonumber(currentProductInfo["PriceInTickets"])) then descText = "We could retrieve the price of the item correctly. Please try again later." return true, nil, nil, true, descText end local playerBalance = getPlayerBalance() if not playerBalance then descText = "Could not retrieve your balance. Please try again later." return true, nil, nil, true, descText end if tonumber(currentProductInfo["MinimumMembershipLevel"]) > membershipTypeToNumber(game.Players.LocalPlayer.MembershipType) then notRightBc = true end local updatedBalance, insufficientFunds = updateAfterBalanceText(playerBalance, notRightBc) if notRightBc then purchaseDialog.BodyFrame.AfterBalanceButton.Active = true return true, insufficientFunds, notRightBc, false end if currentProductInfo["ContentRatingTypeId"] == 1 then if game.Players.LocalPlayer:GetUnder13() then descText = "Your account is under 13 so purchase of this item is not allowed." return true, nil, nil, true, descText end end if (currentProductInfo["IsLimited"] == true or currentProductInfo["IsLimitedUnique"] == true) and (currentProductInfo["Remaining"] == "" or currentProductInfo["Remaining"] == 0 or currentProductInfo["Remaining"] == nil) then descText = "All copies of this item have been sold out! Try buying from other users on the website." return true, nil, nil, true, descText end if not updatedBalance then descText = 'Could not update your balance. Please check back after some time.' return true, nil, nil, true, descText end -- we use insufficient funds to display a prompt to buy more robux purchaseDialog.BodyFrame.AfterBalanceButton.Active = true return true, insufficientFunds end function computeSpaceString(pLabel) local nString = " " local tempSpaceLabel = Instance.new('TextButton') tempSpaceLabel.Size = UDim2.new(0, pLabel.AbsoluteSize.X, 0, pLabel.AbsoluteSize.Y); tempSpaceLabel.FontSize = pLabel.FontSize; tempSpaceLabel.Parent = pLabel.Parent; tempSpaceLabel.BackgroundTransparency = 1.0; tempSpaceLabel.Text = nString; tempSpaceLabel.Name = 'SpaceButton' while tempSpaceLabel.TextBounds.X < pLabel.TextBounds.X do nString = nString .. " " tempSpaceLabel.Text = nString end nString = nString .. " " tempSpaceLabel.Text = "" return nString end ---------------------------------------------- End Data Functions ----------------------------------------------------- ---------------------------------------------- Gui Functions ---------------------------------------------- function startSpinner() spinning = true Spawn( function() local spinPos = 0 while spinning do local pos = 0 while pos < 8 do if pos == spinPos or pos == ((spinPos+1)%8) then spinnerIcons[pos+1].Image = "http://www.morblox.us/Asset?id=45880668" else spinnerIcons[pos+1].Image = "http://www.morblox.us/Asset?id=45880710" end pos = pos + 1 end spinPos = (spinPos + 1) % 8 wait(1/15) end end) end function stopSpinner() spinning = false end -- convenience method to say exactly what buttons should be visible (all others are not!) function setButtonsVisible(...) local args = {...} local argCount = select('#', ...) local bodyFrameChildren = purchaseDialog.BodyFrame:GetChildren() for i = 1, #bodyFrameChildren do if bodyFrameChildren[i]:IsA("GuiButton") then bodyFrameChildren[i].Visible = false for j = 1, argCount do if bodyFrameChildren[i] == args[j] then bodyFrameChildren[i].Visible = true break end end end end end -- used for the "Purchasing..." frame function createSpinner(size,position,parent) local spinnerFrame = Instance.new("Frame") spinnerFrame.Name = "Spinner" spinnerFrame.Size = size spinnerFrame.Position = position spinnerFrame.BackgroundTransparency = 1 spinnerFrame.ZIndex = 10 spinnerFrame.Parent = parent spinnerIcons = {} local spinnerNum = 1 while spinnerNum <= 8 do local spinnerImage = Instance.new("ImageLabel") spinnerImage.Name = "Spinner"..spinnerNum spinnerImage.Size = UDim2.new(0, 16, 0, 16) spinnerImage.Position = UDim2.new(.5+.3*math.cos(math.rad(45*spinnerNum)), -8, .5+.3*math.sin(math.rad(45*spinnerNum)), -8) spinnerImage.BackgroundTransparency = 1 spinnerImage.ZIndex = 10 spinnerImage.Image = "http://www.morblox.us/Asset/?id=45880710" spinnerImage.Parent = spinnerFrame spinnerIcons[spinnerNum] = spinnerImage spinnerNum = spinnerNum + 1 end end -- all the gui init. Would be nice if this didn't have to be a script function createPurchasePromptGui() purchaseDialog = Instance.new("Frame") purchaseDialog.Name = "PurchaseFrame" purchaseDialog.Size = UDim2.new(0,660,0,400) purchaseDialog.Position = hidePosition purchaseDialog.Visible = false purchaseDialog.BackgroundColor3 = Color3.new(141/255,141/255,141/255) purchaseDialog.BorderColor3 = Color3.new(204/255,204/255,204/255) purchaseDialog.Parent = game.CoreGui.RobloxGui local bodyFrame = Instance.new("Frame") bodyFrame.Name = "BodyFrame" bodyFrame.Size = UDim2.new(1,0,1,-60) bodyFrame.Position = UDim2.new(0,0,0,60) bodyFrame.BackgroundColor3 = Color3.new(67/255, 67/255, 67/255) bodyFrame.BorderSizePixel = 0 bodyFrame.Parent = purchaseDialog local titleLabel = createTextObject("TitleLabel", "Buy Item", "TextLabel", Enum.FontSize.Size48) titleLabel.Size = UDim2.new(1,0,0,60) local titleBackdrop = titleLabel:Clone() titleBackdrop.Name = "TitleBackdrop" titleBackdrop.TextColor3 = Color3.new(32/255,32/255,32/255) titleBackdrop.BackgroundTransparency = 0.0 titleBackdrop.BackgroundColor3 = Color3.new(54/255, 96/255, 171/255) titleBackdrop.Position = UDim2.new(0,0,0,-2) titleBackdrop.Parent = purchaseDialog titleLabel.Parent = purchaseDialog local cancelButton = createImageButton("CancelButton") cancelButton.Position = UDim2.new(0.75,-70,1,-120) cancelButton.BackgroundTransparency = 1 cancelButton.BorderSizePixel = 0 cancelButton.Parent = bodyFrame cancelButton.Modal = true cancelButton.Image = cancelButtonImageUrl cancelButton.MouseButton1Down:connect(function() cancelButton.Image = cancelButtonDownUrl end) cancelButton.MouseButton1Up:connect(function( ) cancelButton.Image = cancelButtonImageUrl end) cancelButton.MouseLeave:connect(function( ) cancelButton.Image = cancelButtonImageUrl end) cancelButton.MouseButton1Click:connect(doDeclinePurchase) local buyButton = createImageButton("BuyButton") buyButton.Position = UDim2.new(0.25,-100,1,-120) buyButton.BackgroundTransparency = 1 buyButton.BorderSizePixel = 0 buyButton.Image = buyImageUrl buyButton.MouseButton1Down:connect(function() buyButton.Image = buyImageDownUrl end) buyButton.MouseButton1Up:connect(function( ) buyButton.Image = buyImageUrl end) buyButton.MouseLeave:connect(function( ) buyButton.Image = buyImageUrl end) buyButton.Parent = bodyFrame local buyDisabledButton = buyButton:Clone() buyDisabledButton.Name = "BuyDisabledButton" buyDisabledButton.AutoButtonColor = false buyDisabledButton.Visible = false buyDisabledButton.Active = false buyDisabledButton.Image = buyImageDisabledUrl buyDisabledButton.Parent = bodyFrame local freeButton = buyButton:Clone() freeButton.BackgroundTransparency = 1 freeButton.Name = "FreeButton" freeButton.Visible = false freeButton.Image = freeButtonImageUrl freeButton.MouseButton1Down:connect(function() freeButton.Image = freeButtonImageDownUrl end) freeButton.MouseButton1Up:connect(function( ) freeButton.Image = freeButtonImageUrl end) freeButton.MouseLeave:connect(function( ) freeButton.Image = freeButtonImageUrl end) freeButton.Parent = bodyFrame local okButton = buyButton:Clone() okButton.Name = "OkButton" okButton.BackgroundTransparency = 1 okButton.Visible = false okButton.Position = UDim2.new(0.5,-okButton.Size.X.Offset/2,1,-120) okButton.Modal = true okButton.Image = okButtonUrl okButton.MouseButton1Down:connect(function() okButton.Image = okButtonPressedrl end) okButton.MouseButton1Up:connect(function( ) okButton.Image = okButtonUrl end) okButton.MouseLeave:connect(function( ) okButton.Image = okButtonUrl end) okButton.Parent = bodyFrame local okPurchasedButton = okButton:Clone() okPurchasedButton.Name = "OkPurchasedButton" okPurchasedButton.MouseButton1Down:connect(function() okPurchasedButton.Image = okButtonPressedrl end) okPurchasedButton.MouseButton1Up:connect(function( ) okPurchasedButton.Image = okButtonUrl end) okPurchasedButton.MouseLeave:connect(function( ) okPurchasedButton.Image = okButtonUrl end) okPurchasedButton.Parent = bodyFrame okButton.MouseButton1Click:connect(function () userPurchaseActionsEnded(false) end) okPurchasedButton.MouseButton1Click:connect(function() signalPromptEnded(true) end) buyButton.MouseButton1Click:connect(function() doAcceptPurchase(Enum.CurrencyType.Robux) end) freeButton.MouseButton1Click:connect(function() doAcceptPurchase(false) end) local itemPreview = Instance.new("ImageLabel") itemPreview.Name = "ItemPreview" itemPreview.BackgroundColor3 = Color3.new(32/255,32/255,32/255) itemPreview.BorderColor3 = Color3.new(141/255,141/255,141/255) itemPreview.Position = UDim2.new(0,30,0,20) itemPreview.Size = UDim2.new(0,180,0,180) itemPreview.ZIndex = 2 itemPreview.Parent = bodyFrame local itemDescription = createTextObject("ItemDescription", "Would you like to buy the 'itemName' for currencyType currencyAmount?","TextLabel",Enum.FontSize.Size24) itemDescription.Position = UDim2.new(1,20,0,0) itemDescription.Size = UDim2.new(0,410,1,0) itemDescription.Parent = itemPreview local afterBalanceButton = createTextObject("AfterBalanceButton","Place holder text ip sum lorem dodo ashs","TextButton",Enum.FontSize.Size24) afterBalanceButton.AutoButtonColor = false afterBalanceButton.Position = UDim2.new(0,5,1,-55) afterBalanceButton.Size = UDim2.new(1,-10,0,50) afterBalanceButton.Parent = bodyFrame local purchasingFrame = Instance.new("Frame") purchasingFrame.Name = "PurchasingFrame" purchasingFrame.Size = UDim2.new(1,0,1,0) purchasingFrame.BackgroundColor3 = Color3.new(0,0,0) purchasingFrame.BackgroundTransparency = 0.2 purchasingFrame.BorderSizePixel = 0 purchasingFrame.ZIndex = 9 purchasingFrame.Visible = false purchasingFrame.Active = true purchasingFrame.Parent = purchaseDialog local purchasingLabel = createTextObject("PurchasingLabel","Purchasing...","TextLabel",Enum.FontSize.Size48) purchasingLabel.Size = UDim2.new(1,0,1,0) purchasingLabel.ZIndex = 10 purchasingLabel.Parent = purchasingFrame createSpinner(UDim2.new(0,50,0,50), UDim2.new(0.5,-25,0.5,30), purchasingLabel) end -- next two functions control the "Purchasing..." overlay function showPurchasing() startSpinner() purchaseDialog.PurchasingFrame.Visible = true end function hidePurchasing() purchaseDialog.PurchasingFrame.Visible = false stopSpinner() end -- next 2 functions are convenienvce creation functions for guis function createTextObject(name, text, type, size) local textLabel = Instance.new(type) textLabel.Font = Enum.Font.ArialBold textLabel.TextColor3 = Color3.new(217/255, 217/255, 217/255) textLabel.TextWrapped = true textLabel.Name = name textLabel.Text = text textLabel.BackgroundTransparency = 1 textLabel.BorderSizePixel = 0 textLabel.FontSize = size return textLabel end function createImageButton(name) local imageButton = Instance.new("ImageButton") imageButton.Size = UDim2.new(0,153,0,46) imageButton.Name = name return imageButton end function setHeaderText(text) purchaseDialog.TitleLabel.Text = text purchaseDialog.TitleBackdrop.Text = text end function cutSizeInHalfRecursive(instance) -- todo: change the gui size based on how much space we have --[[changeSize(instance,0.5) local children = instance:GetChildren() for i = 1, #children do cutSizeInHalfRecursive(children[i]) end]] end function doubleSizeRecursive(instance) -- todo: change the gui size based on how much space we have --[[changeSize(instance,2) local children = instance:GetChildren() for i = 1, #children do doubleSizeRecursive(children[i]) end]] end function modifyForSmallScreen() cutSizeInHalfRecursive(purchaseDialog) end function modifyForLargeScreen() doubleSizeRecursive(purchaseDialog) end -- depending on screen size, we need to change the gui function changeGuiToScreenSize(smallScreen) if smallScreen then modifyForSmallScreen() else modifyForLargeScreen() end end ---------------------------------------------- End Gui Functions ---------------------------------------------- ---------------------------------------------- Script Event start/initialization ---------------------------------------------- preloadAssets() game:GetService("MarketplaceService").PromptPurchaseRequested:connect(function(player, assetId, equipIfPurchased, currencyType) if not purchaseDialog then createPurchasePromptGui() end if player == game.Players.LocalPlayer then if currentlyPrompting then return end currentlyPrompting = true currentAssetId = assetId currentCurrencyType = currencyType currentEquipOnPurchase = equipIfPurchased showPurchasePrompt() end end) game.CoreGui.RobloxGui.Changed:connect(function() local nowIsSmallScreen = (game.CoreGui.RobloxGui.AbsoluteSize.Y <= smallScreenThreshold) if nowIsSmallScreen and not isSmallScreen then changeGuiToScreenSize(true) elseif not nowIsSmallScreen and isSmallScreen then changeGuiToScreenSize(false) end isSmallScreen = nowIsSmallScreen end) isSmallScreen = (game.CoreGui.RobloxGui.AbsoluteSize.Y <= smallScreenThreshold) if isSmallScreen then changeGuiToScreenSize(true) end