-- 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 -------------------------------- Global Variables ---------------------------------------- -- utility variables local RbxUtility = nil local baseUrl = game:GetService("ContentProvider").BaseUrl:lower() baseUrl = string.gsub(baseUrl,"/m.","/www.") --mobile site does not work for this stuff! -- data variables local currentProductInfo, currentAssetId, currentCurrencyType, currentCurrencyAmount, currentEquipOnPurchase, currentProductId, currentServerResponseTable local checkingPlayerFunds = false local purchasingConsumable = false -- gui variables local currentlyPrompting = false local currentlyPurchasing = false local purchaseDialog, errorDialog = nil local tweenTime = 0.3 local showPosition = UDim2.new(0.5,-217,0.5,-146) local hidePosition = UDim2.new(0.5,-217,1,25) local isSmallScreen = nil local spinning = false local spinnerIcons = nil local smallScreenThreshold = 450 local renderSteppedConnection = nil local modalEnabledFix = false local success = pcall(function() modalEnabledFix = settings():GetFFlag("FixModalEnabledOniOS") end) if not success then modalEnabledFix = false end -- user facing images local assetUrls = {} local assetUrl = "http://www.syntax.eco/Asset/?id=" local errorImageUrl = assetUrl .. "42557901" table.insert(assetUrls, errorImageUrl) local buyImageUrl = assetUrl .. "142494143" table.insert(assetUrls,buyImageUrl) local cancelButtonImageUrl = assetUrl .. "142494219" table.insert(assetUrls, cancelButtonImageUrl) local freeButtonImageDownUrl = assetUrl .. "104651761" table.insert(assetUrls, freeButtonImageDownUrl) local loadingImage = assetUrl .. "143116791" table.insert(assetUrls,loadingImage) -- 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 productPurchaseText = "Would you like to buy the itemName assetType for currencyTypecurrencyAmount?"--"Would you like to buy the itemName assetType from assetOwner for currencyTypecurrencyAmount?" local productPurchaseTixOnlyText = "Would you like to buy the itemName assetType for currencyAmount currencyType?" --"Would you like to buy the itemName assetType from assetOwner for currencyAmount currencyType?" 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 upgradeBCText = "You require an upgrade to your Builders Club membership to purchase this item. Click 'Buy Builders Club' to upgrade." -------------------------------- 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 currentServerResponseTable = nil checkingPlayerFunds = false end function userPurchaseActionsEnded(isSuccess) checkingPlayerFunds = false purchaseDialog.BodyFrame.AfterBalanceText.Visible = 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.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() if purchasingConsumable then game:GetService("MarketplaceService"):SignalPromptProductPurchaseFinished(game.Players.LocalPlayer.userId, currentProductId, isSuccess) else game:GetService("MarketplaceService"):SignalPromptPurchaseFinished(game.Players.LocalPlayer, currentAssetId, isSuccess) end 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 = "" -- id to use when we request a purchase if not currentProductId then currentProductId = currentProductInfo["ProductId"] end 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 local purchaseText = productPurchaseText if currentProductIsTixOnly() then purchaseText = productPurchaseTixOnlyText end newItemDescription = string.gsub( purchaseText,"itemName", tostring(currentProductInfo["Name"])) newItemDescription = string.gsub( newItemDescription,"assetType", tostring(assetTypeToString(currentProductInfo["AssetTypeId"])) ) --newItemDescription = string.gsub( newItemDescription,"assetOwner", tostring(currentProductInfo["Creator"]["Name"]) ) newItemDescription = string.gsub( newItemDescription,"currencyType", tostring(currencyTypeToString(currentCurrencyType)) ) newItemDescription = string.gsub( newItemDescription,"currencyAmount", tostring(currentCurrencyAmount)) setHeaderText(buyHeaderText) end purchaseDialog.BodyFrame.ItemDescription.Text = newItemDescription if purchasingConsumable then purchaseDialog.BodyFrame.ItemPreview.Image = baseUrl .. "thumbs/asset.ashx?assetid=" .. tostring(currentProductInfo["IconImageAssetId"]) .. '&x=100&y=100&format=png' else purchaseDialog.BodyFrame.ItemPreview.Image = baseUrl .. "thumbs/asset.ashx?assetid=" .. tostring(currentAssetId) .. '&x=100&y=100&format=png' end end function checkIfCanPurchase() if checkingPlayerFunds then local canPurchase, insufficientFunds, notRightBC = canPurchaseItem() -- check again to see if we can buy item if not canPurchase or (insufficientFunds or notRightBC) then -- wait a bit and try a few more times local retries = 1000 while retries > 0 and (insufficientFunds or notRightBC) and checkingPlayerFunds and canPurchase do wait(1/10) canPurchase, insufficientFunds, notRightBC = canPurchaseItem() retries = retries - 1 end end if canPurchase and 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.AfterBalanceText) end end 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 currentlyPurchasing = false if modalEnabledFix then Game:GetService("UserInputService").ModalEnabled = false end end) end function showPurchasePrompt() local canPurchase, insufficientFunds, notRightBC, override, descText = canPurchaseItem() if canPurchase then updatePurchasePromptData() if override and descText then purchaseDialog.BodyFrame.ItemDescription.Text = descText purchaseDialog.BodyFrame.AfterBalanceText.Visible = false end game.GuiService:AddCenterDialog(purchaseDialog, Enum.CenterDialogType.ModalDialog, --ShowFunction function() -- set the state for our buttons purchaseDialog.Visible = true if not currentlyPurchasing then if isFreeItem() then setButtonsVisible(purchaseDialog.BodyFrame.FreeButton, purchaseDialog.BodyFrame.CancelButton) elseif notRightBC then setButtonsVisible(purchaseDialog.BodyFrame.BuyBCButton, purchaseDialog.BodyFrame.CancelButton) elseif insufficientFunds then setButtonsVisible(purchaseDialog.BodyFrame.BuyRobuxButton, purchaseDialog.BodyFrame.CancelButton) elseif override then if currentProductIsTixOnly() then purchaseDialog.BodyFrame.AfterBalanceText.Visible = true end setButtonsVisible(purchaseDialog.BodyFrame.BuyDisabledButton, purchaseDialog.BodyFrame.CancelButton) else setButtonsVisible(purchaseDialog.BodyFrame.BuyButton, purchaseDialog.BodyFrame.CancelButton) end end if modalEnabledFix then Game:GetService("UserInputService").ModalEnabled = true end purchaseDialog:TweenPosition(showPosition, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweenTime, true) end, --HideFunction function() if modalEnabledFix then Game:GetService("UserInputService").ModalEnabled = false end 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 name = "Item" if currentProductInfo then name = currentProductInfo["Name"] end local newPurchasedFailedText = string.gsub( purchaseFailedText,"itemName", tostring(name)) if inGamePurchasesDisabled then newPurchasedFailedText = string.gsub( newPurchasedFailedText,"errorReason", tostring(errorPurchasesDisabledText) ) else newPurchasedFailedText = string.gsub( newPurchasedFailedText,"errorReason", tostring(errorPurchasesUnknownText) ) end purchaseDialog.BodyFrame.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) if currentlyPurchasing then return end currentlyPurchasing = true showPurchasing() -- shows a purchasing ui (shows spinner) local startTime = tick() -- http call to do the purchase local response = "none" local url = nil -- consumables need to use a different url if purchasingConsumable then url = getSecureApiBaseUrl() .. "marketplace/submitpurchase?productId=" .. tostring(currentProductId) .. "¤cyTypeId=" .. tostring(currencyEnumToInt(currentCurrencyType)) .. "&expectedUnitPrice=" .. tostring(currentCurrencyAmount) .. "&placeId=" .. tostring(Game.PlaceId) local flagExists, flagValue = pcall(function() settings():GetFFlag("AddRequestIdToDeveloperProductPurchases") end) if flagExists and flagValue then local h = game:GetService("HttpService") url = url .. "&requestId=" .. h:UrlEncode(h:GenerateGUID()) end else url = getSecureApiBaseUrl() .. "marketplace/purchase?productId=" .. tostring(currentProductId) .. "¤cyTypeId=" .. tostring(currencyEnumToInt(currentCurrencyType)) .. "&purchasePrice=" .. tostring(currentCurrencyAmount) .. "&locationType=Game" .. "&locationId=" .. Game.PlaceId end local success, reason = ypcall(function() response = game:HttpPostAsync(url, "RobloxPurchaseRequest") end) -- debug output for us (found in the logs from local) print("doAcceptPurchase success from ypcall is ",success,"reason is",reason) if (tick() - startTime) < 1 then wait(1) -- allow the purchasing waiting dialog to at least be readable (otherwise it might flash, looks bad)... end -- 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,currentProductId) 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,currentProductId) 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 currentAssetId and tonumber(currentProductInfo["AssetTypeId"]) == 19 then local tool = getToolAssetID(tonumber(currentAssetId)) if tool then tool.Parent = game.Players.LocalPlayer.Backpack end end if purchasingConsumable then if not response["receipt"] then print("tried to buy productId, but no receipt returned. productId was",currentProductId) purchaseFailed() return end Game:GetService("MarketplaceService"):SignalClientPurchaseSuccess( tostring(response["receipt"]), game.Players.LocalPlayer.userId, currentProductId ) else userPurchaseActionsEnded(success) end end -- user pressed the cancel button, just remove all purchasing prompts function doDeclinePurchase() if currentlyPurchasing then return end 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 or currencyEnum == Enum.CurrencyType.Default 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" elseif assetType == 0 then return "Product" 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() checkingPlayerFunds = true game:GetService("GuiService"):OpenBrowserWindow(baseUrl .. "Upgrades/Robux.aspx") end function openBCUpSellWindow() checkingPlayerFunds = true 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.AfterBalanceText.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 purchaseDialog.BodyFrame.AfterBalanceText.Text = "You need " .. currencyTypeToString(currentCurrencyType) .. tostring(-afterBalanceNumber) .. " more to buy this, click 'Buy R$' to purchase more." return true, true elseif afterBalanceNumber < 0 and keyWord == "tickets" then purchaseDialog.BodyFrame.AfterBalanceText.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 else purchaseDialog.BodyFrame.AfterBalanceText.Text = upgradeBCText return true, false end if currentProductIsTixOnly() then purchaseDialog.BodyFrame.AfterBalanceText.Text = "Your balance after this transaction will be " .. tostring(afterBalanceNumber) .. " " .. currencyTypeToString(currentCurrencyType) .. "." else purchaseDialog.BodyFrame.AfterBalanceText.Text = "Your balance after this transaction will be " .. currencyTypeToString(currentCurrencyType) .. tostring(afterBalanceNumber) .. "." end purchaseDialog.BodyFrame.AfterBalanceText.Visible = true 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 ---------------------------------------------- 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 function currentProductIsTixOnly() local priceInRobux = currentProductInfo["PriceInRobux"] local priceInTix = currentProductInfo["PriceInTickets"] if priceInRobux == nil then return true end priceInRobux = tonumber(priceInRobux) if priceInRobux == nil then return true end if priceInTix == nil then return false end priceInTix = tonumber(priceInTix) if priceInTix == nil then return false end return (priceInRobux <= 0 and priceInTix > 0) 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/get the productinfo local playerOwnsAsset = false local notRightBc = false local descText = nil if purchasingConsumable then currentProductInfo = game:GetService("MarketplaceService"):GetProductInfo(currentProductId, Enum.InfoType.Product) else currentProductInfo = game:GetService("MarketplaceService"):GetProductInfo(currentAssetId) end if currentProductInfo == nil then descText = "In-game sales are temporarily disabled. Please try again later." return true, nil, nil, true, descText end if not purchasingConsumable then if not currentAssetId then return false end if currentAssetId <= 0 then return false end 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 return false end if playerOwnsAsset == true or playerOwnsAsset == "true" then descText = "You already own this item." return true, nil, nil, true, descText end end purchaseDialog.BodyFrame.AfterBalanceText.Visible = true -- next we parse through product info and see if we can purchase 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 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.AfterBalanceText.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 www.roblox.com." 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 if insufficientFunds then -- if this is a ticket only time and we don't have enough, tell the user to get more tix if currentProductIsTixOnly() then descText = "This item costs more tickets than you currently have! Try trading currency on www.roblox.com to get more tickets." return true, nil, nil, true, descText end end -- we use insufficient funds to display a prompt to buy more robux return true, insufficientFunds end ---------------------------------------------- End Data Functions ----------------------------------------------------- ---------------------------------------------- Gui Functions ---------------------------------------------- function startSpinner() renderSteppedConnection = Game:GetService("RunService").RenderStepped:connect(function() purchaseDialog.PurchasingFrame.PurchasingSpinnerOuter.Rotation = purchaseDialog.PurchasingFrame.PurchasingSpinnerOuter.Rotation + 7 purchaseDialog.PurchasingFrame.PurchasingSpinnerInner.Rotation = purchaseDialog.PurchasingFrame.PurchasingSpinnerInner.Rotation - 9 end) end function stopSpinner() if renderSteppedConnection then renderSteppedConnection:disconnect() renderSteppedConnection = nil end end -- next two functions control the "Purchasing..." overlay function showPurchasing() purchaseDialog.PurchasingFrame.Visible = true startSpinner() end function hidePurchasing() purchaseDialog.PurchasingFrame.Visible = false stopSpinner() 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 -- 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(0,435,0,292) purchaseDialog.Position = hidePosition purchaseDialog.Active = true purchaseDialog.Visible = false purchaseDialog.BackgroundColor3 = Color3.new(225/255,225/255,225/255) purchaseDialog.BorderSizePixel = 0 purchaseDialog.Parent = game.CoreGui.RobloxGui local bodyFrame = Instance.new("Frame") bodyFrame.Name = "BodyFrame" bodyFrame.Active = true bodyFrame.Size = UDim2.new(1,-10,1,-55) bodyFrame.Position = UDim2.new(0,5,0,50) bodyFrame.BackgroundColor3 = Color3.new(1, 1, 1) bodyFrame.BorderSizePixel = 0 bodyFrame.ZIndex = 8 bodyFrame.Parent = purchaseDialog local titleLabel = createTextObject("TitleLabel", "Buy Item", "TextLabel", Enum.FontSize.Size36) titleLabel.Active = true titleLabel.Font = Enum.Font.SourceSansBold titleLabel.TextColor3 = Color3.new(54/255,54/255,54/255) titleLabel.ZIndex = 8 titleLabel.Size = UDim2.new(1,0,0,50) titleLabel.Parent = purchaseDialog local distanceBetweenButtons = 20 local cancelButton = createImageButton("CancelButton") cancelButton.Position = UDim2.new(0.5,(distanceBetweenButtons/2),1,-100) cancelButton.BorderColor3 = Color3.new(86/255,86/255,86/255) cancelButton.Parent = bodyFrame cancelButton.Modal = true cancelButton.ZIndex = 8 cancelButton.Image = cancelButtonImageUrl cancelButton.MouseButton1Up:connect(function( ) cancelButton.Image = cancelButtonImageUrl end) cancelButton.MouseLeave:connect(function( ) cancelButton.Image = cancelButtonImageUrl end) cancelButton.MouseButton1Click:connect(doDeclinePurchase) local cancelText = createTextObject("CancelText","Cancel","TextLabel",Enum.FontSize.Size24) cancelText.TextColor3 = Color3.new(1,1,1) cancelText.Size = UDim2.new(1,0,1,0) cancelText.ZIndex = 8 cancelText.Parent = cancelButton local cancelHoverFrame = Instance.new("Frame") cancelHoverFrame.Name = "HoverFrame" cancelHoverFrame.Size = UDim2.new(1,0,1,0) cancelHoverFrame.BackgroundColor3 = Color3.new(1,1,1) cancelHoverFrame.BackgroundTransparency = 0.7 cancelHoverFrame.BorderSizePixel = 0 cancelHoverFrame.Visible = false cancelHoverFrame.ZIndex = 8 cancelHoverFrame.Parent = cancelButton cancelButton.MouseEnter:connect(function() cancelHoverFrame.Visible = true end) cancelButton.MouseLeave:connect(function( ) cancelHoverFrame.Visible = false end) cancelButton.MouseButton1Click:connect(function( ) cancelHoverFrame.Visible = false end) local buyButton = createImageButton("BuyButton") buyButton.Position = UDim2.new(0.5,-117-(distanceBetweenButtons/2),1,-100) buyButton.BorderColor3 = Color3.new(0,112/255,1/255) buyButton.Image = buyImageUrl buyButton.ZIndex = 8 buyButton.Parent = bodyFrame local buyText = createTextObject("BuyText","Buy Now","TextLabel",Enum.FontSize.Size24) buyText.ZIndex = 8 buyText.TextColor3 = Color3.new(1,1,1) buyText.Size = UDim2.new(1,0,1,0) buyText.Parent = buyButton local buyHoverFrame = cancelHoverFrame:Clone() buyButton.MouseEnter:connect(function() buyHoverFrame.Visible = true end) buyButton.MouseLeave:connect(function( ) buyHoverFrame.Visible = false end) buyButton.MouseButton1Click:connect(function( ) buyHoverFrame.Visible = false end) buyHoverFrame.Parent = buyButton local buyDisabledButton = buyButton:Clone() buyDisabledButton.Name = "BuyDisabledButton" buyDisabledButton.AutoButtonColor = false buyDisabledButton.Visible = false buyDisabledButton.Active = false buyDisabledButton.Parent = bodyFrame local buyRobux = buyButton:Clone() buyRobux.Name = "BuyRobuxButton" buyRobux.AutoButtonColor = false buyRobux.Visible = false buyRobux.ZIndex = 8 buyRobux.BuyText.Text = "Buy R$" buyRobux.MouseEnter:connect(function() buyRobux.HoverFrame.Visible = true end) buyRobux.MouseLeave:connect(function( ) buyRobux.HoverFrame.Visible = false end) buyRobux.MouseButton1Click:connect(function( ) buyRobux.HoverFrame.Visible = false openBuyCurrencyWindow() end) buyRobux.Parent = bodyFrame local buyBC = buyRobux:Clone() buyBC.Name = "BuyBCButton" buyBC.BuyText.Text = "Buy Builders Club" buyBC.MouseEnter:connect(function() buyBC.HoverFrame.Visible = true end) buyBC.MouseLeave:connect(function( ) buyBC.HoverFrame.Visible = false end) buyBC.MouseButton1Click:connect(function( ) buyBC.HoverFrame.Visible = false openBCUpSellWindow() end) buyBC.Parent = bodyFrame local freeButton = buyButton:Clone() freeButton.BuyText.Text = "Take Free" freeButton.BackgroundTransparency = 1 freeButton.Name = "FreeButton" freeButton.Visible = false freeButton.MouseEnter:connect(function() freeButton.HoverFrame.Visible = true end) freeButton.MouseButton1Click:connect(function( ) freeButton.HoverFrame.Visible = false end) freeButton.MouseLeave:connect(function( ) freeButton.HoverFrame.Visible = false end) freeButton.Parent = bodyFrame local okButton = buyButton:Clone() okButton.BuyText.Text = "Ok" okButton.Name = "OkButton" okButton.Visible = false okButton.Position = UDim2.new(0.5,-okButton.Size.X.Offset/2,1,-100) okButton.Modal = true okButton.MouseEnter:connect(function() okButton.HoverFrame.Visible = true end) okButton.MouseButton1Click:connect(function( ) okButton.HoverFrame.Visible = false signalPromptEnded(false) end) okButton.MouseLeave:connect(function( ) okButton.HoverFrame.Visible = false end) okButton.Parent = bodyFrame local okPurchasedButton = okButton:Clone() okPurchasedButton.Name = "OkPurchasedButton" okPurchasedButton.MouseEnter:connect(function() okPurchasedButton.HoverFrame.Visible = true end) okPurchasedButton.MouseLeave:connect(function( ) okPurchasedButton.HoverFrame.Visible = false end) okPurchasedButton.MouseButton1Click:connect(function() okPurchasedButton.HoverFrame.Visible = false if purchasingConsumable then userPurchaseProductActionsEnded(true) else signalPromptEnded(true) end end) okPurchasedButton.Parent = bodyFrame 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.BackgroundTransparency = 1 itemPreview.BorderSizePixel = 0 itemPreview.Position = UDim2.new(0,20,0,20) itemPreview.Size = UDim2.new(0,100,0,100) itemPreview.ZIndex = 9 itemPreview.Parent = bodyFrame local itemDescription = createTextObject("ItemDescription","","TextLabel",Enum.FontSize.Size18) itemDescription.TextXAlignment = Enum.TextXAlignment.Left itemDescription.Position = UDim2.new(0.5, -70, 0, 10) itemDescription.Size = UDim2.new(0,245,0,115) itemDescription.TextColor3 = Color3.new(54/255,54/255,54/255) itemDescription.ZIndex = 8 itemDescription.Parent = bodyFrame local afterBalanceText = createTextObject("AfterBalanceText","","TextLabel",Enum.FontSize.Size14) afterBalanceText.BackgroundTransparency = 1 afterBalanceText.TextColor3 = Color3.new(102/255,102/255,102/255) afterBalanceText.Position = UDim2.new(0,5,1,-33) afterBalanceText.Size = UDim2.new(1,-10,0,28) afterBalanceText.ZIndex = 8 afterBalanceText.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 = 0.05 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.Position = UDim2.new(0,0,0,-24) purchasingLabel.ZIndex = 10 purchasingLabel.Parent = purchasingFrame local purchasingSpinner = Instance.new("ImageLabel") purchasingSpinner.Name = "PurchasingSpinnerOuter" purchasingSpinner.Image = loadingImage purchasingSpinner.BackgroundTransparency = 1 purchasingSpinner.BorderSizePixel = 0 purchasingSpinner.Size = UDim2.new(0,64,0,64) purchasingSpinner.Position = UDim2.new(0.5,-32,0.5,32) purchasingSpinner.ZIndex = 10 purchasingSpinner.Parent = purchasingFrame local purchasingSpinnerInner = purchasingSpinner:Clone() purchasingSpinnerInner.BackgroundTransparency = 1 purchasingSpinnerInner.Name = "PurchasingSpinnerInner" purchasingSpinnerInner.Size = UDim2.new(0,32,0,32) purchasingSpinnerInner.Position = UDim2.new(0.5,-16,0.5,48) purchasingSpinnerInner.Parent = purchasingFrame 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.SourceSans 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(0,117,0,60) imageButton.Name = name return imageButton end function setHeaderText(text) purchaseDialog.TitleLabel.Text = text end function doPurchasePrompt(player, assetId, equipIfPurchased, currencyType, productId) if not purchaseDialog then createPurchasePromptGui() end if player == game.Players.LocalPlayer then if currentlyPrompting then return end currentlyPrompting = true currentAssetId = assetId currentProductId = productId currentCurrencyType = currencyType currentEquipOnPurchase = equipIfPurchased purchasingConsumable = (currentProductId ~= nil) showPurchasePrompt() end end function userPurchaseProductActionsEnded(userIsClosingDialog) checkingPlayerFunds = false if userIsClosingDialog then closePurchasePrompt() if currentServerResponseTable then local isPurchased = false if tostring(currentServerResponseTable["isValid"]):lower() == "true" then isPurchased = true end Game:GetService("MarketplaceService"):SignalPromptProductPurchaseFinished(tonumber(currentServerResponseTable["playerId"]), tonumber(currentServerResponseTable["productId"]), isPurchased) end removeCurrentPurchaseInfo() else if tostring(currentServerResponseTable["isValid"]):lower() == "true" then local newPurchasedSucceededText = string.gsub( purchaseSucceededText,"itemName", tostring(currentProductInfo["Name"])) purchaseDialog.BodyFrame.ItemDescription.Text = newPurchasedSucceededText setButtonsVisible(purchaseDialog.BodyFrame.OkPurchasedButton) hidePurchasing() else purchaseFailed() end end end function doProcessServerPurchaseResponse(serverResponseTable) if not serverResponseTable then purchaseFailed() return end if serverResponseTable["playerId"] and tonumber(serverResponseTable["playerId"]) == game.Players.LocalPlayer.userId then currentServerResponseTable = serverResponseTable userPurchaseProductActionsEnded(false) end end ---------------------------------------------- End Gui Functions ---------------------------------------------- ---------------------------------------------- Script Event start/initialization ---------------------------------------------- preloadAssets() game:GetService("MarketplaceService").PromptProductPurchaseRequested:connect(function(player, productId, equipIfPurchased, currencyType) doPurchasePrompt(player, nil, equipIfPurchased, currencyType, productId) end) Game:GetService("MarketplaceService").PromptPurchaseRequested:connect(function(player, assetId, equipIfPurchased, currencyType) doPurchasePrompt(player, assetId, equipIfPurchased, currencyType, nil) end) Game:GetService("MarketplaceService").ServerPurchaseVerification:connect(function(serverResponseTable) doProcessServerPurchaseResponse(serverResponseTable) end) Game:GetService("GuiService").BrowserWindowClosed:connect(checkIfCanPurchase)