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roblox-monetization

面向 Roblox 开发者的变现实现指南:覆盖开发者产品、通行证、订阅、激励广告、商店定价、退款与合规,重点给出服务端 ProcessReceipt 幂等处理、所有权校验和 PolicyService 限制检查等 Luau 示例;缺少可直接运行的数据层与 webhook 部署实现。

EL4CTEO
热度 0.00
最近更新 2026-10-19 02:20:10
分类:开发依赖:纯提示词应用场景:代码生成 / API 集成 / 调试排错 / 模板

安装技能

复制下面的话术发给你的 Agent,它会通过 secure-skills 检索并安装该技能。

执行命令安装此 skill: npx secure-skills-cli add el4cteo/roblox-skills/roblox-monetization
Metadata
name
roblox-monetization
description
Robux monetization - developer products with idempotent ProcessReceipt, passes, subscriptions, rewarded video ads, personalized shops, regional pricing and trade arbitrage, paid random item policy (PolicyService), commerce products, private servers, Roblox Plus, refunds, age checks and the US 18+ rate. Use when adding purchases, shops, game passes, subscriptions, ads, or loot boxes, or debugging lost/duplicated purchases.

Roblox monetization

Product types

Type Buy Use for Grant via
Developer product Repeatedly Currency, consumables, boosts, revives MarketplaceService.ProcessReceipt (server)
Pass Once, permanent VIP, permanent perks, extra slots UserOwnsGamePassAsync check on join + purchase-finished event
Subscription Monthly, revocable Recurring perks (daily currency, VIP) GetUserSubscriptionStatusAsync + UserSubscriptionStatusChanged
Rewarded video ad Free (watch ad) Small rewards (≈3–10 Robux value) Developer product granted through ProcessReceipt
Commerce product Real money (physical goods) Merch with bundled digital benefits CommerceService; digital benefits via ProcessReceipt
Private server Monthly Paid private servers Configured in Creator Dashboard

All granting happens on the server. Never grant from client events like PromptProductPurchaseFinished — clients can fake them.

Developer products: ProcessReceipt

Rules:

  • Exactly one server script sets MarketplaceService.ProcessReceipt.
  • Return PurchaseGranted only after the grant is persisted. Otherwise return NotProcessedYet; Roblox retries later (including on the player's next join) with the same PurchaseId.
  • Handlers must be idempotent: record handled PurchaseIds in the player's saved data so a retry never grants twice.
  • Receipts arrive for players who may not be loaded yet or may have left: wait for their data, or return NotProcessedYet.
--!strict
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")

type PlayerData = { coins: number, purchaseIds: { string } }
type ReceiptInfo = {
	PlayerId: number,
	ProductId: number,
	PurchaseId: string,
	CurrencySpent: number,
	CurrencyType: Enum.CurrencyType,
	PlaceIdWherePurchased: number,
}

local MAX_REMEMBERED_PURCHASES = 100

-- Provided by your data layer (ProfileStore profile.Data, etc.).
local function getLoadedData(_player: Player): PlayerData?
	return nil
end
local function saveNow(_player: Player): boolean
	return true
end

local PRODUCTS: { [number]: (Player, PlayerData) -> () } = {
	[1234567] = function(_player, data) -- 100 coins
		data.coins += 100
	end,
}

local function processReceipt(receipt: ReceiptInfo): Enum.ProductPurchaseDecision
	local player = Players:GetPlayerByUserId(receipt.PlayerId)
	if not player then
		return Enum.ProductPurchaseDecision.NotProcessedYet -- granted on their next visit
	end

	local data = getLoadedData(player)
	local deadline = os.clock() + 20
	while not data and player.Parent == Players and os.clock() < deadline do
		task.wait(0.5)
		data = getLoadedData(player)
	end
	if not data then
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end

	if table.find(data.purchaseIds, receipt.PurchaseId) then
		return Enum.ProductPurchaseDecision.PurchaseGranted -- already granted earlier
	end

	local handler = PRODUCTS[receipt.ProductId]
	if not handler then
		warn(`No handler for product {receipt.ProductId}`)
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end

	local ok, err = pcall(handler, player, data)
	if not ok then
		warn(`Grant failed for {receipt.PurchaseId}: {err}`)
		return Enum.ProductPurchaseDecision.NotProcessedYet
	end

	table.insert(data.purchaseIds, receipt.PurchaseId)
	while #data.purchaseIds > MAX_REMEMBERED_PURCHASES do
		table.remove(data.purchaseIds, 1)
	end

	if not saveNow(player) then
		return Enum.ProductPurchaseDecision.NotProcessedYet -- the idempotency list prevents a double grant
	end
	return Enum.ProductPurchaseDecision.PurchaseGranted
end

MarketplaceService.ProcessReceipt = processReceipt :: any

With ProfileStore, "persisted" means waiting until the PurchaseId appears in profile.LastSavedData (or calling profile:Save() and waiting); see ProfileStore's developer products guide.

Prompt from the client (UI) — the server still grants: MarketplaceService:PromptProductPurchase(Players.LocalPlayer, productId).

Passes

--!strict
local MarketplaceService = game:GetService("MarketplaceService")
local Players = game:GetService("Players")

local VIP_PASS_ID = 987654

local function grantVip(player: Player)
	player:SetAttribute("VIP", true) -- apply perks from one place
end

local function checkPass(player: Player)
	local ok, owns = pcall(MarketplaceService.UserOwnsGamePassAsync, MarketplaceService, player.UserId, VIP_PASS_ID)
	if ok and owns then
		grantVip(player)
	end
end

Players.PlayerAdded:Connect(checkPass)
for _, player in Players:GetPlayers() do
	task.spawn(checkPass, player)
end

-- Fires on the server too; re-verify ownership rather than trusting `purchased` alone.
MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, passId, purchased)
	if purchased and passId == VIP_PASS_ID then
		checkPass(player)
	end
end)

UserOwnsGamePassAsync results are cached per server; the purchase-finished handler covers in-session buys.

Subscriptions

  • Check with MarketplaceService:GetUserSubscriptionStatusAsync(player, "EXP-...") → { IsSubscribed, IsRenewing } on join and on Players.UserSubscriptionStatusChanged(player, subscriptionId).
  • Benefits must be revocable: when IsSubscribed is false, remove perks you persisted.
  • Prompt with MarketplaceService:PromptSubscriptionPurchase(player, subscriptionId).
  • Replacing a pass with a subscription: keep honoring existing pass owners, take the pass off sale.

Shops that sell

  • Personalize order with MarketplaceService:RankProductsAsync(identifiers) (call once on join — strict rate limit) and "Top picks" with RecommendTopProductsAsync({ Enum.InfoType.Product, Enum.InfoType.GamePass }) (needs a sale in the last 28 days; call in task.spawn).
  • Show live prices from GetProductInfoAsync(id, Enum.InfoType.Product) / GetDeveloperProductsAsync() — never hardcode Robux prices: managed pricing (regional pricing + price optimization) shows different users different prices. receipt.CurrencySpent has what the user actually paid.
  • Contextual offers (revive on death, boost when stuck) outperform static menus. Also list items in the game's Shop tab in Creator Hub.
  • Open the Roblox Shop overlay from your own buttons, NPCs, or zones with MarketplaceService:OpenShop(player).
  • Listed passes and developer products can also be sold outside the game (Home, search, after Robux purchases); the player joins with the item already bought. Developer products qualify only with a correct ProcessReceipt — Creator Hub → Monetization → Shop flags products that need a fix.

Refunds and chargebacks

Refunded passes (and avatar items) lose ownership automatically — re-check ownership instead of caching it forever. Developer product grants live in your data, so revoke them yourself: subscribe to the Transaction Refunded webhook (covers developer products, passes, private servers, Paid Access) and match it by the transaction/receipt ID in the payload (see roblox-open-cloud). Keep handled PurchaseIds with what each granted so a refund can be reversed.

Compliance

  • Paid random items (loot boxes, gacha, spins bought with Robux or Robux-bought currency): disclose odds before purchase, and check PolicyService:GetPolicyInfoForPlayerAsync(player):
    • ArePaidRandomItemsRestricted → offer a free earnable path, a disclosed fixed sequence, or direct purchase.
    • IsPaidItemTradingAllowed → disable trading of paid items when false.
  • Regional pricing arbitrage: gate gifting/trading of purchased items using MarketplaceService:GetUsersPriceLevelsAsync(userIds) (1–1000, % of global price); fetch at join, don't cache across sessions.
  • Rewarded video rewards must be developer products, not random, and must not harm the player's character while the ad plays.
  • Respect age/region restrictions returned by PolicyService for ads, social links, and trading.

Rewarded video ads, commerce products, Premium/Roblox Plus hooks, US 18+ DevEx rate and age checks: references/ads-and-extras.md.

Related skills

roblox-data-stores (persisting grants), roblox-security (economy exploits), roblox-ui (shop UI), roblox-analytics-liveops (economy events, funnels, experiments).