roblox-monetization
Skill92 starsChanged 47 days agoMITView on GitHub
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.
4 other projects use a version of this.
Adopted by
Most recently taken up by
- rodrigo-guerraa/roblox-hubtheir own version, first seen Oct 17, 2026
- TabooHarmony/roblox-braintheir own version, first seen Sep 23, 2026
- szlay/roblox-basetheir own version, first seen Jul 24, 2026
- sentinelcore/roblox-skillstheir own version, first seen Feb 23, 2026
Other versions4 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 4
- TabooHarmony/roblox-brain★ 150same name
- sentinelcore/roblox-skills★ 18same name
- rodrigo-guerraa/roblox-hub★ 2same name
- szlay/roblox-base★ 1same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository25 other files it gives its agents.
- AGENTS.mdAGENTS.md
- docs/agents.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- roblox-analytics-liveopsSkill
- roblox-architectureSkill
- roblox-audioSkill
- roblox-characters-animationSkill
- roblox-code-reviewSkill
- roblox-data-storesSkill
- roblox-game-systemsSkill
- roblox-inputSkill
- roblox-luauSkill
- roblox-networkingSkill
- roblox-npc-aiSkill
- roblox-open-cloudSkill
- roblox-performanceSkill
- roblox-physicsSkill
- roblox-securitySkill
- roblox-studio-mcpSkill
- roblox-teleport-matchmakingSkill
- roblox-testingSkill
- roblox-text-chatSkill
- roblox-toolingSkill
- roblox-uiSkill
- roblox-world-buildingSkill
The file
We split this skill into the rules it gives an agent
2 rules. 0 are common, 0 are distinctive, and 2 are very specific to this project.
0
Common
Most of the 4 edited versions we read keep these.
0
Distinctive
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 19
All granting happens on the server.
- Very specific: line 153
Check with MarketplaceService:GetUserSubscriptionStatusAsync(player, "EXP-...") → { IsSubscribed, IsRenewing } on join and on …
“Common” is measured: kept by at least 6 in 10 of the 4 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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
PurchaseGrantedonly after the grant is persisted. Otherwise returnNotProcessedYet; Roblox retries later (including on the player's next join) with the samePurchaseId. - 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 :: anyWith 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 onPlayers.UserSubscriptionStatusChanged(player, subscriptionId). - Benefits must be revocable: when
IsSubscribedis 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" withRecommendTopProductsAsync({ Enum.InfoType.Product, Enum.InfoType.GamePass })(needs a sale in the last 28 days; call intask.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.CurrencySpenthas 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
PolicyServicefor 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).
Does it work?
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