blushneybusiness-glitch/roblox-omniskills/rbx-mtx-devproducts

Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills

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Checking that the SKILL.md file is still in the repository.

Developer-product (consumable) design plus everything code-side — handler wiring into the ProcessReceipt pipeline, prompt surfaces at point of need, CONFIG placeholders — with the dashboard creation step handed off as a ready-to-paste Cowork prompt. Use when the user wants consumables ("sell coin packs", "add a revive", "skip product", "buy 1000 gems"), has product ids to wire in, or when a game sells only passes and has no repeatable revenue. Do not use for permanent per-player perks — load rbx-mtx-gamepasses — or for the receipt callback itself — load rbx-mtx-receipts instead.

Install

npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-mtx-devproducts

SKILL.md

rbx-mtx-devproducts

Triggers

A dev product is the right product when the benefit is consumable, repeatable, or stackable (currency packs, revives, stage skips, timed boosts, extra spins). Permanent and per-player → rbx-mtx-gamepasses. Pack tiering and badges come from rbx-mtx-shop-strategy; price points from rbx-mtx-pricing — decide both before the handoff, not after.

Do first (all of it, before any handoff)

  1. Receipt pipeline — every product grants through the single ProcessReceipt callback

built per rbx-mtx-receipts: one handler per ProductId in one table, grants mutate the session-locked profile, PurchaseId dedupe on. No product ships outside that pipeline — PromptProductPurchaseFinished is UI feedback, never the grant path.

  1. Prompt surfaces — shop tier cards (rbx-ui-shop) plus contextual point-of-need

prompts: revive AT the death screen, skip AT the gate, refill AT empty backpack. PromptProductPurchase on click. Cap contextual prompts at 1 per type per session — re-prompting after a decline churns.

  1. CONFIG placeholders — PRODUCT_COINS_1K = 0 -- TODO: real id, surfaced per

luau-contract.md rule 4, one entry per product.

  1. Celebration + analytics — rbx-juice-celebrations on the granted event and an

economy event per purchase (rbx-analytics-events). A silent grant reads as a failed one.

The prompt

Fill cowork-handoff-template.md with: experience name + universe id, the product table (name, price from rbx-mtx-pricing, player-facing description that exactly matches the grant, icon path if rbx-marketing-icon produced one), dashboard path (Creations → experience → Monetization → Developer Products → Create), and the REPORT BACK block asking for each product's numeric id.

Verify & clear

When ids come back: pcall(MarketplaceService:GetProductInfo(id, Enum.InfoType.Product)) — name and price must match the sheet; paste ids into CONFIG; run one Studio test purchase per product (ProcessReceipt fires with test data in Studio) and confirm grant + dedupe on a second delivery. Then clear the manual steps pending: entry in the game's projects.md block and record name=id under the game's products line (NEVER transferred to other games — see MEMORY-PROTOCOL.md).

Security

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