"RokuJoel" wrote:
The idea, if I recall correctly, is that a consumable is intended for things like video Games for example you might need to buy coins you can use at the local space station to outfit your ship with better lasers, or a movie rental where you might rent the same thing again.
Right... but
will it give me any way to "consume" the amount over time? I.e. use RokuCo server side as a "coin purse" to deduct from the purchased credits over time? The fact that there is "quantity" when creating the product and also that getPurchases() returns running total seems to imply as if attempt at something like that (otherwise why does it do these if not usable?)
A non consumable would be like a movie purchase for your library that never expires, or enabling the mega-laser permanently in a platformer.
This seems clearer. But here is experiment i did - created non-consumable product (let's say code="Dogma_Movie", price $0.99) and then i did
store.setOrder([{code: "Dogma_Movie", qty:3}])
store.doOrder()
evt = port.WaitMessage(0)
log(evt.getResponse())
And lo and behold - dialog told me i'll be charged $2.97 and when i hit Purchase, it returned success and the event response showed qty=3.
Shouldn't it have either failed the order for specifying qty<>1 - or auto-adjusted that to 1? Does not seem to have objections to purchasing >1. Or did i just discover a bug