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VIP Program

The VIP Program is part of the MMO-DEV WEB core and is configured independently for each project. Administrators control who participates, how players advance, and which benefits each level provides.

Select a project​

Open Users -> VIP Program and select a project. The project page contains Overview, Members, Structure, Colors, and Settings tabs.

Overview​

The overview summarizes program status, member and level counts, payment turnover, and membership distribution.

Members​

With Manually added members only, this tab shows membership state, validity, payment count, payment total, and the latest payment.

To add a player:

  1. Click Grant VIP.
  2. Enter the master account ID.
  3. Set the start and expiry when required.
  4. Leave expiry empty for permanent membership.
  5. Save and verify the member state.

The system verifies that the master account belongs to the selected project. Revoking membership immediately ends an active or scheduled period while preserving its history.

Program structure​

Two structures are available:

  • Categories and sublevels - categories such as Wanderer or Knight contain I, II, and III stages.
  • Standalone ranks - every level is displayed as an independent rank.

When only one rank is active, the player cabinet hides rank navigation.

Standalone mode does not create categories. Each rank has its own name, appearance, threshold, benefits, and rewards.

For an empty program, click Create base structure. This creates a ready-to-edit preset for the selected mode and never overwrites an existing structure.

The two structures are stored independently. Switching the active mode does not delete configured categories or standalone ranks.

Colors​

The Colors tab contains the reusable project palette. System colors are always available and cannot be edited or deleted. A custom color has a name for every project language, a HEX value, an optional safe CSS class, and a display order.

Choose the color with the picker or enter an exact HEX value. It then becomes available to categories and standalone ranks. A custom color can be deleted only when the program structure no longer uses it.

Categories​

A category defines the shared name, description, color, and image for its sublevels. Text is localized for every project language.

Levels and ranks​

Each level defines its minimum payment total, extra bonus percentage, order, color, image, and availability. Grouped mode creates a sublevel inside a category; flat mode creates a standalone rank.

Thresholds must increase strictly in level order. Enter a value above the previous level's threshold and below the next one.

Use General to edit the localized name, threshold, bonus, order, appearance, and availability of an existing level.

Benefits​

Use Benefits to list player-facing capabilities. Every row automatically receives one language tab for every language enabled under Projects -> project -> General -> Languages. The editor is not limited to Russian and English: enabling German, Spanish, or any other project language adds its field to every row. The project's default language opens first and the remaining translations are available in adjacent tabs.

For a built-in benefit, select its type, value, aggregation strategy, and scope. The form explains the effective result and unit; administrators do not edit technical configuration or raw JSON.

The standard list starts with Top-up bonus: the configured percentage is credited on top of every confirmed balance payment. Store discount follows it and reduces prices of products in the built-in store; it does not discount a top-up or arbitrary services. The client renders percentages with %, the referral multiplier as xN, additional attempts as +N, and limits as plain numbers.

Additional benefit types appear after the corresponding extension is connected. Their technical keys are assigned automatically and do not require administrator input. Store discount, market fee discount, and additional benefit types offer All categories and Selected categories modes. Icons can come from an allowed CSS library such as Tabler, Font Awesome, or Material Design Icons, or be uploaded to the client installation.

A custom integration does not create behavior by itself. Add it only after the same key has been registered by an integration handler or plugin; without a consumer, the server can store and display the description but cannot apply an effect.

  • MAX retains the greatest numeric value from reached levels.
  • SUM adds values.
  • REPLACE uses the last applicable level configuration.

LINKED_ACCOUNT_LIMIT defines the resulting linked master-account allowance and uses MAX aggregation. It can expand an enabled project quota but cannot reduce it. The benefit is ignored when the project-wide account limit is disabled, and it never changes the separate cap for requests awaiting confirmation.

With Cumulative inheritance, benefits from reached levels remain available. Current level only replaces previous benefits with the current set.

Item rewards​

Choose All game servers or Selected servers for every item. The selected mode allows any number of project servers. Then enter the item ID, amount, and enchantment. ItemDB validates the item on every target server and retrieves its real name and icon from the client installation. You can upload an image to that installation, use an existing client path, or provide an external HTTPS URL.

An external URL must point to a PNG, JPG, GIF, WebP, or AVIF image over HTTPS. Local hosts, private IP addresses, URL credentials, and non-standard ports are rejected. The remote host still receives the visitor's request and can replace the file, so uploading to the client installation is preferable for permanent artwork.

In Selected servers mode, the list supports multiple selections and remains scrollable for projects with many servers.

Rewards are delivered once when a level is first reached within the current progress cycle. Repeating the same event cannot duplicate items, while a new personal, calendar, or season cycle can grant them again.

Settings​

The Settings tab controls the structure, audience, program availability, top-up bonus, item rewards, progress period, timezone, cycle and freeze duration, renewal carryover, rolling window, and season dates.

It also controls benefit inheritance, refund and chargeback behavior, pending reward handling, and the advance expiry notification period.

With All project users, the server calculates a level for every project user from their payment total. With Manually added members only, benefits and rewards require an active membership.

The alternative configuration below exposes standalone ranks to all project users.

The two selections are independent. Categories can be available to everyone, or standalone ranks can be restricted to manually assigned members.

Progress periods​

  • Lifetime never resets accumulated spend.
  • Personal cycle starts with the first successful payment. Later top-ups increase the same cycle without moving its end date.
  • Calendar month uses month boundaries in the configured timezone.
  • Rolling window includes only payments from the configured number of recent days.
  • Season includes payments between explicit start and end timestamps.

After a personal cycle ends, progress enters the freeze window. A payment during that window opens a new cycle and carries over the configured percentage of prior spend. Order history is never deleted or rewritten.

Cycle and freeze durations are project settings, not fixed system rules. Thirty days is only the initial value for a new configuration. Editing the policy does not rewrite an already open cycle; the new policy applies to the next cycle. Level history retains the captured name and actual transition dates.

Reversals and progress ledger​

Confirmed payments, refunds, chargebacks, manual adjustments, and cycle carryover appear as separate operations. Repeating one event cannot change progress twice.

Refund policy can recalculate the level immediately, retain it until period end, or send the event to manual review. Delivered permanent items are retained. Temporary benefits are recalculated, and pending delivery follows project policy.

Simulator and preview​

The overview provides two independent tools. Policy simulator accepts test spend, date, current progress, and reversal data and shows the resulting cycle and transitions without modifying a user. Level comparison shows benefits for a selected account and target level.

Automated processing​

Scheduled processing finalizes active periods and freezes, applies deferred downgrades, and creates notifications without requiring the cabinet page to be opened. Temporary delivery failures are retried without creating a duplicate level transition.

Ticket priority is applied through core Player Support for both Internal and Omnidesk processing.

tip

View and Manage permissions are separate. View-only staff cannot change settings, structures, or memberships.

See the player experience in Player Cabinet VIP Program and the operation contract in Loyalty Program API.