Description
A loyalty program for roleplay economies: customers carry a membership card, earn points on every purchase, climb bronze/silver/gold tiers for escalating discounts, and redeem points for rewards — and the same card works across all of a brand's branches. It is the retention mechanic almost no server ships, keeping players spending at the same businesses.
Prompt Template
You are writing a FiveM resource for esextended (stable, exports getSharedObject).
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Expected Output
The reference Lua at content/expected-outputs/business/16-loyalty-rewards-program.lua implements a server-owned points ledger keyed by identifier (so points persist across branches), tier/discount…
The full prompt template and its reference Lua are part of a one-time pack. Pick your depth — both are lifetime access, no subscription, ever.
- 60 prompts + syntax-validated reference Lua
- Lifetime access — pay once
- All 510 prompts — the full library
- Per-prompt profit/trend intelligence (CSV + playbook)
- Lifetime free updates — new niches as the market moves
$49 for 60 · $199 for all 510 + intelligence — one-time, no subscription.
Known Failure Modes & Corrective Prompt
- Client-minted points — accruing or spending points on the client lets a cheater fabricate rewards. The ledger and every mutation must be server-only.
- Client-side tiers — computing the discount client-side lets a player fake gold pricing; compute
tierFor()on the server. - Unregistered events —
recordPurchase/redeemwithoutRegisterNetEventserver-side never run.
Corrective re-prompt: Move the accounts ledger, tierFor() and every points add/subtract into the server section; the client only displays values the server sends. Reject any redeem where server-held points are below the reward cost, and confirm loyalty:recordPurchase and loyalty:redeem are wrapped in RegisterNetEvent.
Framework Integration
ESX: key the ledger on xPlayer.identifier; fire loyalty:recordPurchase from each shop's payment handler.
QBCore: key on Player.PlayerData.citizenid; persist points with oxmysql and call recordPurchase from qb-shops checkout.
QBox: exports.qbx_core:GetPlayer(src) and the citizenid key; identical tier/redeem logic.
Profit Potential
$250–$3500/mo on Tebex (expected ~$900). [INFERRED] priced inside the $50-389 standalone-script band against the signal-scraper corpus (tebex_snapshot n=100, median seller $11.85K/mo) for a rising retention niche.
Trend Signal
↗ rising — inferred: Loyalty/retention layer is rare on Tebex; demand inferred from economy-depth trend.
Sales Angle
Position as the retention layer that ties a brand's shops together — points, tiers and rewards that keep customers loyal to one chain. Recommended Tebex price: $89.
Difficulty & Ship Time
intermediate · ships in 1 day.