-- this will update a player's VIP +1 then delete the stone.
-- the timer is set to 1ms to avoid double tapping exploit.
local timer = 1
local function RemoveVIPstone(event, _, _, player)
function VIPstone(event, player, spellID, effindex, item)
player:RegisterEvent(RemoveVIPstone, timer, 1, player)
player:SendBroadcastMessage("you are Max VIP "..ACCT[player:GetAccountId()].Vip..".")
RegisterItemEvent(63021, 2, VIPstone) -- this script will not be dynamic any more with it using a fixed number entry. but if you use a different item then just change to the new item id.
its a shot in the dark... lol
... oh yea all those others you see are in the donor section plus a more advanced engine with some extras.
this version is something I down-sized and made a little more simplified so the community could kinda `nail soup` a vip system together by posting there own scripts they wrote and want to share with others :D.
Thanks for helping, it sounds like I should buy donor. Which is maybe not a bad idea.
I'm willing to help to community out, with paying a few bucks.
Originally Posted by Rochet2
The reason is likely that the script of yours is executed / loaded before the core VIP core script.
This means that ACCT is not set to anything yet, and is nil.
You should try moving the VIP core script to extensions folder or use require lua function for it.
We are working on the load order a bit atm.
On next push the way it works is that
filename.ext files are loaded first (alphabetical order of the folder path to script)
and then normal lua scripts are loaded.
.ext files will also be loaded as modules. This means that using require() on them will not load them again.
This allows one to just use .ext file extension in any folder and the file will take priority over .lua files and it can be required.
Thank you for explaining how to load order works, very useful.
Truth is like the sun, you can shut it down for a while but it ain't go away..