Levels & Prestige
Levels make a job pay more. Prestige resets the climb for a bigger multiplier.
The xp curve
XP needed to go from one level to the next:
cost = round(base * factor ^ (level - 1))
| Key | Default | What it does |
|---|---|---|
xp-curve.base |
100 | Cost of level 1 to 2 |
xp-curve.factor |
1.12 | How much steeper each level gets |
max-level |
100 | The cap, raise it whenever you want more tiers |
At the defaults, level 1 to 2 costs 100 xp and level 50 to 51 costs a little over 24,000.
Dropping factor to 1.08 makes the late levels far cheaper without touching the early game. Change it before your players are deep in, not after.
Overall job level
The profile head in /jobs, the topall placeholders, and %corejobs_overall_level% all read one number: every job’s level added up, with each finished prestige counting as a full run of that job’s levels.
overall-level.count-untouched-jobs in config.yml decides whether a job the player has never worked counts as 1 or 0. Off by default, so a brand new player reads 0.
Prestige
Once a job is capped and the player meets the requirements, they can prestige it from the job hub. The job drops back to level 1, the prestige counter goes up, levelling gets slower, and the pay gets better.
Reach max level
requirements.max-level: truekeeps this on. Turn it off to make prestige a pure money sink.Meet the cost
Vault money, vanilla xp levels, and farmpoints. Any of them set to 0 is skipped.Click prestige in the job hub
Requirement lines are ticked or crossed in the button lore, so players see what is missing.Start over
Level 1 again, with the prestige scaling applied to pay and xp cost.
job-prestige in menus.yml puts the prestige level and what it is worth under the job icon in /jobs, so a player reads it without opening the job first. It shows on a prestiged job by default.
What each prestige changes
| Key | Default | Effect per prestige earned |
|---|---|---|
scaling.xp-cost |
1.35 | 35 percent more xp needed per level |
scaling.money |
1.25 | 25 percent more money per action |
scaling.farmpoints |
1.0 | Farmpoints dropped while working the job, flat by default |
scaling.drop-chance |
1.0 | How often drop rolls fire, flat by default |
requirement-growth |
1.5 | Next prestige costs half again as much |
At the defaults the second prestige asks for 75,000 money, the third for 112,500.
Consume or threshold
consume:
money: true
xp-levels: true
farmpoints: true
On means meeting the requirement also spends it. Off makes it a threshold the player has to reach but never pays.
Announcements
announce takes one of three values:
| Value | Who hears it |
|---|---|
broadcast |
Everyone on the server, plus the personal message |
player |
Only the player who prestiged |
none |
Nobody |
The commands list runs from console on top of that, with {player}, {job}, {prestige}, and {level} filled in. Use it for a firework, a rank grant, or a sound.
reset-reward-claims: true makes that job’s level rewards claimable again after a prestige, since the player has to climb back through every level. Off keeps a claimed reward claimed forever.
Per-job overrides
defaults at the top of jobs.yml applies to every job. A job only has to list what it changes:
miner:
prestige:
max: 8
requirements:
money: 75000
Everything else is inherited. max: 0 turns prestige off for that job entirely, and the button hides itself unless show-when-disabled is on in menus.yml.
Admin shortcuts
/corejobs job setlevel <player> <job> <level>
/corejobs job addlevel <player> <job> <amount>
/corejobs job addxp <player> <job> <amount>
/corejobs job setxp <player> <job> <amount>
/corejobs job setprestige <player> <job> <prestige>
Handy for testing a tier layout or fixing a rollback. Full list on Commands.