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.

Factor moves everything

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.

  1. Reach max level
    requirements.max-level: true keeps this on. Turn it off to make prestige a pure money sink.

  2. Meet the cost
    Vault money, vanilla xp levels, and farmpoints. Any of them set to 0 is skipped.

  3. Click prestige in the job hub
    Requirement lines are ticked or crossed in the button lore, so players see what is missing.

  4. Start over
    Level 1 again, with the prestige scaling applied to pay and xp cost.

Visible from the grid

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.

Rewards can unlock again

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.