Level Rewards

A reward is a one-off drop for reaching a level in a job. Players claim it themselves, it is never forced into a full inventory.

How a player claims

  1. Reach the level
    Nothing is handed over automatically.

  2. Open the job
    /jobs, click the job, click the rewards button.

  3. Click a lime pane
    Lime means claimable, grey means already claimed, red means the level is not reached yet.

  4. Or use Claim All
    The button in the jobs grid takes every reward the player is owed across every job in one click.

What a reward can contain

Field What it does
items Item stacks added to the inventory, each with material, amount, name, lore, model data, or an ItemsAdder id
commands Console commands run on claim, with {player} replaced
icon The item shown for that level on the rewards page, optional

Only list the levels that give something. There is no need for an entry per level.

The Claim All summary

claim-all-detail: true
claim-all-detail-limit: 10

With detail on, the button lists every reward it handed over: the job, the level, and what was in it. Off gives the short “Claimed 3 reward(s).” line instead.

Set a limit or the chat floods

A player claiming a full climb at once can print a hundred lines. claim-all-detail-limit folds the rest into one “and 4 more” line. 0 prints every line.

Prestige and claims

prestige.reset-reward-claims: true in jobs.yml makes a job’s rewards claimable again after a prestige, since the player climbs back through every level. Off keeps a claimed reward claimed forever.

Think about this before players prestige

With reset on and a generous reward table, a prestige loop becomes a reward farm. Either keep the rewards small or turn the reset off.

Turning rewards off

enabled: false at the top of rewards.yml. The rewards page still opens, showing plain level panes with nothing to claim.

Next

The full file shape, including the lang: routes that keep reward names translated, is on rewards.yml.