This is the plugin we use to control levelling up and rewards for the following jobs listed below.
| Name | Maximum Level Attainable |
|---|---|
| Farmer | 100 |
| Fisher | 100 |
| Hunter | 100 |
| Lumberjack | 100 |
Levelling
The maximum level is simply an integer (number) that is assigned to each job. It can be increased or decreased as such.
Income
The maximum amount of income a player can earn is dependent on the level of the job they have.
- As such, you cannot set a maximum amount of earned income for all levels.
Each job’s income is determined by four options:
| Option | Meaning |
|---|---|
Base
|
Starting amount (paid regardless of level). |
Per_Level
|
Amount added (or multiplied) per step of levels. |
Step
|
How often the increment is applied (in levels). |
Action
|
Whether Per_Level is added to or multiplies the base.
|
The formula applied is:
steps = floor(jobLevel / Step)
floor() means the number inside the brackets is rounded DOWN
If Action is ADD
perLevel = steps * Per_Level
result = (Base + perLevel)
If Action is MULTIPLY
result = (Base * perLevel)Remember, there is no clamp or hard limit built into this formula.
To hit a maximum payout (e.g. $1,500 at level 100), you must design the formula so the values reach that amount at the highest possible level.
Example (ADD Action)
Currency:
money:
Base: 0
Per_Level: 15
Step: 1
Action: ADDAt level 100:
steps = 100 / 1 = 100
income = 0 + (100 × 15) = $1,500
Adjusting the Rate of Increase
If income grows too quickly, increase the Step value.
| Step | Per_Level | Max (Level 100) |
|---|---|---|
| 1 | 15 | $1,500 |
| 5 | 75 | $1,500 |
| 10 | 150 | $1,500 |
The higher the step, the slower the progression is. However, the formula must still equal the target at level 100.