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Leveling and gates

What levels cost, the level caps, and gates that hold a skill back until other progress is made.

Leveling & XP

Players spend Minecraft XP to increase skill levels.

XP cost is calculated using Reskillable's progression curve and can be globally scaled.

Important options include:

xpScalingMultiplier
maximumLevel
maxTotalSpentLevels

maximumLevel

Controls the maximum level an individual skill can reach.

xpScalingMultiplier

Changes the XP cost of skill progression.

maxTotalSpentLevels

Limits how many total skill levels a player may invest across all enabled skills.

maxTotalSpentLevels = -1

-1 means unlimited.

This can be used to create character-build systems where players must specialize instead of eventually maxing every skill.

Skill Progression Gates

Skill gates can stop a player from leveling a skill past a configured point until other progression requirements are met.

Gates do not stop the player from earning XP. They prevent the skill upgrade itself until the requirements are satisfied.

Configured with:

skill_level_gates = []

Gate Format

SKILL:MIN_CURRENT_LEVEL:REQUIREMENTS

Supported requirement tokens include:

TOTAL=<level>
OTHER_SKILL=<level>
ADV=<namespace:path>

All requirements on the same rule must be satisfied.

Require an Advancement

skill_level_gates = [
  "ATTACK:15:ADV=minecraft:story/mine_diamond"
]

Attack can be leveled normally until level 15.

After that, the player must complete the configured advancement.

Custom advancements can also be used, making this useful for quest systems and modpack progression.

Require Total Skill Levels

skill_level_gates = [
  "ATTACK:10:TOTAL=30"
]

Attack can be leveled normally through level 10.

Further progression requires at least 30 total skill levels.

Require Multiple Conditions

skill_level_gates = [
  "ATTACK:15:TOTAL=40,MINING=10,DEFENSE=10"
]

Attack progression beyond the gate requires:

  • 40 total skill levels
  • Mining 10
  • Defense 10

Multiple Gates

skill_level_gates = [
  "ATTACK:10:TOTAL=25",
  "ATTACK:20:TOTAL=50",
  "MAGIC:15:ATTACK=10"
]

This allows one skill to have multiple progression checkpoints.

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