Levels
EXP from kills, kill streaks and rival multipliers, the ten-level table, and the caps each level raises.
A clan's level is not stored. It is derived from its EXP every time it is read: the highest level whose
required-exp the clan has reached, capped at max-level.
Earning and losing
levels:
max-level: 10
exp-actions:
kill:
enabled: true
exp: 10
death:
enabled: true
exp-loss: 5
raided:
enabled: true
exp-loss: 50| Event | Effect |
|---|---|
| A member kills somebody | +10 EXP to the killer's clan, before bonuses |
| A member dies | -5 EXP from their clan, and their kill streak resets |
| The clan goes raidable | -50 EXP, once, on the crossing |
EXP never drops below zero. A clan already at max-level with the EXP for it stops gaining, so overflow
is not banked against a level cap you raise later.
Kill streaks
levels:
kill-streak-bonuses:
"3": 5
"5": 10
"10": 25A streak is counted per player and is reset by dying, by logging out, or by the level module being reloaded. The bonus applied is the highest threshold at or below the current streak, added to the base kill EXP — so at a streak of 7 a kill is worth 10 + 10 = 20, and at 12 it is 10 + 25 = 35.
The keys are yours: add as many thresholds as you like, in any order. A key that is not a number costs that entry and nothing else.
Rival kills
If the victim was in a clan the killer's clan has declared a rival, the whole kill EXP — base plus
streak bonus — is multiplied by rivals.kill-exp-multiplier, which ships at 2.0.
(10 base + 10 streak) × 2.0 = 40 EXPThe relation is checked one way only: it is enough that the killer's clan declared the victim's, whether
or not the victim declared back. With the rivals module off, or the multiplier at 1.0, no lookup is
done at all.
The level table
levels:
level-definitions:
"1": { required-exp: 0, max-members-bonus: 0, max-alliances-bonus: 0, max-rivals-bonus: 0 }
"2": { required-exp: 500, max-members-bonus: 5, max-alliances-bonus: 1, max-rivals-bonus: 1 }
"3": { required-exp: 1500, max-members-bonus: 10, max-alliances-bonus: 1, max-rivals-bonus: 2 }
"4": { required-exp: 3500, max-members-bonus: 15, max-alliances-bonus: 2, max-rivals-bonus: 2 }
"5": { required-exp: 7000, max-members-bonus: 20, max-alliances-bonus: 2, max-rivals-bonus: 3 }
"6": { required-exp: 12000, max-members-bonus: 25, max-alliances-bonus: 3, max-rivals-bonus: 4 }
"7": { required-exp: 20000, max-members-bonus: 30, max-alliances-bonus: 3, max-rivals-bonus: 5 }
"8": { required-exp: 32000, max-members-bonus: 35, max-alliances-bonus: 4, max-rivals-bonus: 6 }
"9": { required-exp: 50000, max-members-bonus: 40, max-alliances-bonus: 4, max-rivals-bonus: 7 }
"10": { required-exp: 75000, max-members-bonus: 50, max-alliances-bonus: 5, max-rivals-bonus: 10 }required-exp is a total, not a step: a clan is level 5 once it has 7 000 EXP in the bank, not once
it has earned 7 000 since level 4.
The bonuses are added to the base caps in settings, and they do not stack across levels — a level 10
clan gets exactly the level 10 row:
| Cap | Base | At level 10 |
|---|---|---|
| Members | max-members, 30 | 30 + 50 = 80 |
| Alliances | max-alliances, 5 | 5 + 5 = 10 |
| Rivals | max-rivals, 10 | 10 + 10 = 20 |
The keys are yours. Add an eleventh level and raise max-level to 11, or delete rows to shorten the
ladder. A key that is not a number is skipped, and so is any level below 1 or above max-level — so
adding an eleventh row without raising max-level leaves it unread.
Every cap the plugin enforces is derived from this table at the moment it is asked, so an edit and a
/clanadmin reload change what existing clans may do straight away.
Deaths and raids remove EXP, and the level is recomputed from the new total. A clan that drops below a threshold is told, and its caps shrink with it — which does not kick members it now has too many of. It simply cannot recruit until it climbs back.
What a level-up looks like
Crossing a threshold broadcasts level.level-up to every online member; dropping below one broadcasts
level.level-down. /clan → Clan level shows the whole ladder with the current level marked, the
progress bar and each row's bonuses, styled by the level.* block in messages.yml.
Admin
/clanadmin setexp <clan> <SET|ADD|REMOVE> <amount>
/clanadmin setlevel <clan> <level>setlevel is a shortcut for setting the EXP to that level's required-exp. A level that is not in the
table is refused with admin.invalid-level. Both report the module as disabled when modules.levels
is false.
EXP is clamped at the highest level's threshold, so a clan at max-level cannot be pushed past it with
setexp ADD.
Turning levels off
With modules.levels: false nothing earns or loses EXP, the level menu refuses to open, and every cap
is the base value in settings. Existing EXP stays in the clans table and comes back untouched when
the module is switched on again.
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