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JobsRebornπŸ”—

ConditionsπŸ”—

Can Level up: nujobs_canlevel {jobname}πŸ”—

Returns true if the player can level up

Has Job: nujobs_hasjob {jobname}πŸ”—

Returns true if the player has this job

Example
conditions:
  hasWoodcutter: "nujobs_hasjob Woodcutter"

Job Full: nujobs_jobfull {jobname}πŸ”—

Returns true if the job is at the maximum slots

Job Level: nujobs_joblevel {jobname} {min} {max}πŸ”—

Returns true if the player has this job, and at a level equal to or between the min/max

Example
conditions:
  woodcutterLevel5: "nujobs_joblevel Woodcutter 5 10"

ActionsπŸ”—

Add Jobs Experience: nujobs_addexp {jobname} {exp}πŸ”—

Gives the player experience

Increase Jobs Level: nujobs_addlevel {jobname} {amount}πŸ”—

Increases the player level by amount.

Decrease Jobs Level: nujobs_dellevel {jobname} {amount}πŸ”—

Decreases the players level by amount.

Join Jobs Job Action: nujobs_joinjob {jobname}πŸ”—

Joins the player to job.

Leave Jobs Job Action: nujobs_leavejob {jobname}πŸ”—

Removes the player from job.

Set Jobs Level: nujobs_setlevel {jobname} {level}πŸ”—

Set the player to level.

ObjectivesπŸ”—

Join Jobs Job Objective: nujobs_joinjob {jobname}πŸ”—

Triggers when player joins job.

Leave Jobs Job Objective: nujobs_leavejob {jobname}πŸ”—

Triggers when player leaves job.

Notice

This is not triggered by '/jobs leaveall'

Jobs Job Levelup: nujobs_levelup {jobname}πŸ”—

Triggers when player levels up.

Jobs Job Payment: nujobs_payment {amount}πŸ”—

Triggers when player makes {amount} of money from jobs. You can use the notify keyword to display a message each time the player advances the objective, optionally with the notification interval after a colon.

This objective has three properties: amount, left and total. amount is the amount of money already received, left is the amount of money still needed to receive and total is the amount of money initially required.