PVP-PVE Leveling System
Get rewarded when levelup with xp gained from players and mobs
Quick challenge
How far can you run before the mobs catch you?
Minecraft check
Confirm your run
Complete the quick check to get your code.
PVP-PVE Leveling System

A Minecraft plugin that adds a PlaceholderAPI with XP, levels, rewards, and group-based multipliers. Supports both PlaceholderAPI and PlaceholderAPI storage backends, integrates with PlaceholderAPI for group multipliers, and PlaceholderAPI for custom placeholders.
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📦 Dependencies
- bstats (1.21+ recommended) - bstats *(optional)* - bstats *(required)* - bstats *(included)*
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🎮 Commands
- `/leveling reload` - `/leveling <xp|level> <add|remove|set> <amount> <player>`
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📊 Placeholders (PlaceholderAPI)
- `%pvppvelevelingsystem_xp%` -> player's xp amount - `%pvppvelevelingsystem_level%` -> player's level - `%pvppvelevelingsystem_remaining_xp%` -> player's remaining xp to next level - `%pvppvelevelingsystem_bar%` -> player's xp bar - `%pvppvelevelingsystem_level_percent%` -> player's accomplishment level in percent - `%pvppvelevelingsystem_next_level_xp%` -> player's next level xp requirement - `%pvppvelevelingsystem_next_level%` -> player's next level
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⚙️ Configuration
```yaml
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PvpPveLevelingSystem Config
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Available default are en_us, fr_fr.
You can create others languages in /lang/<name>.yml.
lang: en_us
storage: provider: sql # sql, mysql
Mysql configuration
mysql: host: "localhost" port: 3306 database: "leveling" username: "root" password: "password"
xp-sources: player: 10 zombie: 5 skeleton: 5 creeper: 5 spider: 5 blaze: 8 enderman: 10
All other mobs not listed will give 0 XP by default.
bar: length: 5 full: "&6-" empty: "&7-"
group-xp-multipliers:
Multipliers applied based on LuckPerms primary group.
Example: vip group multiplies the XP by 2.5.
default: 1.0 vip: 2.5 vip_plus: 3.0
levels-xp:
If true, required XP per level is calculated using a multiplier.
Formula: requiredXP = baseXP + (level * multiplier * baseXP)
use-multiplier: true multiplier: 0.1 base-xp: 10
If use-multiplier is false, these values are used directly.
You can define XP requirements per level manually here.
1: 10 2: 20 3: 30
Example use: generic-level-command: title %player% actionbar {"text":"Levelup ! (lvl %level%)"}
generic-level-command: []
rewards:
Rewards given when reaching specific levels.
Commands are executed by the console.
levels: 1: commands: - "give %player% diamond 1" 5: commands: - "eco give %player% 100" 10: commands: - "eco give %player% 100" - "give %player% diamond 1" ```