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Multi Tier Economy

github-actions[bot] edited this page Jan 3, 2026 · 4 revisions

Tutorial: Multiple Tiers & Economy

This guide explains how to create progression by adding multiple levels (tiers) to an effect, each with increasing costs and power.

Scenario

You want a "Speed" effect that starts cheap but costs more and consumes more power at higher levels.

Step 1: Define the Economy

Ensure the economies you want to use are enabled in config.yml.

Economy:
  Vault:
    Enable: true
  Level:
    Enable: true
  Item:
    Enable: true

Step 2: Configure the Effect

Create plugins/BeaconPlus/effects/speed_tipping.yml.

Display Name: "Agility"
Levels:
  # LEVEL 1
  - Cost:
      vault: 1000 # Costs $1000
    Power Consumption: 10
    Effects:
      - Type: POTION_EFFECT
        Effect: SPEED
        Amplifier: 0 # Speed I
  
  # LEVEL 2
  - Cost:
      vault: 5000
      level: 10 # Costs $5000 AND 10 levels
    Power Consumption: 25
    Effects:
      - Type: POTION_EFFECT
        Effect: SPEED
        Amplifier: 1 # Speed II

Step 3: Item Costs

You can also require specific items for an upgrade:

  - Cost:
      item:
        type: DIAMOND
        amount: 5

How It Works in GUI

  • When a player opens the upgrade menu, they will see the requirements for the next tier.
  • If they have enough resources (Money, Levels, Items), they can click to upgrade.
  • The beacon will then start consuming the new Power Consumption amount and applying the new Effects.

Important

If a beacon loses power (e.g. someone breaks a pyramid block), effects that exceed the current power might be disabled until power is restored.

Server Owner Reference

Installation
Commands & Permissions
Config.yml
Beacon.yml
GUI Reference
All Beacon Effects
All Conditions & Filters
Effect File Structure
Storage Reference

Tutorials

VIP-Only Effects
Custom Recipes
Multi-Tier Economy
MySQL Setup

Player Guide

Getting Started
Managing Beacons
Upgrading Effects
Access Control

Developer Documentation

API Basics
Custom Effects
Team Providers

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