Tycoon Boost Armors

Tycoon Boost Armors are progression-based armor sets that grant scalable bonuses tied to player level, prestige and essence investment.

Each armor is fully configurable, supports custom visuals (including Nexo items), persistent levels, unlock requirements and dynamic boosters that scale per level.

This system is not cosmetic-only. It is a structured progression layer designed to integrate directly into farming, mining and economy mechanics.


Core Concept

Every armor consists of:

  • A selector item (used in GUI)

  • Four equipment pieces (helmet, chestplate, leggings, boots)

  • An unlock condition

  • A max level

  • A level scaling system

  • One or multiple boosters

  • A display order

  • Persistent player state (unlocked, level, active armor)

Only one armor can be active at a time.


Armor Configuration Structure

Each armor ID is unique and used internally for storage and activation.


1. Display (Selector Item)

Supported Options

Field
Required
Description

material

Yes

Bukkit material OR nexo:<id>

name

No

Display name

lore

No

List of lore lines

custom-model-data

No

Integer

color

No

HEX color (leather only)

Nexo Support

You can use:

If the value starts with nexo: it will be treated as a Nexo item instead of Bukkit material.


2. Pieces

Supported piece keys:

  • helmet

  • chestplate

  • leggings

  • boots

All fields supported by selector are also supported here:

  • material / nexo

  • name

  • lore

  • custom-model-data

  • color

If a piece is missing, it simply won’t be equipped.


3. Unlock System

Options

Field
Description

cost.essence

Essence required to unlock

require-prestige

Minimum prestige required

Unlocking:

  • Marks armor as unlocked

  • Initializes its level at 0

  • Persists in database


4. Level System

Defines the maximum level for that armor.

Level progression is stored per player per armor.


5. Upgrade Cost Scaling

Upgrade formula:

This allows fully linear scaling.

You can design:

  • Cheap early scaling

  • Exponential feeling via large per-level values

  • High-end progression caps


6. Boosters

Each booster has:

Field
Description

base

Starting value at level 1

per-level

Increase per level

max

Hard cap

Available Booster Keys (Standard Usage)

The following booster keys are commonly used across Tycoon systems:

  • essence → Increases essence gain

  • crops → Increases crop rewards / yield

  • hoe-xp → Increases Tycoon Hoe XP gain

  • activation → Increases activation chance / proc-based effects

Calculation:

Boosters are referenced by string key:

Keys are lowercase internally.

You can define multiple boosters:

There is no hard limit on booster count.


7. Order

Used for GUI sorting. Lower number appears first.


GUI Configuration

Fully configurable inventory.


Inventory Settings


Selector Slots

Armor selector icons are placed here in order.


Piece Slots


Piece Template

This controls how upgrade items look dynamically.

Supported Placeholders

Placeholder
Meaning

{display_name}

Armor display name

{level}

Current level

{max_level}

Maximum level

{description}

Booster description

{upgrade_1_cost}

Cost for +1

{upgrade_50_cost}

Cost for +50

{upgrade_max_cost}

Cost for max

{boost-type}

Booster key

{booster}

Current calculated value

Upgrade interaction types:

  • Left Click → +1

  • Right Click → +50

  • Q → Max upgrade


GUI Buttons

Each supports:

  • slot list

  • material

  • name

  • lore

You can fully redesign visual style.


Player State Model

Each player stores:

  • activeArmorId

  • unlocked armors

  • level per armor

  • dirty flag (for database flush)

State is cached in memory and periodically flushed to database.


Persistence & Performance

  • Async loading

  • Async saving

  • Dirty-check flush task

  • No sync database operations

  • Thread-safe cache (ConcurrentHashMap)

Armor activation:

  • Instantly equips pieces

  • Updates inventory

  • Marks state dirty


Creating a New Armor (Template)

Copy and modify:


Design Recommendations

• Early game: low max-level, low base, soft scaling • Mid game: moderate scaling, dual boosters • Late game: high cap, prestige gated • End game: multi-booster stacking

You can:

  • Create specialization armors

  • Create hybrid armors

  • Create prestige-exclusive sets

  • Design armor tiers aligned with server economy

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