Earn Money with FiveM: With this BattlePass, you can give players more possibilities and encourage them to be more active on your server! Players with this s...
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Transform your FiveM server into an engaging progression experience with this comprehensive battle pass and XP system inspired by GTA Online's tier-based rewards. Players start at level 0 and earn experience through gameplay activities you define, unlocking increasingly valuable rewards as they climb through customizable tiers. This isn't just another rewards script - it's a complete player retention system that keeps your community engaged with long-term goals and meaningful progression.
You're getting a fully-functional leveling framework built with NativeNUI for a sleek, modern interface. The system tracks individual player XP totals, manages tier progression, handles reward distribution, and provides comprehensive progress tracking. Everything is stored in your database for persistence, so players maintain their progress across sessions and can work toward high-tier rewards over weeks or months.
The included NativeUI menu integration provides an intuitive interface where players check their current level, view upcoming rewards, see XP requirements for the next tier, track time remaining in the current battle pass season, and explore all available rewards across all tiers. The visual presentation matches GTA Online's aesthetic while being fully customizable to your server's branding.
The system comes with a default tier structure that you'll want to customize for your server. Define exactly how many levels exist (5, 10, 25, 50, or even 100 tiers), set XP requirements for each level (linear progression or exponential scaling), and specify rewards for every tier. Rewards can be anything your ESX server supports: cash payments, bank deposits, black money, physical items, weapons with specific ammo counts, vehicles, or custom items from your economy.
Lower tiers typically offer small rewards (starting money, basic items) to give new players quick wins, while higher tiers provide premium rewards (expensive weapons, rare vehicles, large cash payouts) that require significant time investment. This creates natural progression curves where casual players still earn rewards, but dedicated players get exclusive high-tier items.
The script provides the framework for tracking XP - you decide how players earn it. The developer intentionally left XP earning events for you to implement in your server's existing scripts, giving you complete control over progression speed and earning methods. This flexibility means the system works with any server type and gameplay style.
Common XP Implementations:
The server-sided XP addition event is simple to trigger from any script: just call the provided function with player identifier and XP amount. This makes integration with existing systems straightforward - add one line of code to your job scripts, heist systems, or activity trackers.
Battle passes work best with seasonal resets that create fresh starts and maintain player engagement. The script includes a configurable reset system that automatically wipes all player XP and levels on a specific date, preparing for the next season. This creates natural seasons where everyone starts equal and competes for top ranks.
Before implementing resets, consider offering exclusive rewards for players who complete the entire battle pass each season - special titles, rare items, or exclusive access. This incentivizes players to actively participate each season rather than casually grinding.
Players can check their battle pass status at any time through two methods: the /bplvl command shows current level and XP in a quick display (also accessible via hotkey - default: I key), while /mybp opens the full NativeUI menu showing all tiers, rewards, time remaining, and detailed progression statistics (also accessible via hotkey - default: O key). Both hotkeys are configurable.
The detailed view shows: total levels in the battle pass, current player level and percentage to next tier, exact XP required to level up, time remaining in current season, and complete reward lists for all tiers with indicators showing claimed vs. unclaimed rewards. This transparency helps players set goals and plan their progression strategy.
When players reach a new tier, rewards are automatically distributed to their character: cash and bank deposits are added directly to ESX accounts, items are inserted into inventory with quantity tracking, weapons are given with configured ammo amounts, and custom rewards trigger server events for special handling. All distributions are logged for administrative oversight and troubleshooting.
The reward system prevents duplicate claims - players can't re-claim rewards for tiers they've already unlocked. If a player disconnects during reward distribution, the system tracks claimed status in the database and won't re-grant rewards on reconnect.
The script ships with detailed configuration showing how to structure tiers, define rewards, and set XP requirements. Server owners modify config files to create their own tier structures: set the number of levels (config.Levels = 50), define XP per level (linear or exponential scaling), specify rewards for each tier (cash, items, weapons), configure season dates for automatic resets, and adjust UI colors and styling.
Advanced customization options include: changing menu libraries from NativeUI to ESX Menu or custom UIs, adapting ESX framework dependencies to QBCore or custom frameworks, modifying database connectors for different MySQL libraries, creating custom reward types beyond standard ESX items, and implementing complex XP formulas for dynamic progression curves.
The developer offers customization services for servers that need framework adaptations, menu system changes, or custom reward implementations. If you're running QBCore instead of ESX, using a different menu system, or need unique reward types, contact the developer on Discord for paid adaptation services.
All configuration changes must be discussed with the developer before implementation to ensure compatibility. Don't modify core files without backup - the developer can provide guidance on safe customization approaches that won't break functionality.
Most FiveM servers rely solely on economy grinding for player retention. A battle pass system adds structured progression that appeals to completionist players and competitive communities. Players log in with clear goals - I need 5,000 more XP to unlock the assault rifle tier - rather than aimlessly farming money.
The seasonal reset mechanic creates natural engagement cycles. Players who complete the battle pass early can help newcomers, creating mentor relationships. Fresh seasons bring everyone back to level 0, giving new players a fair chance to compete for top ranks against veterans.
Flexibility in XP earning methods means this works for any server type. Roleplay servers can award XP for quality RP interactions, racing servers can grant XP for race completions and best times, survival servers can tie XP to combat achievements. The framework adapts to your gameplay style rather than forcing you into predefined mechanics.
Script explanation: This BattlePass system combines the GTA Online tier system with NativeNUI. All players start with 0 XP, by doing certain actions they will earn XP that will increase their levels. As you level up you will earn rewards, such as money, weapons, items … Everything must be customized in your own way. This script has not included missions, you must implement them wherever you want (on the server sided.) It is a FiveM Leveling / Skill System ShowCase Note: Each buyer must configure the rewards and levels they want. I left the default model, but you can always change items, weapons, XP levels, and even add new levels … Each one should do what they like. Also note that each buyer must enter the event of adding XP in the place they want the player to earn XP. Principal Features:0 preguntas
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