> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nexdev.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Rewards editor

> Build levels and rewards live in-game with the /bpadmin editor

Everything to do with **levels and rewards is managed in-game** and saved to the database. There are no reward tables to edit in `config.lua` — a fresh install starts empty, so you build the whole pass from the editor.

## Opening the editor

Run `/bpadmin` to open the in-game rewards editor. The command is restricted to the `group.admin` ace, so only admins can open it — see [Commands](/nex_battlepass/commands).

<Info>
  Levels and rewards are stored in the `nex_battlepass_levels` table. The `/bpadmin` editor writes to it for you, and open UIs refresh automatically — no resource restart needed.
</Info>

## Levels

In the editor you can:

* **Add levels** — build out the progression one level at a time
* **Delete levels** — deleting asks for confirmation first
* Set each level's **XP requirement** — the amount of XP a player needs to reach that level

A player's level is calculated from their total XP against these requirements. XP is earned from quests, the **Upgrade Level** button, and any [exports](/nex_battlepass/exports) you call from other resources.

## Reward tracks

Every level has two reward slots:

| Slot         | Track   | Who can claim                       |
| ------------ | ------- | ----------------------------------- |
| **Standard** | Free    | Any player who reaches the level    |
| **Advanced** | Premium | Players with an active premium pass |

You can fill one slot, both, or leave a slot empty.

## Reward types

For each reward slot, choose a type and give it a **label** and **rarity**.

| Type        | What it grants    | Notes                                                          |
| ----------- | ----------------- | -------------------------------------------------------------- |
| **Money**   | A cash amount     | Granted directly to the player                                 |
| **Item**    | An inventory item | Needs `ox_inventory` (required on Qbox, recommended elsewhere) |
| **Vehicle** | An owned vehicle  | Delivered to the garage set by `Config.DefaultGarage`          |

<Warning>
  Item rewards require `ox_inventory`, and Vehicle rewards require a working garage system — the vehicle is added as an **owned vehicle** to `Config.DefaultGarage` (default `pillboxgarage`). If a player can't find a granted vehicle, check that garage name.
</Warning>

## Reward images

Each reward has an **Image** field that controls the icon shown in the UI.

* Leave the **Image** field **blank** to auto-use the right icon:
  * **Items** → your inventory's item image (from `Config.ImagePath`, default `nui://ox_inventory/web/images/`)
  * **Vehicles** → the official FiveM vehicle render
* Or paste a **full image URL** (for example a Fivemanage link) to override it.

## Building your first pass

1. Run `/bpadmin`.
2. Add your first level and set its XP requirement.
3. Set the **Standard** (free) reward, and optionally the **Advanced** (premium) reward.
4. Pick a reward type (Money / Item / Vehicle), then set the label, rarity, and (optionally) image.
5. Repeat for each level. Deleting a level asks for confirmation.

Changes save to the database immediately and any open battle pass UIs refresh live.
