# Features ## Table of Contents - [Profiles](#Profiles) - [Progression](#progression) - [Starting Profile Types](#starting-profile-types) - [Bots](#bots) - [AI Types](#ai-types) - [Generation](#generation) - [Inventory](#inventory) - [Traders](#traders) - [Flea market](#flea-market) - [Quests](#quests) - [Hideout](#hideout) - [Presets](#presets) - [Raids](#raids) - [Messages](#messages) - [Friend](#friend) - [Events](#events) - [Modding](#modding) ## Profiles ### Progression The player profile is stored as a JSON file, allowing for changes to persist across server restarts. The profile contains the following information for both your PMC and Scav player characters: - Task Conditions - Account Bonuses - Model Selection - Health - Energy, Hydration, & Temperature - Hideout Build & Production Status - Items (Inventory, Insured, Quest, Wishlist) - Inventory - Quest Progress - Flea Market Rating & Current Offers - Common and Mastering Skills - Various Raid Stats - Trader Status and Loyalty Levels - Extract Counts - Achievements ### Starting Profile Types The following profile types are available to start with when creating an account in the Launcher: - Standard Profiles: - Standard - Left Behind - Prepare To Escape - Edge Of Darkness - Unheard - Custom profiles - SPT Easy Start - Lots of money, quality of life skills to level 20, and player to level 69. - SPT Zero to Hero - No money, skills, trader reputation, or items. Start with a knife. - SPT Developer - Developer testing profile, player to level 69, max skills, and max trader reputation. - USEC will have all quests ready to start. - BEAR will have all quests ready to hand in. ## Bots ### AI Types Bot data is emulated to mimic live bots as closely as possible. This includes the following bot types: - Scavs - Regular Scav (*assault*) - Sniper Scav (*marksman*) - Tagged & Cursed (*cursedAssault*) - Bosses - Reshalla (*bossBully*) - Guard (*followerBully*) - Glukhar (*bossGluhar*) - Assault Guard (*followerGluharAssault*) - Scout Guard (*followerGluharScout*) - Security Guard (*followerGluharSecurity*) - Sniper Guard (*followerGluharSnipe*) - Killa (*bossKilla*) - Shturman (*bossKojainy*) - Guard (*followerKojaniy*) - Sanitar (*bossSanitar*) - Guard (*followerSanitar*) - Tagilla (*bossTagilla*) - Knight (*bossKnight*) - Big Pipe (*followerBigPipe*) - Bird Eye (*followerBirdEye*) - Zryachiy (*bossZryachiy*) - Guard (*followerzryachiy*) - Kaban (*bossBoar*) - Sniper Guard (*bossBoarSniper*) - Guard (*followerBoar*) - Kolontay (*bosskolontay*) - Guard (*followerkolontayassault*) - Guard (*followerkolontaysecurity*) - Event bosses: - Peacefull Zryachiy (*peacefullzryachiyevent*) - Vengeful Zryachiy (*ravangezryachiyevent*) - Cultists - Priest (*sectantPriest*) - Warrior (*sectantWarrior*) - Raiders (*pmcBot*) - Rogues (*exUsec*) - Arena fighters (*arenaFighter*) - Santa (*gifter*) - *partially implemented* *PMCs are generated with a random type from a sub-set of the above list.* *Some bot types are only available on some maps.* ### Generation Bots are generated with the following characteristics: - All Bots: - Weapons - *Weighted, semi-randomly selected* - Ammunition - *Weighted, semi-randomly selected* - Gear - *Weighted, semi-randomly selected* - Headgear Attachments - *Weighted, semi-randomly selected* - Randomised durability - *Based on level and bot type* - PMC Bots: - AI Type - * Weighted, randomly chosen from sub-set of possible bot types* - Dogtags - *Random level & name* - *Chance of name being the name of a contributor to the project* - Names - Chosen from list of community members/contributors/modders - Level - *Chosen at random between Level 1 and player level + 10* - Voices - *Randomly chosen Bear/USEC voices for each faction* - Weapon optics - *Tied to weapon type e.g. No scopes on SMGs* - Ammo - *Tied to level with more deadly ammo chosen at higher level* - Gear - *Gear is tiered to progressivly improve the higher level they are* - *Level-relative gear for PMCs* - *Level 1- 15 Bots have lower-tier items* - *Level 15- 22 Bots have access to flea gear but highly weighted to trader gear* - *Level 23- 29 Bots have better access to mid-range gear* - *Level 30- 50 Bots have access to high-tier gear but are slightly weighted to mid-tier* - *Level 51- 100 Bots have Access to everything* - *Randomisation system that picks from pool of all possible items in game to create weapon combos* Other bot generation systems/features include: - Loot item blacklists & whitelists - Loot items can be configured to be limited to a certain number based on bot type - Randomised weapon and equipment durability based on bot type and level* ## Inventory The inventory system includes the following features: - Move, Split, and Delete Item Stacks - Add, Modify, and Remove Item Tags - Armor and Weapon Repair Kits - Auto-sort Inventory - Out-of-raid Healing, Eating, & Drinking - Special Player Slots ## Traders The trader system includes the following features: - Buy and sell items from each trader - Listed items are refreshed on a timer based on the trader - Purchase limits per refresh period - Tracks currency spent through each trader - Loyalty levels - Reputation - Item repair from Prapor, Skier, and Mechanic - Unlock and purchase clothing from Ragman - Insurance from Therapist and Prapor - Chance for items to be returned, higher chance for more expensive trader - Chance parts will be stripped from returned weapons based on value - Post-raid Therapist Healing - Fence Item Assortment - Lists random items for sale - Emulated system of 'churn' for items sold by Fence ## Flea market The flea market system has been build to simulate the live flea market as closely as possible. It includes the following features: - Simulated Player Offers - Generated with random names, ratings, and expiry times - Variable offer prices based on live item prices (~20% above and below) - Weapon presets as offers - Barter offers - Listed in multiple currencies (Rouble, Euro, and Dollar) - Dynamically adjust flea prices that drift below trader price - Buy Items - Sell Items - Generates listing fee - Increase flea rating by selling items - Decrease flea rating by failing to sell items - Items purchased by simulated players - Offer price effects chance that item will be purchased - Filtering - By specific item - By link to item - Text search by name - By currency - By price range - By condition range - By Traders, Players, or Both - To include barter offers (or not) - Sorting by - Rating - Name - Price - Expiry ## Quests The quest system includes the following features: - Accurate Quest List - *roughly 90% implemented* - Trader Quests - *Accept, Turn-in Items, and Complete* - Daily Quests - *Accept, Replace, Turn-in Items, Complete* - Simulates Daily and Weekly Quests - Quest Replacement Fee - Scav daily Quests - Trader items unlock through completion of quests - Receive messages from traders after interacting with a quest - Item rewards passed through messages ## Hideout The hideout has the following features implemented: - Areas - Air Filter - Filter Degradation - Boosts Skill Levelling - Bitcoin Farm - Generation Speed Dependent on Number of Graphics Cards - Booze Generator - Crafts Moonshine - Generator - Fuel Degradation - Heating - Energy Regeneration - Negative Effects Removal - Hall of Fame - Illumination - Intel Centre - ~~Unlocks Fence's Scav Quests~~ *not implemented - workaround: unlocks at level 5* - Reduces Insurance Return Time - Quest Currency Reward Boost - Lavatory - Library - Medstation - Nutrition Unit - Rest Space - Scav Case - Custom Reward System that simulates live rewards - Security - Shooting Range - Solar Power - Stash - Upgrades give larger stash sizes - Vents - Water Collector - Workbench - Unlocks the ability to repair items - Christmas Tree - Item Crafting - Items are marked found-in-raid on completion - Continues to track crafting progress even when server is not running ## Presets - Create Weapon Presets - Create equipment loadouts - Create magazine loadouts - Saving Presets - Load Presets ## Raids The in-raid systems included are as follows: - Maps - Customs - Factory Day - Factory Night - Ground Zero (Level 1-19) - Ground Zero (Level 20+) - Interchange - Laboratory - Lighthouse - Reserve - Shoreline - Streets - Woods - Loot - Loot spawning has been generated using over 100,000 EFT offline loot runs. - Static Loot (in containers) - Each container type can contain items appropriate to that container type found in offline EFT. - Simulated container spawn chance system, *not all containers spawn every raid* - Loose Loot (on map) - Randomised loose items found on map - Based on loot dump data taken from many offline-raids in live EFT - Airdrops - Randomised Spawn Chance - Request with Red Flare - Crate Types: - Weapons & Armour - Food & Medical - Barter Goods - Mixed - *mixture of any of the above items* - Supported Maps: - Customs - Interchange - Lighthouse - Reserve - Shoreline - Streets - Woods - Persisted Raid Damage - *extracting with injuries will persist injury out of raid* - Scav Raids - *Customizable system of adjusting loot and time remaining to simulate joining an in-progress raid* - *'Traitor' scavs that will attack you to take your loot* ## Messages A messaging system has been implemented to allow for the following functionality: - Receive messages (with item attachments) from traders or "system" - Pin/unpin senders within the message list - Receive all (or individual) attachments - Send messages to "Commando" friend to execute server commands ## Friend Accessible via game menu / friend list - Responds to commands - Give items - Adjust player stats - 'Gift' system - Many hidden gift codes ## Events The following events have been implemented and have a set time period for when they will be active: - Weather seasons - Halloween - Christmas ## Modding - The Server project has been built to allow for extensive modifications to nearly any aspect and system used. - [Example mods](https://dev.sp-tarkov.com/chomp/ModExamples) are provided that cover the most common server modding methods.