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