progression overview added, progression xp made into database and chart plotting added in databases
This commit is contained in:
parent
a83520be2d
commit
0b88b3eb51
44
Database/progress/chart.py
Normal file
44
Database/progress/chart.py
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
import matplotlib.pyplot as plt
|
||||||
|
import pandas as pd
|
||||||
|
|
||||||
|
# Read the data from the CSV
|
||||||
|
data = pd.read_csv('data/exp.csv')
|
||||||
|
|
||||||
|
#line
|
||||||
|
# Create a line chart
|
||||||
|
plt.figure(figsize=(12, 6))
|
||||||
|
plt.plot(data['lv'], data['xp'], marker='o', linestyle='-', color='b')
|
||||||
|
plt.title('Experience Points Needed for Each Level')
|
||||||
|
plt.xlabel('Level')
|
||||||
|
plt.ylabel('Experience Points')
|
||||||
|
plt.grid(True)
|
||||||
|
plt.show()
|
||||||
|
#bar
|
||||||
|
plt.figure(figsize=(12, 6))
|
||||||
|
plt.bar(data['lv'], data['xp'], color='b')
|
||||||
|
plt.title('Experience Points Needed for Each Level')
|
||||||
|
plt.xlabel('Level')
|
||||||
|
plt.ylabel('Experience Points')
|
||||||
|
plt.grid(axis='y')
|
||||||
|
plt.show()
|
||||||
|
#area
|
||||||
|
plt.figure(figsize=(12, 6))
|
||||||
|
plt.fill_between(data['lv'], data['xp'], color='b', alpha=0.5)
|
||||||
|
plt.plot(data['lv'], data['xp'], color='b', marker='o')
|
||||||
|
plt.title('Cumulative Experience Points Needed for Each Level')
|
||||||
|
plt.xlabel('Level')
|
||||||
|
plt.ylabel('Experience Points')
|
||||||
|
plt.grid(True)
|
||||||
|
plt.show()
|
||||||
|
|
||||||
|
# Calculate the difference in xp from the previous level
|
||||||
|
data['xp_diff'] = data['xp'].diff()
|
||||||
|
data['xp_diff'].iloc[0] = 0 # Set the first value to 0 as there's no previous level
|
||||||
|
# Create a line chart for xp difference
|
||||||
|
plt.figure(figsize=(10, 6))
|
||||||
|
plt.plot(data['lv'], data['xp_diff'], marker='o', linestyle='-', color='b')
|
||||||
|
plt.title('Experience Point Difference from Previous Level')
|
||||||
|
plt.xlabel('Level')
|
||||||
|
plt.ylabel('Experience Point Difference')
|
||||||
|
plt.grid(True)
|
||||||
|
plt.show()
|
@ -12,6 +12,8 @@
|
|||||||
|
|
||||||
- recepie required to craft certain parts? similar to FO4? Some recepies are only aquired with a certain task completion?
|
- recepie required to craft certain parts? similar to FO4? Some recepies are only aquired with a certain task completion?
|
||||||
|
|
||||||
|
- crafting category (required workstation)
|
||||||
|
|
||||||
### Medicine
|
### Medicine
|
||||||
- med crafting (lab)
|
- med crafting (lab)
|
||||||
|
|
||||||
|
@ -0,0 +1,5 @@
|
|||||||
|
IN PROGRESS OF MOVING DETAIL FROM OLD XLS SHEET
|
||||||
|
|
||||||
|
|
||||||
|
- 1-10 prestiege system,
|
||||||
|
- once the last story task is complete, players are given the option to restart, lose all progress and items and prestiege.
|
37
README.md
37
README.md
@ -88,7 +88,7 @@ todo: oraganize these into their own sections
|
|||||||
- money
|
- money
|
||||||
- Character starts with 5,000,000 Sats
|
- Character starts with 5,000,000 Sats
|
||||||
- character starts with 250 storage slots in the stash (10x25)
|
- character starts with 250 storage slots in the stash (10x25)
|
||||||
|
***
|
||||||
#### Combat
|
#### Combat
|
||||||
|
|
||||||
After entering the unprotected zone, which starts at Zone 1, a player becomes invisible to others for a duration of two minutes.
|
After entering the unprotected zone, which starts at Zone 1, a player becomes invisible to others for a duration of two minutes.
|
||||||
@ -111,16 +111,43 @@ In the event that items despawn, the player can buy them back from an NPC for 3/
|
|||||||
|
|
||||||
- If level difference for pvp is out of range for 2 players, then they will be invisable / ghost to eachother and can not damage one another.
|
- If level difference for pvp is out of range for 2 players, then they will be invisable / ghost to eachother and can not damage one another.
|
||||||
- melee is 1 hit kill in back, 2 hit kill anywhere
|
- melee is 1 hit kill in back, 2 hit kill anywhere
|
||||||
|
***
|
||||||
#### Progression
|
#### Progression
|
||||||
|
|
||||||
- ##### [Documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/progress.md)
|
The progression system is carefully designed to create a dynamic and engaging experience for players. As they advance through levels, the requirements for earning experience points (XP) to reach the next level become increasingly challenging. This means that the early levels have relatively low XP requirements, while the higher levels demand significantly more XP. The progression curve is not linear; it becomes steeper as you ascend to higher levels, making the journey to the top more challenging and time-consuming.
|
||||||
- 1-10 prestiege system,
|
|
||||||
- once the last story task is complete, players are given the option to restart, lose all progress and items and prestiege.
|
For detailed information regarding the XP required for each level, how much XP is earned from various gameplay categories, quests, tasks, contracts, notable unlocks, and skill progression, please refer to the [documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/progress.md).
|
||||||
|
|
||||||
|
Here is a brief overview of the progression system components:
|
||||||
|
|
||||||
|
##### **Contracts:**
|
||||||
|
Contracts are similar to quests or tasks. They provide additional XP as rewards upon completion. Some contracts may be available on a daily or weekly basis, and their difficulty will increase as your character progresses through different levels.
|
||||||
|
Contracts remain relatively consistent in their XP rewards because players will receive a multiplier from their level. They are designed to become progressively more challenging as you reach higher levels, encouraging continuous engagement.
|
||||||
|
At the lower levels (1-20), players are introduced to the game with straightforward contracts that offer small amounts of XP. These contracts may include equipping gear, visiting traders, making purchases, and engaging in short stints in the PvP zone. As players progress, the contracts will increase in complexity.
|
||||||
|
|
||||||
|
##### **Notable Unlocks:**
|
||||||
|
Your character will unlock various features and improvements as they level up. These include enhanced med pouch sizes, health multipliers, stash size increases, and more. The exact unlocks and their associated XP requirements can be found in the documentation.
|
||||||
|
|
||||||
|
##### **Experience Categories:**
|
||||||
|
XP can be earned through various gameplay categories, such as combat, exploration, treatment, looting, crafting, and more. Each category rewards XP for different in-game actions, providing a comprehensive and diverse progression experience.
|
||||||
|
|
||||||
|
##### **Skills:**
|
||||||
|
Your character's skills, such as endurance, attention, weapon handling, health, and crafting, will improve as you level up. These skills affect various aspects of gameplay, from stamina and jump height to looting speed and crafting efficiency. Skills become increasingly important as you reach elite levels, offering substantial advantages.
|
||||||
|
|
||||||
|
For further insights into the specific XP values, unlockables, and skill improvements related to the progression system, please consult the [documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/progress.md). This comprehensive guide will offer a more detailed understanding of how the progression system operates and the strategies you can employ to advance through the game.
|
||||||
|
|
||||||
|
***
|
||||||
|
|
||||||
#### Crafting
|
#### Crafting
|
||||||
|
|
||||||
|
Crafting is divided into several categories, each requiring specific workstations. Players can create essential medical items at a lab workstation. For weapons, materials, and ammunition, workbenches and reloading benches are essential, offering the freedom to craft a wide array of items, with crafting speed and capabilities improving as players level up. Equipment can be fashioned at a sewing bench, while cooking is a skill mastered at either a kitchen or campfire. The crafting system is not solely about mere recipes; some can only be unlocked upon completing specific in-game tasks.
|
||||||
|
|
||||||
|
The scrapping mechanic in the game adds a layer of complexity. Junk items need to be processed at a designated scrapper bench, with varying durations for different items. The time it takes to scrap an item correlates with the value of the materials it yields. For instance, breaking down an AK47 into its constituent components will take a considerable amount of time but yield materials like wood, steel, aluminum, oil, adhesive, screws, gears, springs, rubber, and plastic. Players can choose the order in which these items are scrapped.
|
||||||
|
|
||||||
|
This comprehensive crafting and scrapping system provides players with an engaging and rewarding experience as they gather, create, and deconstruct items to progress in the game world.
|
||||||
- ##### [Documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/crafting.md)
|
- ##### [Documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/crafting.md)
|
||||||
|
|
||||||
|
***
|
||||||
|
|
||||||
#### NPC's
|
#### NPC's
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user