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smrpg feature idea details
Note:This is everything i've thought of with smrpg. Some ideas we most likely might not use, (like the Premium/Free User, or coin system) but i wanted to show everything and see what you thought of them.
I've covered a lot of detail here, but if you have any questions let me know or if i've missed details about something. (Like being able to use MySQL and SQLite at the same time... I don't believe it's possible, but i am not 100% sure.)
(All skills, skill levels, Exp, Skill Points, Unlock settings Configurable, All skills and skill levels are disableable and un/lockable to certain Players/Premium/Admins by In-Game Name/SteamID/adminflags/usergroups. When using In-Game Names, require a password to use the RPG.)
MAY USE THIS INSTEAD OF SOME SKILLS!*****
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Craft Gold coins with X amount of silver coins.
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A % chance to gain Silver coins by killing enemies. Silver is used to buy Premium (24 hrs) and you can buy Exp, levels, restricted weapons, items, etc. (Configurable, % chance increases each prestige tier) When you earn 500 silver, you can convert it to 1 gold. When you convert it, it automatically gets stored in the bank so you wont lose it. You can store the Silver, but only in lump sums (ex: 500+)
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Buy Prestige tiers with gold coins. Each higher tier of Prestige costs more gold. Which means each Prestige tier you'll need to get more silver in order to buy prestige.
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When you buy Prestige, it resets your RPG skills, but unlocks higher tier skills/skill levels, and gives increased hp, armor, damage, SP/level, and creditpool at level 1. can edit what skills/skill levels, HP/Armor amount, Damage % increase (for all weapons), SP/level, and creditpool (Creditpool amount are given each prestige tier).
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RPG Levels and Prestige tiers gives players a rank that shows in the leaderboard. (Like new players will have a [Tier 0]Lvl 1, prestige tier 1 players would have a [Tier 1]Lvl 1, etc.
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Players earn extra exp for killing higher tiers. Players Don't earn extra for lower/same tiered players.
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Have a Soft Reset option for players to reset all their RPG skills back to lvl 0, give all SP back, and maintain their current Prestige tier and RPG level.
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Have a Hard Reset option for players to reset all their RPG stats/Prestige.
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Each weapon has its own level up system (the more kills/damage you get with that individual weapon, the higher ranked it will get, and once you get X amount of kills/damage, it ranks up). Example: get 500 kills and do 10,000 damage (increases the higher the rank) with a deagle to get rank 1. which increases the damage the deagle does by 5%, increases amount of ammo in the clip, and stock.(increases the higher the rank) (All configurable)
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Each players weapon rank level-up broadcasts it to the player in chat. (or everyone/teammates only, configurable)
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Each weapon rank decreases recoil, increases weapon fire rate, and more.
END
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compatible with SQLite and MySQL databases.
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Able to use SQLite and MySQL at the same time or separately (Configurable).
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List prefered server CVars for things to work correctly (for default config).
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Each skill has its own config file and settings (Except for skills that need others to work, possibly put them in the same config).
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Option and config to enable/disable weapon exp (Earn different exp amounts depending on the weapon used)(Example: Kill an enemy with an m249 gives you 5 exp, killing an enemy with a usp earns you 25 exp)
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The more players there are in the server (not counting bots, configurable), the more exp players recieve from objectives/kills, etc.
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If a skill is configured wrong, auto-disable it until it's corrected (say you have regenammo interval set to 0.5, and you buy 5 lvls (0.0), and minimum is 0.1, it disables.
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Can put skills in custom categories (like Health, Vampire, RegenHealth would be under a Survival Skills category, and RapidReload, RapidFire, AmmoPouch skills, etc would be under a Weapon Skills Category).
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Can change the order the skills are listed in the in-game display by config and in each category.
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Can disable all skills under a certain category.
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Sound and Visual Effects of different skills (medic, vampire, etc.).
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Sound and/or Visual Effects of skills are disableable by individual players, set default by skill config.
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Send messages to client (Exp/Skill Points gained from objectives, kills, level up, etc.).
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custom adverts every few minutes (Able to Add/edit adverts)(Example: Type 'rpgsettings' to configure sounds/effects and display windows).
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Client able to turn on/off messages (not same as adverts).
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Clients able to set what they want shown to them when gaining exp through clientprefs (kill, headshot, objective, etc)
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Default Buy Menu will be disabled (cvar and config option to enable/disable it).
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When deleting your rpg data (levels and Skills), Force a password authorization and a confirmation button just in case someone does it by accident.
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Save client rpg data by SteamID, IP, or in-game name (For Safety, When a player first joins the server, they must put a password on their account. After that, once they join they will have to put in their designated password to access their rpg upgrades/downgrades, reset rpg stats, etc. Does not need to put password to list skill info, etc. They will not need to put in the password for 10 minutes after leaving, If they rejoin within that 10 minutes, they can keep playing without putting in their password to prevent excessive password authorization from map changes.
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Autosaves client rpg data every few minutes, round start AND map change (Configurable).
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Specified admins by SteamID can Restat their skills for free.
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Have a jackpot of SP/EXP for how many total kills/objectives, etc. are done at random times.
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Option to change between "exp for a kill multiplied by levelratio" and "exp for a kill multiplied by victims level"
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A config option to set what dates, days in the week and what hours in the day will give double/triple/quadruple exp (example: Monday - Thursday at 5 pm - 8 pm is double exp, and Friday - Sunday at 2 pm - 6 pm is triple exp, unless one of those days is a holiday where it's quadruple exp) (configurable, able to enable/disable)
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% Chance that each round may give double/triple/quadruple, etc. extra exp for kills/objectives/round win, etc.. If the timeset exp is higher than the round exp chance, it will override it, and vice versa - (Configurable, able to enable/disable/limit how much is possible to get, Example: Set % Chance for each 1 individually, - enable Double-Viguple and disable Unviguple-Centuple or vice versa) Example: 1 Single 2 Double 3 Triple 4 Quadruple 5 Quintuple/Pentuple 6 Sextuple/Hextuple 7 Septuple 8 Octuple 9 Nonuple 10 Decuple 11 Hendecuple/Undecuple 12 Duodecuple 13 Tredecuple 14 Quattuordecuple 15 Quindecuple 16 Sexdecuple 17 Septendecuple 18 Octodecuple 19 Novemdecuple 20 Viguple 21 Unviguple 22 Duoviguple 23 Treviguple 24 Quattuorviguple 25 Quinviguple 26 Sexviguple 27 Septenviguple 28 Octoviguple 29 Novemviguple 30 Triguple 31 Untriguple 32 Duotriguple 33 Tretriguple 34 Quattuortriguple 35 Quintriguple 36 Sextriguple 37 Septentriguple 38 Octotriguple 39 Novemtriguple 40 Quadraguple 41 Unquadraguple 42 Duoquadraguple 43 Trequadraguple 44 Quattuorquadraguple 45 Quinquadraguple 46 Sexquadraguple 47 Septenquadraguple 48 Octoquadraguple 49 Novemquadraguple 50 Quinquaguple 51 Unquinquaguple 52 Duoquinquaguple 53 Trequinquaguple 54 Quattuorquinquaguple 55 Quinquinquaguple 56 Sexquinquaguple 57 Septenquinquaguple 58 Octoquinquaguple 59 Novemquinquaguple 60 Sexaguple 61 Unsexaguple 62 Duosexaguple 63 Tresexaguple 64 Quattuorsexaguple 65 Quinsexaguple 66 Sexsexaguple 67 Septensexaguple 68 Octosexaguple 69 Novemsexaguple 70 Septuaguple 71 Unseptuaguple 72 Duoseptuaguple 73 Treseptuaguple 74 Quattuorseptuaguple 75 Quinseptuaguple 76 Sexseptuaguple 77 Septenseptuaguple 78 Octoseptuaguple 79 Novemseptuaguple 80 Octoguple 81 Unoctoguple 82 Duooctoguple 83 Treoctoguple 84 Quattuoroctoguple 85 Quinoctoguple 86 Sexoctoguple 87 Septoctoguple 88 Octooctoguple 89 Novemoctoguple 90 Nonaguple 91 Unnonaguple 92 Duononaguple 93 Trenonaguple 94 Quattuornonaguple 95 Quinnonaguple 96 Sexnonaguple 97 Septennonaguple 98 Octononaguple 99 Novemnonaguple 100 Centuple
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Premium/Admins will receive double/triple/quadruple exp 24/7, PLUS double/triple/quadruple exp that might come up some rounds. (So Regular would be Triple exp (regular + double), double would be Quadruple (Double + Double exp round), etc. (Configurable/enableable/disableable)
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Make sure when switching to/from Free/Premium user, that skills/exp reset to default config for those user groups (Example: When a Free user buys Premium, their Vampire max level raises from 50 to 75, but when their Premium runs out, they switch back to Free User so their max vampire is back to 50).
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When switching to Premium user again, it saves your skill level progress (Example: You buy Premium 24 hrs, you raise Vampire from 50 to 65, then when you switch back to Free it maxes your Vampire to 50 again, but if you buy Premium again, it raises it to whatever level you had at your last Premium time, in this case 65).
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Prevent players from downgrading a skill that's past the Free User max level while they are currently Free Users (to prevent glitches/errors/exploits)(Say you level up vampire from 50 to 55 while premium user, then your premium ends and your vampire max is at 50 again, you cannot downgrade it while free user until you become Premium again and downgrade from 55 to 50, once its at level 50 in Premium user, you can downgrade it in Free since vampire lvl 50 is in that user range)
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Free Users able to sell skills for 75% back, Premium/Admin Users get 100% back
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Able to restrict skills and skill levels to individual user(s) by SteamID, and user groups: Bots, Free, Premium, or Admin users separately. say vampire max is 100, Free users can only max to 50, Premium users can max it to 75, and Admins can max it to 100. (Configurable/disableable in each skill file)
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Able to lock skills to a certain team (CT/T).
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Any skill locked to CT or T is can be applied to Premium, Free Users and/or Bots individually (configurable for any group/none)
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Configure the bots levels/skills by their difficulty (configurable)
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Able to enable/disable/edit bots RPG, levels/skills, etc. (Bots CAN lvl up, every bot just starts off at a different level as defined in the config to go along with specified line below this one)
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Harder bots join the server the higher level you are, and however many human players there are, the higher rpg level they will be. (fully configurable and disable-able, minimum/max bots that are able to join, etc.)
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Config option to include/exclude bots from the rpgranks
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Option to enable/disable bots from gaining exp/levels when no humans are present
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Any skill that is locked to Bots, Premium or Admin only will not show on the others list(s), and any skill that is disabled will be removed from everyones list (Configurable)
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When a skill is maxed, show the skill level and say maxed (example: Health = > [16/16][Cost:Maxed])
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If a skill max level is different for Free Users than from Premium/Admins, Show the max level they could be (example: Health => [6/6(16)][Cost:Maxed])
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Binded Skills (any skill with a (Binded) by its name): Have 1 user specified key binded skill to be put in 1 slot. Show the 1 specified skill in the rpg stats display. Only able to use 1 specified skill. (makes all other non-specified binded skills void until switched). Premium/Admin users able to specify more than 1 binded skill. (Example: Bind F "+skill1", Bind G "+skill2" to use them, skill1 and skill2 referring to which skill slot they're in.) If one of the skills is switched for another, it doesn't take affect until next round/map (NOT death or respawn) (All configurable).
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Binded skills have a cooldown after use (configurable, can change time of cooldowns between groups/SteamIDs)
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Auto-message a player that is trying to do something that they haven't unlocked yet (ONLY certain skills, Example: Tell someone trying to use their microphone to talk to people that they need to upgrade the MicChat skill, or When someone tries spraying their picture when they dont have SprayPic skill to use that feature)
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If more than 1 gun uses the same ammo, combine the rpg ammo skills so both guns get upgraded with 1 skill (Maybe: Also rename the skill to what type of ammo it expands and for which guns)
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Client option to disable/enable any of their skills, can upgrade/downgrade while enabled or disabled for individual player, config disabled and locked skills overrides player disable/enable (Say a player buys lvl 5 Gravity, they can disable Gravity for however long they want/need until they enable it again and have lvl 5 Gravity again, and make sure any dependable skills disable as well)
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RPG admin menu (in SM Admin Menu) and CVARs
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In the RPG Admin Menu, Be able to give/take rpg levels, skill levels, exp, and tiers
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Earn exp once every day for just getting onto the server (resets every day at 12 am, and if your on the server when it hits 12 am, you'll recieve it next round/map change)
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Gain Exp for killing, kill assists, kill streaks, damage done, objectives, assisting player(s) who are doing objectives, surviving round, team win (even if you're dead), etc.
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If you're dead and your team wins a round, the more people you've killed, the more exp you get. (If you haven't killed anyone, you won't receive any exp for that exp trigger)
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Some upgrades depend on others, so if the config has a parent skill disabled, the depending upgrade will get disabled also. (Ex: If Vampire is disabled, HawthornStake is disabled with it because it would serve no purpose without vampire, If Ammo-Drain is disabled, then Anti-AmmoDrain would too, same for Impulse+)
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Make skills modular, so anyone can create their own skill and add it with ease (Skills loaded one at a time from config files, possibly put related skills in one config. Example: Companion, Companion+ and CompanionTime to make editing skills a bit easier and prevent config errors)
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All rpg chat commands changeable/configurable (Example: can change the chat command for rpg settings from 'rpgsettings' to 'rpg_settings' or 'rpgss', or all of them, etc.)
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When victim to Ice Stab, damage reduced by 75% (configurable to SharpKnife skill)
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Earn Exp when by teammate doing objective (say gain 200 exp for staying by your teammate while he plants the bomb, rescues hostages, etc.)
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Able to set how long someone may be gone before their rpg data gets auto-deleted, and/or until a certain level (or not at all, configurable by user groups/steamid). Options: Never, 24 hrs, days, 1 week, 2 weeks, 1 month, 3 months, 6 months, 1 year, etc.
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Able to set how often the rpg database resets (or not at all). Reset Options: Never, Every Round, Every map change, on server restart, every 24 hrs, every 7 days, every 2 weeks, once a month, etc.
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Option to set whether exp gain is percentage of level gain or fixed amount of exp for objectives and the like (Able to configure which for each exp earning trigger. Example: Your Exp cap till next level is 100, Killing a player earns you 25 exp, you now have 25/100 exp, or you win the round which gives you 5% of your needed exp till level up, you now have 5/100 exp.)
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In-game achievements/challenges, achievement/challenge levels earns you exp/SP when achieved (Example: 100 Headshots achieved earns you 5,000 exp/25 SP, 500 headshots earns you 10,000 exp/50 SP), can adjust achievement exp/sp gain and how much of that achievement you have to do in order to get it. (Example: changing 100 Headshots for 5,000 exp/25 SP into 50 Headshots for 2,500 exp/10 SP)
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All skills that give % chance to deal double damage, add the double/triple/quadruple damage after calculating how much Weapon damage(default) plus Damage+ skill damage they have (If Damage+ is enabled)
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ExpOvertime/ExpTime skill has a AFK detection, so if someone goes AFK for more than a few minutes this skill stops counting minutes/giving exp
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Players level up
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Able to set max player level, or infinite depending on user groups/steamid (configurable)
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Exp Cap - say starting Exp is 200, then every level it raises by 100, then when it reaches 5000, it stops getting higher, and every level after that the exp needed to lvl up stays at 5000.
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Option to set max exp someone is able to gain for a kill, objective, etc.
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Don't recieve ANY Exp for objectives, etc. if no players are on the opposite team (Bots count as players, Configurable)
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Able to set starting level, Skill Points, and if they start off with any purchased skills (If Starting level is set, add however much SP they would've gotten if they had leveled that much, Example: Each lvl up gives you 10 SP, starting SP is 500, and starting level is 50, so instead of starting off with 500 SP at level 50, you'll start off with 1000 SP. 500+(50x10)=1000
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Earn Skill Points each lvl up. (configurable)
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Max skill level to 10,000,000 or infinite (or highest possible for a certain skill) Example: denial can only max at level 3, but Health can max at 10,000,000.
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Skills max level and players max level can be defined (or infinite) depending on Account Type.
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When a skill is upgraded, it should take affect immediately - Example: starting HP 100, i upgrade HP to lvl 1 (25 extra HP) and regen hp starts instantly to get to 125.
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Example of how to set up the Anti/Counteract skills: if the person attacking you has 10 Vampire and you have 8 HawthornStake they only Recieve 2 levels of Vampire rather than 10, so just make the anti-skills counteract vampire up to the current anti-skill level no matter what the settings for vampire are, and the other skills alike.
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Option for players to keep their rpg menu open until they manually close it, this includes buying/selling upgrades. (Auto-refreshes the page your on so you don't have to keep opening the rpg menu to upgrade/downgrade)
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When downgrading a skill from 1 to 0 that also has a + skill, the + skill will disable until you repurchase the parent skill and it will keep all its levels.
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Firearms and Heavy Firearms levels/weapons configurable so there may be restricted weapons and more than 1 weapon unlocked at start
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Option for a FreeForAll mode (earn exp for killing teammates and the opposing team alike)
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Option to enable/disable exp gain for hostages following you (if enabled, can only earn exp once from each bot each round for following you even if they stop following you)
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The higher level and skill a companion is, the more exp a player will get for killing them (Example: Say the companion is lvl 200 and Easy, you'd get 5,000 exp - But if the companion was lvl 200 and Expert, you'd get 20,000 exp)
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When the GrenadeLauncher skill is bought, enable a grenade trajectory visual arc to see where the grenade will land/hit, Disabled by default in skill config (able to enable/disable by client preference)
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When using Primary Gun Cache and Secondary Gun Cache, can press the same key multiple times to switch primary guns, and same for secondary (Example: Buy an M4A1 and an AUG, Press 1 to switch to M4A1, then press 1 again to switch to AUG and vice versa.)
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If HPBooster skill affects are activated by multple players, they will stack. (Example: 5 players on a team. 2 players got it activated. They have HPBooster and HPBooster+ at lvl 1. (Each 10 HP) So everyone will get a boost of 20 HP because those 2 players got their skill activated).
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Battle Scan can only be used by 1 teammate at a time, once used cooldown affects all teammates
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A config option to remove player vs player, player vs bots, hostage, weapon, and grenade Collision (can define which ones in config)
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A config option to delay someones suicide attempt 5 seconds (Prevents someone suiciding so their attacker wont get full potential exp)
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A config option to remove equipment on the ground when a player dies (weapons, defuse kit, etc: configurable to set what stays and disappears and how long it will stay if it does disappear)
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Each skill configurable to do different types of Skill cost increments (configurable in each skill config) Option 1 - Linear (Default): set starting cost and increment cost. Example: Vampire starting level 1 cost is 10, and each level after that increases by 10 (If that's what you set the increment cost to), so lvl 1 = 10 SP, lvl 2 = 20 SP, lvl 3 = 30 SP, so on... Option 2 - Exponentially: (don't count the decimals, only the whole number) Set starting cost, auto-calculates increment costs. Example: starting lvl 1 cost is 10, lvl 2 would cost 15 (101.5=15) lvl 3 would cost 22 (151.5=22), so on... Option 3 - Squared: Set starting cost, auto-calculates increment costs. Example: starting lvl 1 cost is 2 (2 squared), the cost would actually be 4. lvl 2 would be 3 (3 squared = 9) so the cost would be 9, so on... Option 4 - Cubed: Set starting cost, auto-calculates increment costs. Example: starting lvl 1 cost is 2 (2 cubed), the cost would actually be 8. lvl 2 would be 3 (3 cubed = 27) so the cost would be 27, so on...
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A display on the bottom right side of the screen right above ammo display lines showing your RPG Stats (level, current exp/total till lvl up, Total earned exp/SP, rpgrank, Speed, Visibility(Stealth), how many throwing knives you have left, how much silver/gold in Bank, What Binded Skills you currently have equipped, etc).
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A display right above an enemy/object showing how much damage you caused (include the extra damage from the Pro skills, etc.)
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When Spectating, show their rpg stats and the player they're spectatings rpg stats, etc.
RPG Menu layout:
- Option 1: Upgrade
- Option 2: Skill Info
- Option 3: Downgrade
- Option 4: RPGTop50
- Option 5: Account
- Option 6: Achievements
- Option 7: AchievementTop10
- Option 8: Help
- Option 9: Player Settings
Upgrade Sub-Menu: List all upgrades, how many Skill Points you have and pages of upgrades there are and which page your on. Show current skill lvl, max skill lvl and how much next skill lvl will cost and how many RPG levels it will take to max out the skill. like so: Health => [2/16][Cost:25] [Remaining:282lvls/1425SP] (If 5 SP/lvl and Health starting cost is 15)
Skill Info:
- Lists each skill information (what it does, what it counteracts, How much SP you've invested on each skill, how much SP you need till max skill level, The Author, etc.)
RPGTop50:
- List rank position, Player Name, players level, exp/total till level up, total exp earned, current skill points
- Option to see player info (see the players rpg skill alocation, Option to enable/disable this or for admin only)
Downgrade Sub-Menu:
- List all upgrades, how many Skill Points you have and pages of upgrades there are and which page your on.
- Show current skill lvl, max skill lvl and how much skill points you'll get for downgrading. like so: Health => [1/16][Refund: 20]
Account:
- Shows what account type you are (Free User, Premium User, Admin)
- Days left of specified account type
- Buy Premium status with real Money or Gold Points (Buy with real Money: lasts 1 month, buy with Gold Points: lasts 24 hrs)
Achievements:
- List achievement progress and how much exp/SP you'll earn for completing it. (Earned Exp/Sp configurable, Example: Headshots 125/250 => +500 Exp/+20 SP) (if 0 Exp or SP will be earned for an achievement, don't list it. Example: (Headshots 125/250 => +500 Exp), or (Headshots 125/250 => +20 SP)
- Add achievements pertaining to rpg skills/maps/objectives (Example: reached a skills max level, 100 enemies frostpistoled, 50 bombs planted, 1,000,000 health regenerated)
Achievement Top10:
- List players with the most amount of achievements earned
- See what players achievement progress is
Help Sub-Menu: Option 1: Player Commands (All commands capable of working through a binded key without chat. Example: (bind c "!rpgmenu") makes the menu popup even without the chat command, and binding the key like so: (bind c "say !rpgmenu") will make it show in chat and open the menu, or just typing !rpgmenu in chat opens it.
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Type: "rpg", "!rpg", "/rpg" or "rpgmenu", "!rpgmenu", "/rpgmenu" for main RPG Menu, "rpgup", "!rpgup", or "/rpgup" for upgrades, "rpgdown", "!rpgdown", or "/rpgdown" to downgrade skills, "rpghelp", "!rpghelp", or "/rpghelp" for help menu, "skillinfo", "!skillinfo", or "/skillinfo" for skill information, "rpgtop", "!rpgtop", "/rpgtop", or "rpgtop10" for the top 1-10 highest leveled players (Show the top 100 players with more pages), "!xp" to show your current xp info, "rpgrank", !rpgrank", "/rpgrank" to show all your progress in chat (Level, exp, skill points, total skill points spent/earned, etc.), "rpgsettings", !rpgsettings", or "/rpgsettings" to open the settings menu, "!savetp" and "!tp" for teleporting
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Players can type any "skillinfo " or "!skillinfo " to see info about that specific skill
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When players type rpgrank it will show that persons rpg stats (rank, level, skill points, etc) even if that player isn't in the server
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Players can type "rpgpopup" to enable/disable automatic popup of the rpgmenu at level up or server connect
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Players can type "!bank" to see options to deposit/withdraw/transfer money (In-game cash) Option 2: Credits (info page)
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Info page (Credits) giving thanks to Programmer(s), Ideas - StrokeMybacon, Kentish Killer, FrogNinja, TehHolyMuzzle, Legendary Death Reaper, GhostWalker, lolol, Kris aka NoWaggNoSwagg, and anyone not mentioned for skill ideas, Any testers that helped out with bugs, etc.
Player Settings:
- Turn off/on skill sounds/effects (list each sound/effect individually)
- Turn off/on the display showing damage done/taken
- Turn off/on the display showing RPG stats
- Option to reset data (give confirmation)
RPG commands
- Most admin commands are also available in adminmenu (!admin - SourceMod Admin Menu)
- To get access to the admin commands/menu you need to set a Custom adminflag. (Able to change what custom adminflag to use)
- Able to disable skills in-game through CVars like this: pg_rpg_stealth 0 disables this skill, and setting it to 1 enables it
- Menu to see in-game players rpg skill allocation (what skill levels they have, etc.)
rpgadmin (chat and cvar, Opens admin menu) rpg_log_debug <0/1> (enables debug log to be put in txt doc. for errors) rpg_bots <0/1> (enables/disables bots using RPG) rpg_ <0/1> (enables/disables a skill, confirm and warn if it's going to disable more than 1 skill) rpg_xp <set/=/add/+/take/-> <@all/@t/@ct/@userid/playername/steamid> (sets/adds/takes xp from player(s)) rpg_lvl <set/=/add/+/take/-> <@all/@t/@ct/@userid/playername/steamid> (sets/adds/takes lvl from player(s)) rpg_skillpts <set/=/add/+/take/-> <@all/@t/@ct/@userid/playername/steamid> (sets/adds/takes skill points from player(s)) rpg_credits <set/=/add/+/take/-> <@all/@t/@ct/@userid/playername/steamid> (sets/adds/takes skill points from player(s)) rpg_forcebuy <@all/@t/@ct/@userid/playername/steamid> (Forces player(s) to buy an upgrade) rpg_forcesell <@all/@t/@ct/@userid/playername/steamid> (Forces player(s) to sell an upgrade) rpg_resetplayer <playername/steamid> (resets a players rpg data) rpg_resetdb (resets the rpg database (everyone)) rpg_softresetstats (resets your own rpg skill levels and gives sp back) rpg_hardresetstats (resets your own rpg skill levels and tiers permanently) rpg_rce <0/1> (reports config setting errors, like a skill config setting is wrong, if someone configs stealth too high and stealth stops working, or if someone sets gravity too low and players fly upward and won't come down, or someone set 2 skills as enabled at once that shouldn't be. (like the firearms skills and denial) rpg_turbomode <0/1> (Increase exp rate and skill ptss earned a lvl for a single map and don't save stats) rpg_disablexp <0/1> (Admin option to temporarily disable experience for individual players) rpg_antisuicide <0/1> (Punish players who commit suicide during a fight by taking some experience) rpg_giftcredits <0/1> (Allow players to give other players rpg credits as a gift) rpg_chatxp <0/1/2> (Display infos in chat about gained experience for a kill or during the whole last life)
- Config setting to set how often messages are printed into console about config setting errors
- Auto report coding errors in a txt log
Achievements/Challenges List(un/lockable to user groups/Steam IDs, unlocked when completed, not purchasable):
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Stepping Out - walk/run 10,000 meters - 5 SP/1,000 EXP Wanderer - walk/run 50,000 meters - 15 SP/5,000 EXP Globe-trotter - walk/run 200,000 meters - 50 SP/25,000 EXP
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AmmoEnthusiast - Regenerate 1,000,000 Ammo - 25 SP/20,000 EXP AmmoHoarder - Regenerate 10,000,000 Ammo - 50 SP/50,000 EXP
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Crouching Cat - Crouch walk 500 meters - 50 EXP Crouching Llama - Crouch walk 5,000 meters - 200 EXP Crouching Tiger - Crouch walk 50,000 meters - 5,000 EXP
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Beginner - Shoot 30 bullets - 5 EXP Cowboy - Shoot 500 bullets - 25 EXP Machinegunner - Shoot 5,000 bullets - 500 EXP Ammo For A Nation - Shoot 500,000 bullets - 20,000 EXP