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Levels and Progression
File: tacznpc_quests.json → progression.
| Field | Default | Bounds |
|---|---|---|
| xpPerLevel | 100 | Integer 1–1000000 |
| healthPerLevel | 1 | 0–100 |
| maxHealth | 30 | Health progression cap; 1–1024 |
| aimError.levelZeroMultiplier | 2 | 0–4 |
| aimError.reductionPerLevel | 0.5 | 0–10 |
| aimError.minimumMultiplier | 0.35 | 0–levelZeroMultiplier |
| weaponSpread.levelZeroMultiplier | 1.5 | 0–4 |
| weaponSpread.reductionPerLevel | 0.25 | 0–10 |
| weaponSpread.minimumMultiplier | 0.6 | 0–levelZeroMultiplier |
Level = floor(totalXP / xpPerLevel). For each accuracy multiplier:
max(minimumMultiplier, levelZeroMultiplier / (1 + level × reductionPerLevel)).
Lower multipliers mean better accuracy. A reductionPerLevel of 0 keeps the multiplier constant. Aim error affects the distance-dependent NPC aim offset; weaponSpread affects the TaCZ native inaccuracy properties during that NPC's shot. The player's guns and dropped item data do not receive permanent changes.
| Level | Default aim-error multiplier | Default weapon-spread multiplier |
|---|---|---|
| 0 | 2.00 | 1.50 |
| 1 | 1.33 | 1.20 |
| 2 | 1.00 | 1.00 |
| 3 | 0.80 | 0.86 |
| 5 | 0.57 | 0.67 |
| 10 | 0.35 | 0.60 |
Health bonus = min(max(0, maxHealth − baseHealth), level × healthPerLevel). This caps the bonus without forcibly lowering an entity whose base health is already above the cap. It does not mean that every NPC spawns healed to maxHealth.
{
"loadouts": {
"military": {
"minSpawnLevel":2
},
"guard": {
"minSpawnLevel":2
},
"survivor": {
"minSpawnLevel":0
}
}
}This is a partial master quest file. The literal loadout ID military has a built-in minimum of 2 even in old configs; other IDs default to 0. Set military explicitly to 0 to disable that special default.
The floor gives fresh NPCs enough total XP for that level, not an extra XP grant on every reload. Existing NPCs preserve their saved XP and are not promoted retroactively by changing minSpawnLevel. Changing xpPerLevel recalculates levels from stored XP; it does not convert XP.
At equal level and behavior configuration, a survivor can be as accurate as a soldier. The soldier's starting experience is an initial condition, not an unavoidable faction accuracy buff.
Custom gun scripts that replace native spread calculations may need gunpack-specific testing.
Configuration reference for the customized TACZ NPCs Alive build, baseline 2.2.1-hiki.c2me.1. Home · Troubleshooting
- TACZ NPCs Alive : Configuration Wiki
- Getting started
- Configuration map and inheritance
- Configuration recipes
- Behavior and perception
- Offline loot by biome
- Resting, campfires and social space
- Combat: reaction, accuracy and firing patterns
- Administrator commands
- Recruitment and companion orders
- Dialogue profiles and selection rules
- Factions, relations and player reputation
- Friendly-fire prevention and damage protection
- Greetings and contextual replies
- Inventory, interests and item replacement
- Levels, health and accuracy progression
- Loadouts and equipment
- Offline activity and the time wallet
- Autonomous NPC quests
- Player supply requests
- Spawning and structure replacement
- Trading, prices and currency denominations
- Experimental offline travel
- Troubleshooting and migration
- Weapon-specific percentage modifiers