POW FOR GAME MECHANICS AND LEVELING
Python
#!/usr/bin/env python3
"""
POW FOR GAME MECHANICS AND LEVELING
Experience points, damage calculations, and progression systems
"""
print("=== RPG Level Progression (Exponential) ===")
base_xp = 100
growth_factor = 1.5
print("Level | XP Required | Total XP")
print("-" * 40)
total_xp = 0
for level in range(1, 11):
xp_needed = int(base_xp * pow(growth_factor, level - 1))
total_xp += xp_needed
print(f"{level:5d} | {xp_needed:11d} | {total_xp:10d}")
print("\n=== Damage Calculation with Power Scaling ===")
base_damage = 10
levels = [1, 5, 10, 20, 50]
for level in levels:
# Damage = base * level^1.2 (sublinear scaling)
damage = base_damage * pow(level, 1.2)
print(f"Level {level:2d}: {damage:.1f} damage")
print("\n=== Skill Cost Increase ===")
base_cost = 50
skill_levels = range(1, 11)
print("Skill upgrades cost:")
for skill_level in skill_levels:
# Cost increases exponentially
cost = int(base_cost * pow(1.8, skill_level - 1))
print(f"Level {skill_level}: {cost:,} gold")
print("\n=== Critical Hit Multiplier ===")
base_damage = 100
crit_multipliers = [1.5, 2.0, 2.5, 3.0]
for mult in crit_multipliers:
crit_damage = base_damage * pow(mult, 1)
print(f"{mult}x critical: {crit_damage:.0f} damage")
print("\n=== Boss Health Scaling ===")
base_hp = 1000
world_levels = [1, 2, 3, 4, 5]
print("Boss HP by world:")
for world in world_levels:
# HP = base * 2^(world-1)
boss_hp = base_hp * pow(2, world - 1)
print(f"World {world}: {boss_hp:,} HP")
print("\n=== Compound Buff System ===")
base_attack = 50
buff_percent = 0.10 # 10% buff
stack_count = [1, 2, 3, 5, 10]
print("Attack with stacking buffs:")
for stacks in stack_count:
# Each stack adds 10%: ATK * (1.1)^stacks
final_attack = base_attack * pow(1 + buff_percent, stacks)
increase = ((final_attack / base_attack) - 1) * 100
print(f"{stacks} stacks: {final_attack:.1f} (+{increase:.1f}%)")