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Kjulo

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Everything posted by Kjulo

  1. Hi guys, sorry for my abscenes, just dropping in to say i have no plans currently to update my mod for newer versions of zomboid, BUT: I made a license for the stuff so you can all use my content as you want to if you credit me. I don't just want to take my ball and go home.
  2. Maybe he updated the way to check traits? I used the desura build.
  3. One of my replys for my Bats mod.. Any chance you could make that? Uhh, making custom AI, even if simple, and finding out how to draw sprites in the game would be hard, maybe impossible since SetX is broken
  4. This trait is going to be used a-lot when basements and sewers come in . When they come in i will definantly make it more expensive or less effective
  5. This mod is very experimental, but it should be stable. SUPER POWERS Features: Sounds! Hear the sound of Brainwaves, the wind of running fast, force of starting and stopping to run at superspeed.No immortality, this is supposed to be fun, not godmode.You can access all these new superpowers by 3 traits. Super Speed - Allows the player to kill zombies by running into them, and run much faster! (Gives you full sprinting, activate the perks and get atheletic and you will run extremely fast)Super Mind - Make zombies explode without a weapon. (While having no weapon you can 1-hit attack up to 2 zombies from a distance, and doors when near them)Super Strength - All melee weapons can destroy zombies and doors in one hit.Small taste of content YouTube Showcase [Download] Shoutout to RegularX for making code to kill all zombies in a radious which i tweaked Installing: Find your \ProjectZomboid\ folder (The one with the games .exe) In the folder that has the media folder in it, extract the .rar file If this is done correctly, \ProjectZomboid\media\lua\Mods\Super_Powers\ should exist
  6. Kjulo

    SetY Troubles

    I've tried moving the SetX, and onTick is also incredibly useful.
  7. Kjulo

    SetY Troubles

    local wx, wy = ISCoordConversion.ToWorld(getPlayer():getX() + 1, getPlayer():getY() + 1, getPlayer():getZ()); getPlayer():setY(wy); getPlayer():setX(wx);Do i translate it into this? still can't seem to get it working
  8. Kjulo

    SetY Troubles

    Events.OnPlayerUpdate.Add(Kmod_Addition_Traits.OnPlayerUpdate);
  9. Kjulo

    SetY Troubles

    To test it out, i made this code Kmod_Addition_Traits.OnPlayerUpdate= function(player) getPlayer():setY(getPlayer():getY() + 1); --move playerendBut the player dosen't move or change cordinates. I have even tried setting it to 0 instead of adding, but nothing happens.
  10. You can already do that in my mod. Or am i misunderstanding you?
  11. Oh wow, just found out bit.ly did not update my link. Fixed that now.
  12. I like it, very vanilla friendly.
  13. So, i decided i wanted to see exacly on what scale each need is on, and here is what i've collected. Decimal - This means that 1 is Maximum / Minimum, Percantage - This means that 100 is Maximum / Minimum Hunger - Decimal - 1 is starvation Thirst - Decimal - 1 is dehydration Panic - Percantage - 100 is really Paniced Pain - Percantage - 100 is Agony Fatigue - Decimal - 1 is in danger of passing out Endurance - Decimal - 1 is filled with energy
  14. I already did that in version 0.03, but thanks anyways.
  15. Alright guys, updated it for 0.03. I would very much like feedback on the new version
  16. result and resultItem still diden't work, but recipe did. if recipe:getName() == "Disassemble" thenThis is the final code i used, Thanks for the help.
  17. Without any checks about the recipe / item it works.
  18. Kmod_Addition_Traits.OnMakeItem = function(result,resultItem,recipe) if getPlayer():HasTrait("kjulo_armsexpert") then if recipe == "Gun_Parts.Disassemble" or resultItem == "Gun_Parts.GunParts" or result == "Gun_Parts.GunParts" then getPlayer():getInventory():AddItem("Gun_Parts.GunParts"); getPlayer():getInventory():AddItem("Gun_Parts.GunParts"); end endendEvents.OnMakeItem.Add(Kmod_Addition_Traits.OnMakeItem);What i want to do is to give more items (In this case a custom item) when a specific recipe is made. As you can see i've made it check every variable to see if even one is accepted, but nothing happens.
  19. I've had that idea too, it just feels like it may be hard to balance.
  20. I have trouble using math.random, this is basicly what i do, but it is never activated. if math.random() > 0.5 then --50% chance of something happenening --Do somethingend
  21. (Tested on Alpha version 2.9.9.10) Current Features: Makes some earlier less-usable, or completly unusable items into useable items Allows reperation of Melee weapons and Guns while staying balanced. New Traits! Traits: Adrenaline - You (slightly) restore Fatigue and Endurance when you fight zombies Basement Dweller - You lose panic much more quickly while inside Hydrophilia - Cannot become exhausted if standing outside in the rain. Also slightly decreases thirst Hemohpobia - Increase in panic everytime you attack a Zombie Hyperhidrosis - You need to drink water more often Hydrophobia - Heavily increase in panic while outside in the rain Paranoid- Player may get panic attacks when no zombies are around Homerun - Chance of instantly killing a zombie on hit, dependant on endurance Firearms Expert - Recieve 2 more Gun Parts from disassembling guns Zen - Pain levels decrease faster while inside and alone Psychalgia - Panic levels causes pain levels to also rise. Items: Strong Cloth - 24 Bandages - Used to repair Melee weapons/ Bat with Grip - Bat, Belt - Lasts longer and has more pushback than normal Pillowcase Bag - Pillow - Container with 40% Weight reduction and 8 max carry weight Shoe Soup - 1 Water, 1 Bowl and 1 Shoe - Restores some thirst and hunger, but severely reduces happiness and fun Gun Parts - Disassembled from different guns - Is used to repair Firearms. New Functions and Recipes (Old ones still works) Bandages - 1 Sock yields 1 Bandage Sheet - 1 Pillow Wet Dish Towel - Can now be dried [Download] License: You can use any content in this mod for any purpose, as long as it requires 'Project Zomboid' to function properly. Simpler Version: Feel free to use any of my icons or code to your own mod, as long as you credit me for the stuff you used from me. I would love to see new life in my icons. Changelog 0.02 Made basement dweller more effective and function slightly differently. Nervous now gives random panic attacks Can now dry dish towels Pillow bag now weights 0.2 instea of 0.6 2 New Traits (Firearms Expert, Homerun) Added item "Gun parts", used to repair guns Hydrophobia now gives less trait points "Dehydrated" renamed to "Sweaty"0.03 Made some traits incompatible (Hydrophobia and Hydrofilia, Basement Dweller and Claustrophobic)Basement Dweller is now more expensive in trait pointsFixed minor bug with Hydrophilia (Could be abused to never need to drink water, even when not raining)"Nervous" Renamed to "Paranoid" to suit new effect betterAdded 2 new traits (Zen and Psychalgia)Paranoid trait now only gives panic attacks when no zombies are around.0.031 (Minor update)"Sweaty" renamed to "Hyperhidrosis" (Thanks RoboMat)Overall effectivity rebalance of some traitsShoutout to Robomat, Aricane and RegularX for the help. Installing: Find your project zomboid folder In the folder that has the media folder in it, extract the .rar file If this is done correctly, new image files should be in the same folder as the games .exe
  22. Yeah, i made a "Mods" folder in the media folder(s). Works like a charm.
  23. Yep, although i still have trouble with the trait icons in "\media\ui\Traits" i have made a duplicate image named "tz_nerve"TraitFactory.addTrait("tz_nerve", "Nervous", -1, "Never feel safe", false);Icon dosen't show up, but the trait does
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