Jump to content

Jopo80

Member
  • Posts

    5
  • Joined

  • Last visited

Profile Information

  • Gender
    Woman

Jopo80's Achievements

  1. OK, I´m trying to learn how to make new traits and professions. I would need a step-by-step beginner (for dummies) tutorial for coding these effects in lua, so I can get a hang of it. For example, here are a few traits and the effects I had in mind; - Rare genes; genetically immune to the zombie infection, a very rare trait or very expensive in points. How would I code the effect? - Epileptic; Epileptic seizures have a random chance of stopping the character in place for say 10-30 sec or slowing him/her down. Can be prevented with antiepileptics (must be taken regularly) or say digitalis tea (forageable natural remedy, toxic if overdosed) There could also be a modifier to seizures, say stress and fatigue would provoke them more easily. - Psychotic; If left unhappy for too long the character has a random chance to become psychotic which would have some nasty effects (any ideas?) like impaired functionality (can´t do many tasks etc.) Profession Trait; Teaching; Can give other characters an xp boost like books with the cost of giving both sides boredom etc. Ideally the teacher would give a higher bonus when his/her skill in the subject is higher, but could only teach as high as his/her own skill level. Any ideas on how to code these, help would be much appreciated.
  2. Thx for your comments Suomiboi and yes, I put this in the mods section as I am currently trying to create these professions as a mod, but if Indiestone finds any of my ideas useful then I´d be honored if they use them. I´ve been thinking about the teacher profession and unfortunately I don´t as of yet have the lua coding skills to make it happen, perhaps someone could help me in that regard? Perhaps the teachers could be done temporarily as a few separate professions, perhaps like this; - Professor of medicine; the only one able to teach high level first aid/doctor skills, perhaps we could add new injury types to treat as well, like diseases (dysentery, cholera, etc.), internal injuries (bullet and knife wounds etc.) requiring surgery and advanced medicine skills. Of course there is also the idea of making the zombie infection not 100% lethal as for example Ebola is some 90% or more lethal, but nevertheless there are known cases of survivors, few in number but nevertheless. These Ebola survivors are the point of a huge amount of medical interest needless to say as they may hold the genetic keys to a cure or vaccine, who knows. So I thought maybe the zombie infection would be similar, maybe 95% lethal but still there would be that small glimmer of hope that maybe with luck and a lot of antiviral medicines (if its a virus as the zombie lore goes), one could have a chance of becoming one of the few survivors who are immune having beaten the infection. I think that little amount of hope would be beneficial to the game as currently the only thing to do after getting bitten and starting to show symptoms is to leave all your good gear behind in the safe house and go for a looong walk in the rain or in multiplayer ask your friends to take you "behind the barn", for some quality time with mr. Desert Eagle. As a sidenote; Could we have a code snippet making it possible to euthanize oneself if bitten and infected, you would need a gun to destroy your soon to be zombie brain and the knowledge that one is infected, this action would only be takeable then and would require a confirmation so players don´t accidentally click themselves with a gun in hand I know that in multiplayer I would like to have that option so as to safeguard the rest of the team. If however there would be a chance that one could survive the infection then perhaps a containment cell of some sort could be constructed with sturdy log or brick walls? - Vocational school teacher; teaches carpentry, electricity, cooking, farming, etc. - Army instructor sergeant/drill sergeant; teaches gun skills and close combat. - Survival instructor; Has anyone watched Ray Mear´s Extreme Survival documentaries? He´s a British survival expert and has done a number of documentaries on survival in different biomes/climates. Needless to say this expert teaches Foraging, Fishing, Hunting and maybe a bit of first aid and carpentry on the side. As for traits, how about these; Medical conditions; -Epilepsy; The character may have Petit Mal (milder, character stops for maybe 10-30 sec or slows down to walking during the seizure, I have this and I don´t know how it would affect my survival during a zombie apocalypse, but it sure wouldn´t help ) or Grand Mal (character drops down and writhes in the ground for the duration of the seizure, a certain death sentence if chased by zombies, unless guarded by friends in mp) Both types of epilepsy would require anti-epileptic medicines scavengeable from Drug stores or clinics, these meds would need to be taken maybe once or twice a day and if the character is seizure free for a long time then there would be a random chance that he/she goes into remission, no longer requiring medication. Also there are known natural remedies to epilepsy (looking from wikipedia... ), including Digitalis plant derived Digoxin (forageable?), for example Vincent Van Gogh was possibly treated for epilepsy or something else with digitalis tea and that is said to have caused some of the yellow coloring in his paintings as overdoses of digitalis may cause yellowing of vision. Epilepsy would be a major handicapping negative trait giving you lots of trait points if you accept the extra challenge it brings. - Diabetes; Another major handicap and lethal if left untreated, this would practically force the player to raid drug stores regularly for needles (reusable needles?) and insulin. - Lactose Intolerance & other food allergies; Mild handicaps, prevents player from consuming said product, bad if you´re allergic to potatoes or other staple crops. Mental conditions; - Psychosis; If the character is isolated too long or unhappy too long without entertainment then he/she can fall into psychosis becoming incapacitated and prone to accidents. Treatable with antipsychotics. - Severe Panic/Shellshock - Post Traumatic Stress Disorder/ Traumatized; I´m no psychologist but this would be a very common handicap in the zombie apocalypse I think, seeing your loved ones turning into flesh eating monsters etc. - Nightmares/Insomnia; character fails to sleep or sleeps badly. Good Traits; - Musician; can entertain group and him-/herself with music given an instrument. - Literary talent/poet etc.; Can create books and other literary entertainment given pencils/pens & paper/notebooks - Finnish Immigrant; One trait for Finns (Other nations to follow ), gets free recipes for traditional Finnish foods, Karelian stew/Karjalanpaisti, Karelian pastries (potato/carrot/rice filling), Kalakukko/Lanttukukko (a kukko is a savoury pie filled with fish/kala or rutabaga/lanttu, here´s a link to english wiki page; https://en.wikipedia.org/wiki/Kalakukko ), these foods would have course be real tasty and fulfilling (no, really, rye bread, for example, is filling, you only need a few slices to fill you plus its rich in fiber etc.) Oh yes, and one thing a Finn always brings with him/her to a new land (U.S. in this case) is sauna, so we would need to build a sauna in the lakeside/riverside of West Point ( a Finn always dreams of a house beside a lake/river surrounded by forest near a city and it´s services ). Saunas would be ideal for taking baths etc., if they decide to make cleanliness an issue in the game (we already have various cleanliness items in the game thx to Hydrocraft-mod etc.)
  3. OK, I´m currently trying my hand in trait and profession editing and here are some of my ideas for both; Profession; -Student: Free trait points & XP boost depending on area of expertise, there could be several student professions or perhaps we could create a subclass system for students, for example Humanist Student (xp boost in social areas once NPCs are done etc.), Engineering Student (xp boost to engineering & electricity), Medical Student (obvious ) etc. etc. All students would get free trait points in addition to their xp bonus to signify their potential. - SWAT Officer; Good gun and melee skills & fitness, starts with a submachine-gun/shotgun/assault rifle etc. - Paramedic; Good fitness & strength in addition to first aid skill - Army Engineer - Army Medic - Special Forces Operator; same as Swat Officer but starts with full military grade weapons, a silenced sub-machine gun etc. - Teacher/Professor; Can teach skills to others giving them an xp boost like books, but increasing boredom for both (teaching as well as studying can be tedious, imagine having to teach the same things over and over again like a parrot... ). This would require some coding I think, so if someone could create a lua snippet for this then that would be great. Could we also have a skill related to teaching/studying affecting the speed of learning/teaching and the xp bonus gained? I´d say call the skill "Academic" and make it also affect any research efforts the players make, for example, has anyone considered the possibility of finding a vaccine for the zombie infection? If theres gonna be a storyline of some sort to the game then it could be centered on one hand/possibility on finding a medical solution to the zombie infection. This could be achieved for example by a skill lvl. 10 first aid/doctor and skill lvl. 10 research/academic and possibly skill lvl. 10 chemistry (making a vaccine requires top notch skills in many areas as that would be a game winning event, if the game is winnable that is )character. After researching the zombie vaccine the player would need to test it of course, volunteers? Traits; - Kendo Class; strength & fitness, plus blade skills - Survivalist; strength & fitness, foraging, hunting, fishing etc. These guys/gals have been prepping for this doomsday to come. - Weekend Warrior/National guard; Gun skills & fitness, strength - Volunteer Fire Dept.; Fitness, strength & first aid Questions; - Can I make traits that have similar effects than Cat´s eyes/shortsighted etc. affecting different areas such as visibility etc. I tried looking in the lua in shared/NPC/maincreationmethods.lua and I found no mention as to the effects of said traits?? So, there are some of my suggestions for now, comments...?
  4. OK, I was able to make the crafting work, thx Svarog for pointing out the error, the imports were missing commas... However, now I need to make the weapon mod work as it´s supposed to, reducing weapon sound... The idea my friends had for this improvised silencer was that it would not last very long, but alas, weapon mods don´t have a health/condition value as far as I know... In the future it might be prudent to make a recipe for a proper silencer, maybe using steel tube etc. and requiring high engineering skill to craft, etc. Now as I´m not very familiar with lua coding, could someone more skilled post a suitable code snippet for me (and everyone else of course)? If someone could make the SoundVolumeModifier and SoundRadiusModifier functions for me then that would be awesome.
  5. Hello, I just joined the forums and am learning how to mod PZ. My first mod was to make a recipe for making sandbags out of sheets, here´s the code; recipe Make Empty Sandbag { Sheet=2, Thread/Twine/FishingLine, keep Needle, Result:EmptySandbag, Time:15, } You´re all free to use the code in your mods, if I need to give permissions that is. Now for my questions; I´m trying to make a recipe for making an improvised silencer for pistols for use with ORGM gun mod which me and my friends use and if the maker of the ORGM sees this, I´d like to ask for permissions to reference the mod in my future work (will be sending a PM for that purpose as well) Here is the current code for the improvised pistol silencer; item ImprovisedPistolSilencer { Type = WeaponPart, DisplayName = Improvised Pistol Silencer, Icon = ShotgunChoke, Weight = 0.2, WeightModifier = 0.2, MountOn = Ber92; BrenTen; Colt38S; BrownHP; ColtDelta; FN57; Glock17; Glock21; Glock22; M1911; SIGP226; WaltherP22; Taurus38; DEagle; Mac10; Mac11; WaltherPPK; Uzi; Glock20; DEagleXIX; AutomagV; RugerSR9; XD40; KahrCT40; KahrP380; Ber93R; Ber93RSA; CZ75; Glock18; Glock18SA; Skorpion; Spr19119, PartType = Canon, Tooltip = An improvised silencer for pistols, } Currently I lack an icon for the silencer and there is no effect in the item yet as I tried getting the item to simply spawn after crafting without result. Here are the recipes for this weapon mod; recipe Make Improvised Silencer for Pistol Using Hot Glue { WaterBottleEmpty/PopBottleEmpty, RippedSheets=2, HCHotgluegunfull, Result:ImprovisedPistolSilencer, Time:15, } recipe Make Improvised Silencer for Pistol Using Glue { WaterBottleEmpty/PopBottleEmpty, RippedSheets=2, Glue, Result:ImprovisedPistolSilencer, Time:15, } So, as my friends suggested, I made a recipe for a rudimentary silencer using a plastic bottle filled with ripped sheets. Now, the recipe appears in the game as a build/crafting option, but when I try crafting the item with either option, no new item spawns in my inventory as expected??? Is there an error in my code that I haven´t spotted? Now, another question is, how do I make the silencer work as it´s supposed to, reducing sound of guns? Is there a SoundVolumeModifier option and a SoundRadiusModifier option or do those need to be created in lua? Another thing I´d like to mod is an electricity free refrigeration system, in other words a basic earthen cellar, which would give some refrigeration ability and would be buildable/craftable with a spade, a hammer and some planks. So when the water and electricity fail, the survivors go back to living like they used to in the previous centuries. Thank you in advance for your help. Cheers!
×
×
  • Create New...