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StonedWizard

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About StonedWizard

  • Birthday 02/11/1994

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  1. What about military equipment? For example use C4 or dynamite. If you have enought electrics skill level craft bomb with movement sensor. Or find military mine and setup.
  2. StonedWizard

    Armor Mod

    Hello. I have a one litle suggeston - add "pockets" to armor. Why add pockets to armor? Because jackets and pants have them! Especialy military clothing. For example my military pants have a lot of pockets and allow carry 4 by 0.5 botles of bear, or even 6... So I started make this, but not test yet. And how it looks in code: In armor_defionitions for item with pockets add some small string -> Armor:getModData().PocketSize = 1; of course PocketSize can be any value. After edit armor file? where change function loadArmorToPlayer: function loadArmorToPlayer(Armor, player) loadArmor(Armor); ArmorSaveBodyDamage(player); --add additional carryweight if(Armor:getModData().PocketSize ~= nil) then getPlayer():setMaxWeightBase(getPlayer():getMaxWeightBase() + Armor:getModData().PocketSize); end end And this function DamageArmor(Armor, player) local isBroken = false; Armor:getModData().Durability = Armor:getModData().Durability - 1; if (Armor:getModData().Durability <= 0) then isBroken = true; if(Armor:getModData().onBreakTurnInto ~= nil) then player:Say("adding broken armor" .. Armor:getModData().onBreakTurnInto); player:getInventory():AddItem(Armor:getModData().onBreakTurnInto); end --remove additional weight if(Armor:getModData().PocketSize ~= nil) then getPlayer():setMaxWeightBase(getPlayer():getMaxWeightBase() - Armor:getModData().PocketSize); end player:getInventory():Remove(Armor); end return isBroken; end I'm not tested this, so possible it not working, but i shure it's work. Also posible create like RPG system, where items give some attributes. For example boots can give additional run speed or military taktical clothing reduse bleeding speed (some clothing have a special inbuilted medical bondage).
  3. I thik yes, few days ago i tested it on build 34.26 and it works.
  4. It no any sense continue mod... All functions included and fixed in Cheat Menu mod
  5. I planed create new mod with much of drugs and scripted effects of it... So, can I use this mod like base for my?
  6. Hm... I forget about negative trits, its good idea. Now i work on few new traits which adding random perks and recips. In my opinion it's work like then you older, than more skills and knowledge you get. Ok, i see what i can do, because i not good testing this mod and dont start balancing yet.
  7. StonedWizard

    AgeFactor

    Hello everyone.Long time i think where use players age, and one moment i got few ideas... What this mod to do(v 0.5)First of all this mod add two professions: Teenager and Pensioneer.-Teenager profession give some XpMultiplier to all perks, which boosted by selected traits. (it looks like reading books)-Pensioneer profession give one more perk level, which also boosted by traits. (for example trait "FirstAid" give you +1 to Doctor, so at start game you got Doctors perk = 2)-This two profession lower characters physycs perks (strength and fitness) -Also mod add a litle bit xp for all perks, which increased by choosed profession. Amount of xp depended by age.-Age. Now age set randomly for all professions, exept Teenager and Pensioneer. It's look like: teens: 14 to 17 pensioneers: 51 to 65 other: 18 to 50 -Add random traits system, which add any of existing traits in game. Bad traits in general has less chances to be recived. -Then more players age, then more random traits you get. It's count so: added traits = (ZombRand(age / 25) + age / 100) + 1; So at 60 yers you get 3-4 traits At 15 - 1 or 2 -And finally mod add few useful traits to choose. V 0.6- Fixed few bugs- Add new traits- Characters sex give some bonuces (femele: +1 to fitness, male - +1 to strength)- Disabled random traits In future I planed add more trits, which give random perks boost(for teens - xpMult) and education trait which give random recipes. This traits also will be depended by age.PS: Your suggestions please report in this topic, i gladly to read it. Download:http://pz-mods.net/professions/Teenager/
  8. I complete main changes in mod! Now mod add few useful traits-hobby for player. All choosen traits give xp multiplier bonuces, which add up... of cource in case of choosen this profession. Profession "Teenager" reduce strength and fitness on 2
  9. Hmm... I dunno. I feel like teenagers are more prone to overreacting. Or is just that the rebellious phase? But it's ok. It's your mod. Maybe, but when you yong mood change so fast and so often... anyway its good idea and i think what i can to do. maybe make some hooks for few events...
  10. Just now i start testing system, wich give xp multiplier bonuces for selected traits. so, for example you choose hunter trait, like you going with father to forest... so mod see you choose this trait and give xp bonuces, like reeding book. this good idea, but people young the accustom to everything
  11. Hello everyone. Long time i think where use players age, and one moment i got idea... So, now you can choose teenager profession, wich give good health (by add some traits) and increase xp multiplier for fitness and strength. My main idea is the teenager is weak, has no useful traits, but have big potential in different skills and fast trainig his physical conditions. This only beta and i still work on this mod. Also, i hope hear your ideas about bonuses and balance for average teenager in zombie apocalypse conditions. Changelog: v1.0 -Full remake... -Bugfix -Now player has 3 strength and fitness and +1 perk point depends from sex (strength for mail and fitness for female) Instalation Like usual mod, but you should patch pz files to shows correct age. Put ISCharacterScreen.lua in Project Zomboid\media\lua\client\XpSystem\ISUI In other case you see always 27 years. PS: I was in long voyage at sea and have not a enought time for this mod. PSS: I think continue work on this mod and have few ideas to work. And some screens: Download: http://pz-mods.net/professions/Teenager/ PS: Maybe anybody have any suggestions about this mod?
  12. StonedWizard

    getXP

    I try call getXP method, but always return nil. function AgeFactorNamespaceCore.OnStartGame() local checkTraits = true; --for set multiplies, set by age check local player = getPlayer(); player:setAge(25); --only for testing --here check and update age!!! if getPlayer():HasTrait("Teenager") then player:setAge(AgeFactorNamespaceCore:GetAge()); local xp = player:GetXP(); -- it not work and "getPlayer():getXP()" too endendwhat's wrong? "addXP" menhod works fine!
  13. The console is your friend! Table is init, but I not posted this part of code... Oh, thx for so fast answer. Problem was in next code, I write '==' instead '='
  14. I need help with create context menu in game. function TerraformingNamespace.createContextMenu(player, context, worldobjects) local TFOption = context:addOption("Terraforming", worldobjects, nil, nil, player); local TFSubmenu = ISContextMenu:getNew(context); context:addSubMenu(TFOption, TFSubmenu); local EnableOpt = TFSubmenu:addOption("Enable", worldobjects, TerraformingNamespace.EnableTF); local BrushType_Earth = TFSubmenu:addOption("Dirt", worldobjects, TerraformingNamespace.SetBrush("blends_natural_01_64"), nil); local BrushType_Grass = TFSubmenu:addOption("Grass", worldobjects, TerraformingNamespace.SetBrush("blends_natural_01_60"), nil); local BrushType_Water = TFSubmenu:addOption("Water", worldobjects, TerraformingNamespace.SetBrush("blends_natural_02_0"), nil);endEvents.OnFillWorldObjectContextMenu.Add(TerraformingNamespace.createContextMenu);but subMenu dont create in context menu! Whats wrong?
  15. I think in latest version I create menu, which allow fill space with water, so you can make your own lake!
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