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Showing results for tags 'Health'.
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Let me start this by painting a mental picture for you; it's 3 months into the zombie apocalypse electricity and power went out 2 months ago, alone down a dusty neglected gravel road sits a quaint farmhouse, it's doors and windows haven't been opened for almost 3 months, the interior of the house is covered by a putrid humid haze and a miasma of harmful gasses thanks to the almost complete lack of air circulation and the two undead people just listlessly breathing for 3 months (the zombies would have to breath for the virus to be airborne as they do not cough or sneeze) not to mention the pot of what once was presumably a stew is now nothing more but a foul unbearable putrid concoction, and an open fridge filled with rotten food A survivor on their way home decides to sleep in this house for the night They open the door, unfazed by the practically toxic air that has just poured onto them, they walk in, kill the two zombies, thoroughly shift through the entire place for an hour, steal a shotgun and some shells, somehow pour out the plauge pot, have a peaceful nights rest in the mould covered beds and then head back to their car and leave. There are no further repercussions for them despite the state of the house they just slept in, they aren't even queasy As it currently stands, decay outside of a zombie corpse and eating rotting food doesn't really affect the player and given we're getting SCBA gear along with more in depth respirators I feel now is the perfect time to note the absolute respiratory nightmare that would be perfect to force upon the poor player character in a zombie apocalypse, realistically coughing, sneezing, queasiness and vomiting should be frequent in these plauge holes created by the end of the world, they are the kind of places which would require a hazmat suit just to feel comfortable in (and I mean as a bonus you could add a mysophobia trait, as a zombie apocalypse isn't just absolute hell for the hemophobic)
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Towels as... bandages? Adds an option to "Cover Injury" for Towels (can only be used if bleeding at one single injury) and it stops bleeding. it can get bloody, and reused. It does NOT count as a bandage, so no injury could heal utilizing it.
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Can we have a feature in the game so that if your character catches on fire, they can stop, drop and roll to put it out? You could hold down "c" to drop and use the wasd keys to roll. Also you could just pat yourself down by pressing x rapidly or some other key.
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I've been thinking about this for a bit but do you think amputations would be more viable then just giving up and drinking bleach.
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Just like in the real life, sneaking barefooted should make you a bit more silent then while sneaking with shoes etc. on, right now sneaking on hard floor barefooted can get you a minor scratch on the feet and if you accidentally walk over glass shards it can cause a deep wound and slow you down a lot, both of them are already cool and dangerous hazards, but there should be a realistic benefit of walking barefoot like being a bit more silent. This is a simple suggestion based on real life. Pros of walking barefooted: become more silent Cons of walking barefooted: risk of minor or serious demage to feet - speed reduction from medium to large
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So, I play Solo most of the time, and let's just say that i suck at this game and die often, i do have the cheat menu etc installed so i CAN use god mode but i find that too booring, so instead i tried the "prevent death" option, which only heals you up if you ALMOST die, when the health reaches 0 it heals you + removed any damages etc. What I want, is a modification that does the same as "prevent death" BUT instead of healing me back to normal, i want the health to freeze at let's say 1, i.e I won't be able to die, but i still need to heal every wound to get back to full health, is this possible? If so any file i can modify? Cheers!
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Playing with gamepad, IWBUMS version 41.33. In previous builds, when trying to open the menu for character information (and skills, health, etc), normally you follow this procedure: 1. Hold the SELECT button to make the radial menu show. 2. Use the right stick to select the required option. 3. Release SELECT to open the selected option. However, the radial menu currently disappears within half a second, despite holding SELECT. To select the requested option you need to respond quite fast, usually it fails. You can see this effect for player 2 in the video sample below at time 3:04. This also happens while playing solo, btw... quite harsh when you're bleeding out quickly and try to patch up your neck 😅 If behavior could be reverted to the previous situation, that would be much appreciated! Example:
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Good afternoon. I am reporting a bug in "Project Zomboid" concerning sickness. My character got sick and, as everyone knows, that's a death sentence unless you have Antiboitics. I tried to feed her and he lp her sleep, but when I went to bed, she died in her sleep. In her Inventory , she had a Tote Bag as a secondary item and a Big Hiking Bag on her back, as well as a wealth of rarer items and skill magazines in her arms. Note that she died in the bed while the sleep clock was skipping forward. When she died, I started as a new character and went to where she died. I found the Tote Bag, but my previous character's body and everything in the Big Hiking Bag were completely gone. I tried to disassemble the bed, only to find nothing underneath or near it. What happened? Did I do something wrong? Thank you for any assistance you may render. -TURTLESHROOM
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If you click and hold down your mouse on "Overall Body Status" on the health screen, you can drag the character display anywhere you want.
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Self-inflicted wounds, that can happpen when using a tool. Cuts from knives, saws (hands or arms), screwdrivers (hands only), and hatchets (legs or head), burns from welding torch (limbs), bruises - new kind of injury, not needing any treatment and healing quickly - from hammers (hands or arms) and sledge (legs or head). When sleepy, ill, drunk, panicked, heavily stressed, and having "All thumbs" or "Unlucky" traits - chance of accident increases. Staying home away from zombies will not guarantee you not seeing any blood anymore.
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Mod that makes zombies yell out their current health status. May slow your game if there are a lot of zeds on screen. LINK
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Well i'm sure this have been talked about alot but here is my ideas that would improve a bit the immersion : - Infections : should last longer (a week desinfecting correctly, twice a day with clean bandages) bad treatment would hold the infection longer. Can cause fever, weakness and tiredness. -Cold : can give fever and lungs infection. - Antibiotics : should be more commun; also helps against infections and cold (already ingame i think). - New item : morphine pills: remove fever and every pain even agony, boost of happyness but make you exhausted. -Boost of doctor skill, give a boost to the healing process if he cared about the injury. - Bleeding wound : bleeding wound without Bandage shared with zombie blood splatters give a high risk to be contaminated, disinfect within an hour reduce the risk to normal. hope you enjoy, i'm totally open to talk about balance as always ! thanks for reading !!
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i can't figure out how it works. Do zombies even have HP? or each attack has a certain chance to kill? zombie:getBodyDamage():getHealth() will return 100 even if i first attack the zombie several times. And I don't see anything Health or HP like in the actual IsoZombie class. So where is the zombies HP stored? or do zombies even have HP? getOverallBodyHealth() always returns 100 aswell
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I have problem with setSickenss() function player:getStats():setSickness(player:getStats():getSickness()+ 0.5); or player:getStats():setSickness(0.5); When this function was started, poison level wasnt changed, but if i use Bleach the level of sickenss is changing. For debugging i use print("Sickness: " ..player:getStats():getSickness()); Can someone help me with it?
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Hello everyone. I have a problem with changing of character health I need to change character health to 50% or decrement it on 50% player:getBodyDamage():AddDamage(BodyDamage:ToIndex(BodyPartType.Hand_R), 0.5) This script dont work and print an error in console
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Hey all, just thought about this. I did a search and this suggestion was spoken only like 1-3 times BEFORE October 2014. Anyways, I think there should be a new Scream mechanic that intertwines with traits and health. Similar to being sick, when a character is in pain or is wounded (or better yet at an agony level, making painkillers more important), there should be an RNG that every x unit of time or pressure, the character will either emit the following sounds: Death Scream - Upon death, the player's scream (that plays during death already) will attract more zombies, making looting your own body (or killing yourself-self) not a favorable option for a few days. Fracture Scream - Who on earth DOESN'T scream when they break their leg? Screams will get quieter as the character breaks more limbs, if they happen to live and fully heal Pressure Scream - If a character is wounded in an area that is healing, nerve reactions shoot to their brain and will cause a scream. Not louder than a fracture scream, but can be pretty dangerous. Bitten Scream - Have fun not screaming as you lose a chunk of your body. Heavy Pain Sighs/Grunts - Similar to a really bad stomach ache or bug, the character may heavily sigh or grunt from the pain they are experiencing. Sound radius shouldn't be too big, perhaps just an average room size. Medium Pain Sighs/Grunts - You know that feeling when you break a fall with your nose, or you scrape off a few layers of skin on a limb, and you're walking your sorry behind to some medical help while trying not to focus on your blood pouring everywhere? Yeah. keep in mind I don't want some sound imported from an 80's snuff film Any pain easier to handle than Medium will not emit a sound. To counteract these negative effects, some new traits will come in. Heavy Sports Player - -4 points, reduces sound radius from pain Loud Mouth - +4 points, increases sound radius from pain Being a Veteran or Police Officer will also reduce sound radius from pain. If the actual audio gets too annoying, just make it text like sneezing (or better yet, make it an option for audio, text, or both). What do you guys think? I'd like some feedback on this. I always got tired of my character not screaming or anything when he just fought through a horde of zombies, bleeding from all over.
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I've fallen while building onto the upper level of my safehouses a few times now (33.9-33.10), and would love for there to at least be a stall in the player's movement before he/she falls, and/or a chance of recovering balance and not falling. Perhaps this could be modified by traits and skills, ie graceful, light-footed, etc? Also RE falling, what's with the broken right thighbone being the invariable result? Falling 1 floor onto grass in the summertime is really more of a sprain or broken ankle type of injury, rather than instant femur snappage. Maybe back injuries or broken wrists could be an option? If I'm careless enough to let the character fall 2 floors onto concrete in the freezing winter though, break whatever you like. I've also been standing in front of an unlocked door adjacent to a broken window, pressed E to open the door, and had the character climb through the broken window instead and get deeply wounded and glass lodged in his hand. In this situation there were no zombies nearby and I hadn't been running and button-mashing, though I could probably have been more careful. If the E button defaulted to opening a door or attempting to open a door, rather than taking a glass bath, that could be a nice feature? If devs see this, thanks for an excellent game : ]
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Welcome. This is another one of my many LONG posts as you may know. So as normal I would like to thank you for taking a look at this and warning you, it will be a long post. Now I would like to get to the post so here we go. Let’s jump right into the list of new illnesses and injuries: · Headaches- This minor effect causes pain and strain when hearing noise or moving a lot. This is a symptom of dehydration, a fever, or head injuries. · Bruises- This is caused from blunt damage, and collision with things. It just causes minor pain when moving, hit, or damaged. · Sunburns- This is caused from being out over a long period of time without being covered or having sunscreen on. It will leave a lasting burn over exposed surfaces, and cause pain when touched or exposed to hot water as well as the sun. · Sweaty- This effect as described in my clothing ideas will cause clothes to become wet as well as dirty making zombies able to smell you from a short distance. It over time will also speed up the process of a rash forming. · Rash- This is caused when uncomfortable and wet over periods of time or caused be reactions to things. It will just simply make your character unhappy, move and work slower, as well as pain if not taken care of. · Wilts- These are like bruises but come from other sources. · Splinters- This is something that causes minor pain from working with wood bare handed. Removed by tweezers. · Sore- This is a Moodle caused by running or working for long periods. It makes you weaker and slower as well as pain whenever moving. · Toothaches- this is caused by eating junky food repeatedly for long periods. · Discomfort- this is another cause of rashes from being wet, multiple layers of clothing, and other things. · Cramps- These are caused by having too much junk, alcohol, or symptoms of illnesses. · Streep throat- This illness is caused randomly and causes pain whenever eating or drinking. It heals over time and with antibiotics. · Pink eye- This is caused randomly and fixed by eye drops. It causes a lower visibility arc and spreads faster if exposed to others with it. · Athlete’s foot- This is caused by being barefoot often or having dirty shoes mentioned in my clothing ideas. It causes discomfort and slight pain. · Fever- This is caught from being in cold temperatures, exposed to illness, or randomly. It causes you to feel hot and cold randomly, not be hungry or thirsty but still need it, and be tired constantly. · Cold- Caused by the same things as fevers but has different symptoms. With colds you feel tired, not hungry or thirsty, you sneeze often, have blurred vision, and sometimes a sore throat. · Sprains/tears- this is caused by pushing yourself past sore or exhausted and still going. It causes pain when moving, if walked on can lead to permanent damage in legs, getting more severe. It takes only about a week to recover and you require rest. · Flu- this is caused randomly like the cold and flu but makes you feel nauseous, tired, not hungry or thirsty, and sneeze often. · Ammonia- this comes from being wet and cold. It is like a really bad cold and fever but you need medical attention urgently. · Hypothermia- this is from being in the cold. It causes slowness in speed and working; you lose feeling of arms and legs, as well as start to lose your vision. · Heat stroke- much like hypothermia this is from the heat. It makes you thirsty and tired as well as sweaty. As time passes your vision blurs and fades until you black out. · Concussion- caused by blunt trauma this causes nausea and headaches. · Scrapes- these are caused by damage and do very little but cause pain and doo bleed slowly. Caused from minor damage sources. · Minor cuts- Like scrapes but these are a little bit worse and bleed a bit faster while causing more pain. Now for a list of new medical items and some with updated uses: · Weak pain killer- This is a pain killer found in houses that can stop minor pain · Strong pain killer- This is a painkiller that will kill almost any pain but can only be found in medical centers. · Aloe Vera- This is used to heal sunburns faster. · Sunscreen- this makes sunburns takes longer to occur. · Rash ointment- used to heal rashes or soothe them for the time. · Ice pack- Used to cool down · Heat pack- Used to warm up. · Toothpaste- helps prevent toothaches. · Allergy pill- used to stop allergies or sneezing. · Cold medicine- helps heal colds and makes you tired. · Medical braces- This helps you heal from sprains and strains faster. · Super glue- helps heals small cuts and scrapes. · Cough syrup-This helps heal colds, flu’s, and fevers. · Tongue depressant- This is possibly used for crafting? · Q-tips- like cotton balls, for disinfecting but more precise and does better for deep wounds. · Stethoscope- helps diagnose medical problems. · Eye drops- soothes pink eye. · Fungal killer- kills athlete’s foot. · Deodorant- his helps stop you sweating for a certain time. · Scalpel- this is used to cut and remove objects in the body with precision. It also could be a weapon. · Rubber gloves- These gloves can be worn during medical procedures so you don’t spread any illnesses or cause an infection that could prove fatal. · Crutch- This could be used as a weapon but also as a way to move with injured legs. · Syringe- possibly for stronger medical things or used for other things. Now for the new occupations and ETC: · Diagnosis system- This system proposes that doctors can make a flawed diagnosis on both the living and dead. The higher the skill the more accurate the diagnosis. It will be able to tell whether he is stabbed when low leveled to what tool was used, at higher levels. This skill also has a variation where it is the diagnosis of the mental state of people. (Proposed by Jericoshost. Link down below.) · Psychiatrist- This job costs -6 but in return gives +2 to the skill of Observant and the trait analytic. · Doctors- Now can tell the different wounds at a higher chance then an average player. (1.2X boost) · Observant skill- This skill is the skill of observing you surroundings and understanding players/people better. The higher it is the better you can read NPC’s and observe little details around you. · Analytic trait- This trait boosts the speed the observant skill levels up and increases its effectiveness. Now as always this post has to end so I would like to thank you for taking the time to look at this and enjoy. Links: 1) Injuries revamp idea by Jericoshost. http://theindiestone.com/forums/index.php/topic/15628-diagnosis-and-injury-re-vamp/ 2) Clothing ideas. http://theindiestone.com/forums/index.php/topic/14771-clothing/ 3) Animal and pets idea. http://theindiestone.com/forums/index.php/topic/15926-animals-pets-and-hunting/
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Bleach has currently only one use: being a drink. According to wikipedia and science tv-shows bleach is very effective as bacteria- and as a virus killer (cell killer) I suggest that: You could use bleach to clean wounds, and because bleach is very violent cleaner it could be used to lower the change of infection (by 20-50%) in the first (5-10) minutes after being scratched or bitten. But negative effect should be enormous pain. I atleast think that would be somewhat realistic because bleach is strong cell killer. And as a another suggestion bound to this is: You could fill water bottles with bleach and use them in same purpose as Bottle of disinfectant. Except it contain bleach and is stronger than disinfectant, and can't be used to sterilize rags etc. Feel free to add something and comment.
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Hello! Love the game. I saw that malnutrition was slated to get a little more attention at some point, and I thought maybe I could put my medical education to work. Not sure if things are already feature-locked, but here are some thoughts on game mechanics for malnutrition. I would strongly suggest the three types of food stats/nutrients be calories, protein, and vitamins. This would add some diversity without being obnoxious, and is true (enough) to life in terms of diet deficiencies that it furthers the survival atmosphere at the core of the game. It also corresponds neatly to four main categories of food stuffs. Starches: high calorie, low protein, low vitaminMeats, eggs, legumes: medium calorie, high protein, low vitamin (*edited from medium per feedback below)Vegetables: low calorie, low protein, high vitaminFruits: medium calorie, low protein, medium vitaminAnd here are some suggested effects of deficiencies with a little physiological basis. These would be progressive/cumulative, so that severe deficiency involves all the prior symptoms as well. Calorie deficiencyMild: decreased staminaModerate: increased fatigue, increased angerSevere: further increased fatigue, further decreased stamina, decreased happiness, decreased movement speed, increased time for interactions, decreases protein stat over timeProtein deficiencyMild: increased anger, increased fatigue, decreased staminaModerate: decreased happiness, decreased melee damage/accuracySevere: further increased fatigue, further decreased stamina, further decreased happiness, decreased carrying capacity, damage over time (protein wasting is generally the part of malnutrition that actually kills)Vitamin deficiencyMild: increased fatigueModerate: decreased stamina, penalty to healingSevere: further fatigue, penalty to sight, penalty to hearing, damage over time (e.g., scurvy leading to hemorrhage)-TJ
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Greetings Indie Stone Forum I'm currently working on a Modification and I could need a little help. I'm trying to lower the Player's Health/Life when a specific Event happens, but the ways I tried to address the Health this far didn't really work the way I want it to work. setHealth() seemed to only have 2 Effects, either Alive or Dead. My Question is now, is the setHealth() Function the actual health and the Health Bar ingame only visual, or is the Health Bar ingame the actual health. I didn't find anything on the forum that could've help me. Sorry for the english, it's not my native language. Thanks alot for reading
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I wanted to point out that it is too obvious to the player when you are infected from a zombie scratch or bite. When you are not infected from a scratch, you notice right away because: 1. You are not gradually losing health 2. Your character does not become anxious My suggestion is that a scratch or bite should be less immediately obvious and should be more of a mysterious outcome until one is sure that they are not infected. Whenever one gets scratched or bitten, they should become anxious regardless if they are infected or not.
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This feature was intended in my own zombie game project which was unfortunately not successfull due to lack of funding and the ability assamble a good team We however made a really nicely outlined plan for it (89 pages) and one of the things which would (i think) go well in this game is this. Your character can get "permanent" or "semi permanent" moodlets which only go away if some special treatment/event occurs or will not go away at all for example: "Crazy" - Your character has gone completely insane from the constant exposure to depression and anger. You will now suffer a penalty for interactions with NPC's (occasionally mumble random sentences could be fun?) "Veteran" - You have become a survivor veteran, you have seen so many things and overcome all challenges so far that there is now nothing that can surprise you. Gets panicked less. "Broken leg" - Due to the severe impact to your bones they broke, this needs to be treated or it can be the cause of your demise. Need to get a crutch or something, to recover or lose health over time while moving. Can recover in 1-2 weeks. Cause can be falling down from 1 floor, being hit by blunt weapon (NPC or Multiplayer). "Smoking Addict" - You have become addicted to smoking. Unless you get your regular cigarettes you become depressed and unhappy more quickly. Can come off it if not smoking for 1 month. "Drinking Addict" - You have become addicted to drinking. Unless you can get some alcohol in your system regularlry you will become depressed and unhappy more quickly. Can come off it if not drinking for 1 month. "Concussion" - You have been hit on the head too hard and you feel dizzy. Accuracy and vision decreased. Will go away in 1-3 days. "Iron stomach" - You are so used to eating bad food, that you eat those dead mice without blinking. Receives less penalty for unhappyness for eating disgusting food. (aquired by eating a lot of worms, mice, rats) These could even be like the traits you pick at the character creation, or listed as a moodlet I have a lot more ideas, but I just put down a few to see what you guys think!
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This'll be my first suggestion I've ever made for this game, I think the game's very interesting, and I hope I can make it a bit more interesting with this idea. The Idea: To allow players to create obstacles that zombies, NPC's, and even other players (if they are panicked and unable to properly focus) can and will trip over, making them easy targets to kill, either by shooting or bashing their skulls in with your favourite melee weapon of choice. How this would work: Players could create these traps using ankle-high objects (Logs, poles, bricks...?) by clicking on a tile and selecting an option that allows them to set up the trap (or by accessing the Build menu, and setting it down manually for better precision) Zombies are kind of stupid, and I doubt they'd have some kind of eagle-like eyes that allow them to see every bump in the road (I'm taking into the fact that they can climb fences, but they'd probably be focusing more on your tasty morsel rather then the obstacles that aren't clearly visible to them. That doesn't mean that a few of them would be able to catch a glimmer of the trap whilst they advance towards you) ,there probably would be one or two that can bypass the trap, because they (as I said) would be focusing on you, but a few of them would have probably seen the trap with a clear line of sight whilst chasing you. As for NPC's and other players, it'd probably depend on three things; number one would be where the trap is placed (If the trap is located JUST around a corner of a building, there probably wouldn't be enough time to register it before you already fell for it. They could also be hidden behind fences, and doors). Number two would be how gullible they are (This is more or less a compliment to number one. If a trap was behind a door, and they advanced through that door without checking, they'd fall, simple as that). And number three would depend on how scared they are, if at all (If a player/NPC is terrified, they probably wouldn't be paying attention to the little details, and wouldn't notice the trap until its too late. Being terrified can act as a camoflauge for the trap). Keep in mind, a few days after you place the trap, you could "forget" about it unless you write down a note of some kind that tells you where these traps are. You are just as vulnerable to your own traps as a zombie or a player. So, what do you guys think? Would this be a cool idea, or not?
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Gargling with oral antiseptics to mitigate cold/flu/etc.
Footmuffin posted a topic in PZ Suggestions
In the very far future as a very minor detail I think it'd be neat to mitigate colds and similar diseases with oral antiseptics not unlike Listerine. This would make a nice mod or something but if that never happens and those cool Lemmy or RJ dudes needs something to toy with to keep a good dev rhythym going or something they could take a crack at it. Before anyone asks, yes I've tried this and yes it works for the most part. It kills instances of the virus in your mouth and slows/stops them from replicating and reaching their carrying capacity thing where they start attacking the body and stuff. Maybe it would slow and/or lessen the progression of diseases in zomboid? Oh and if I'm super-wrong about anything and you can prove it call me out on it please so I can stop. <3