Jump to content

Search the Community

Showing results for tags 'Traits'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Location


Interests

  1. It looks like damage chance is the same for "Thick/Thin Skinned" traits. It is also very different from the base chance. zombie.characters.IsoGameCharacter: private void damageWhileInTrees() { //... if (Rand.NextBool(i)) { addHole(BloodBodyPartType.FromIndex(j)); i = 5; // basic chance = 1/5 = 0.2 = 20% if (this.Traits.ThickSkinned.isSet()) i += 10; // chance for ThickSkinned = 1/(5+10) = 0.0(6) = 6% if (this.Traits.ThinSkinned.isSet()) i += 10; // chance for ThinSkinned = 1/(5+10) = 0.0(6) = 6% if (Rand.NextBool(i) && (int)getBodyPartClothingDefense(Integer.
  2. Axe man only makes your character chop trees with 1/3 less swings required (it doesn't affect your swing speed as said in description). Axe damage and swing speed is defined by Axe skill - (Precision about 0.5 sec)
  3. I usually play as a low fitness character and i was curious how body weight and fitness skill affects time you can jog. I did some tests in debug mode and is seems that overweight makes you loose endurance 2x faster (not exactly), while obese only affects your fitness skill (as you can see in description and even on old wiki page), so character with out of shape + overweight (3 fitness + 90kg) looses endurance faster than obese (3 fitness + 105kg), in fact obese doesn't change anything other than starting fitness. Character with normal weight and fitness lvl 0,5,10 will do the same as obese ch
  4. So, your 8 months into the outbreak. You've got more skill points then you can spend in a lifetime. Your character is kicking ass, but....you're regretting that negative trait you picked on character creation....or your wishing you had picked that positive one...but its too late now right? WRONG! Now with the Buyable Traits mod you can spend those unused skill points on something useful! By default, adding/removing traits costs x4 as many points as the initial character creation. Learning a new trait grants all skill levels, and free recipes it no
  5. Bug: You are able to select both the new driving traits at the same time. Instead of taking one trait and then not being able to take the opposite trait whether it having a positive or negative effect on the player. Fix: Only being allowed to take one of the traits; either faster driving or slower driving.
  6. I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic. First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it! Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappin
  7. Very simple request. I'd like to see the ability to save your characters during their creation, much like how you can save Sandbox settings alongside the pre-existing presets (Default, Beginner, 8 Months After Apocalypse). This could lead to some very interesting concepts later down the line when customization of characters becomes more in-depth, as you could have people sharing different character creations with each other with different trait and profession combinations. I find it slightly irritating having to create my preferred builds over and over, though I don't mind. It would just b
  8. I was testing stuff with a deaf character, and realized that when I turn the radio in a vehicle, I see the usual <bzzt> and <fzzt> above that – I think deaf character shouldn't hear the buzzing sounds. After further testing, It seems that a deaf character can even listen the auditions in car's radio as usual. I checked if I can watch TV or listen regular radio when deaf, but it seems that only vehicles radio is the one that's affected, so it seems like an omission.
  9. Pann

    Negative Traits

    I have a functioning profession mod that I intend on releasing soon. I have figured out how to make positive skill traits simple enough. Where I am confused at is how to make new negative traits to help balance out. For example, I'd like to make a skill: Amputee: The person would have their prosthetic, but I'd like to have a negative trait modifier of -2 to axe and blunt skills. If a character chooses it who has positive, it would simply lower it by two, but how would this work with someone who has a 0 start with? With positive traits, you can increase the xp gain of these skills, is th
  10. I'm pretty sure that a few builds ago we were able to have 0 cost traits. It would be nice to have that back again for modding purposes. The thing that comes to mind is @RoboMat's movie nerd trait. Rather than requiring a point to be spent on it just have it be zero. And they could all be in the positive attribute side of the pool. Just something I've thought about.
  11. Hello again. I was thinking about how much I like to test the negative traits for usefulness and I came across a few things that may be improved in the sight/sound department. I'll start with the deaf trait. While it may seem like a good trait to pick at the time with a +12 and the loss of sound I think the trait could use a bit more work. To modify: -Better vision in either max range or better peripheral vision. Most of the time when we lose one sense we gain better perception in others. -Inability to receive or send local chat -Taking this trait also op
  12. Suggested Occupation's. Librarian Bonus xp Read's faster (original I thought that librarians should have all recipes, but decide it would properly be to powerful) Prepper Knows all recipe's Don't work well with others (probably works better when npc's hit) Technician +2 Electrical +2 Metalwork (knows metalwork and electrical recipes) Architect +2 Carpentry +2 Metalwork (knows metalwork recipes) Truck driver -2 Fitness Night owl +4 extra points to spend
  13. Parkour (Traceur) (+6) +1 Sprint, +1 Nimble Fencer (+6) +1 Blade Accuracy, +1 Blade Guard Tip-Toes (+3) +1 Sneaking Tinker (+4) +1 Electrical Quick Draw (+4) +1 Aim Speedloader (+4) +1 Reload Masochist (+4) Cannot become unhappy while in pain or bleeding. Ignores accuracy reduction while in pain. One Arm - (-10) Cannot use secondary slot, or wield weapons that require two hands. Terrible Cook (-2) Your cooking will never give an increase to happiness. Ever. Ombrophobia (-2) Panics during
  14. At first, I thought of some traits like "Cooking hobby", "Hates fishing" that would give skills. But that would be too much of clutter for the traits list. So it may be nice to buy some skills directly for skill points in a most expensive and non-economic way! Or get some points for taking multipliers like 0.25. Any thoughts about it?
  15. Categorised professions' list. This would allow to add more of them without turning list into a mess and just look handy. I also would like to suggest few more of professions and traits. Example: Category - medic. From best to worse first aid skill, from the most expensive to the cheapest. From Norse to horse Surgeon. From what I've heard, you need years of practice and learning to start working as a surgeon. Bonus trait - treats wounds better. Therapist. Slightly cheaper, slightly lower skills. Trait - treats diseases better. Pharmacist. Not so doctor, but still.
  16. Some of the trait descriptions are a bit lacking, and not fully understandable. Some of them don't even work atm. Here is a list of traits that could use some cleaning up or explanations. Baseball Player: Currently states +1 Blunt Accuracy. From what I understand, RJ said it also provides slightly faster swings with bats. Trait should state +1 Blunt Accuracy. Slightly faster bat swings. Justifiable, as blunt weapons atm are slightly weaker than sharp, and it doesn't hurt to provide this info. Lucky/Unlucky: Trolliest trait as far as descriptions go. I understand they may want this to remai
  17. I was playing a multiplayer game with another player (just us). We had just started a new server with new characters and at some point I started to recklessly kill zombies with a screwdriver (headshots) thinking I'm Conan the zombie slayer from the previous save. It got me killed, twice. Seeing as the game was fairly fresh, I just spawned in a new character and basically I wasn't penalized much at all for the recklessness. Here is my suggestion: You can enable "Only the good die young" mode where you can spawn a new character, but the cost of positive traits are increas
  18. So with the new Pick up/Place options I think Burglars should get a buff! Skill added to Burglar class: Sticky Fingers - Pick up/Place items faster(stacks with dexterous) Get it All and Go - Items grabbed with "Pick up" weigh 1 less
  19. I searched and didn't see anything. I was wondering we could do Complex Traits. Things that change the way we play rather then just a +1 this or that. Right now unhappiness doesn't really do anything, there are mods where you can reread books and wipe boredom away. you can solve boredom by reading a newspaper. But after awhile. You read. Oh hey, the Raiders won the Superbowl... Bet they won't do it again this year.. Take me for example My character gets bored when i'm screwing around sorting items. This kinda sucks because I am very OCD and a Perfectionist and I spend a lot o
  20. Currently, if you make a profession add a 'free' trait that isn't a profession-specific one, it can still be manually removed by the player (thus creating a second duplicate of the trait in the list). This is a problem when we want to mod in our own professions that add existing traits. While there could be other ways aroudn this, it requires modifying large amounts of code, and some that cannot be modded, so... Would it be possible to make it so that *any* trait added for 'free' by a profession was 'locked' in place and unremovable when added in this way? That way, manually adding - f
  21. After a long time away from PZ, I've returned to the game and am loving all the new improvements since I last played! I've of course been equally excited to get back into modding again. I have been re-creating my old outdated mods such as my new professions, but I've hit upon something I never could figure out last and wanted to finally ask: If I want to assign an existing trait (e.g. Graceful) to be given 'free' by a profession, this works fine except that the player can 'remove' that trait if they want to. This is to be expected; these traits weren't designed to be exclusive to a profes
  22. Just finished putting together my first proper mod for Project Zomboid (The first one I made was just a minor edit to some vanilla code for some XP values). Trait Training Books http://steamcommunity.com/sharedfiles/filedetails/?id=606059733 What does it do? Trait Training Books adds a series of books to the game that can be used to learn traits in a ladder like system of progress. Currently the mod is only in initial release so at the moment there are only books in the game to handle the reading line of traits. An example of how it works in game If your character has the "illiterate"
  23. So I've run into something that seems to have stumped me. I'm currently experimenting with hobby traits (Traits that add an XP boost to a perk 75%/100%/125% and a point in a perk) when added to a character post-character creation via getTraits():add(""); and I've found that if a trait is added post character creation there are some aspects of them that won't apply. One example being when First Aid is added to a character, while the trait shows up on the character, the perk level and perk xp boost remains unchanged (see below for example) I had expected that this might have been the case b
  24. Hello. I was thinking about the threads about having durability on sheet ropes and zombies falling out of windows (also about how I constantly fall off of things, irl and otherwise), and I have come up with a new trait! Limber: cost 4 points x% reduced chance to break extremities when falling from level 2 heights. For each additional level -x%. There could be an opposite trait for it as well. Also I was thinking that there really should be a % chance you die when falling from a building. I mean if I fell out of a window, I'd probably land on my head (I'm just that d**n graceful).
  25. Since I'm getting into PZ again, I thought I would make a suggestion. I have already seen all 3 of the things that I am about to suggest listed on this forum, I just thought I would back their ideas and show my support without resurrecting 3 separate threads. Keep in mind that I do not have knowledge of the entire change log, and since I have only recently started playing, I may be rambling on about things that may already be implemented into the game. Problem- I feel like the chef profession, along with the cooking skill in general are bad trade-offs in comparison to other skills such a
×
×
  • Create New...