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Found 23 results

  1. 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, i
  2. Tybs


    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 th
  3. 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 sh
  4. 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.
  5. 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.
  6. Mod that makes zombies yell out their current health status. May slow your game if there are a lot of zeds on screen. LINK
  7. 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
  8. 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
  9. 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?
  10. 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
  11. 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, m
  12. 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
  13. 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. ·
  14. 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 bot
  15. 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 c
  16. 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
  17. 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.
  18. 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 i
  19. 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
  20. 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 st
  21. Hello Everyone Let me begin with an HUGE thank to you guys Developers , you are doing an amazing job ! The 3D sprites looks amazing ,it looks and feels great and very realistic , everything is improving and going great , keep up the gj =) ! I would like to ask you a thing about health system , since in a survival game simulator is pretty the core of the game : - is it the actual health system going to be revisited along the cooking system ? I don't want to write too much about for now , because 2 reasons : first i am interested and curious about other points of views and idea second i
  22. Hello fellow survivalists I recently bought PZ and managed to acomplish 10 hours in the last 3 days by now (weeee ). I like the realistic approach of the game and all the stuff that could happen to you (friend of mine just died on a burned steak yesterday ). i used the search function but coulnd't find anything so excuse me if it has been suggested or already been talked about. Im already missing one important thing to the whole survival aspect (survived 3.5 Days in sanbox by now) Bone Fractures I was on the 2nd floor of a house when i opened a door to a bedroom with 3 zombies to surpris
  23. Trying out something I've found that while your passed out and have negative modals (doesn't matter how many), you recharge way to much health. I suggest limiting how much health can be charged while passed out if negative modals are present, less recharge the more modals.. On a side note, I am using RoboMats Sleeping Overhaul. But still does the same thing when it is removed. Yes...
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