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  1. Height should increase the distance you can see. This would make watchtowers practical to build, and to allow you to check out an area with more efficiency. There could also be a trait where you get dizzy or nauseous from being outside up high.
  2. Hello PZ community, I am about to dive back into the game and enjoy it once more and live another story about how I died. I have been doing some research to try and catch up to the changes since I last played in build 29.3. I can't seem to find any solid answers on the questions I'm about to ask, so any information about them would be greatly appreciated. 1) Strength skill. I noticed you have this in character creation screen, but in-game under the Skills tab, there is no such skill and I cannot seem to locate the value anywhere else in the game.. but yet I see that it is possible to add Experience points to it in lua files. Q) What specifically does Strength affect in gameplay, and is it possible to increase your Strength level after character creation? If it is, how do you increase it? 2) Fitness skill. Same as #1. Q) What specifically does Fitness affect in gameplay, and is it possible to increase your Fitness level after character creation? If it is, how do you increase it? 3) Blade/Blunt Accuracy. Q) What specifically does this affect in gameplay? 4) Blade/Blunt Guard. Q) What specifically does this affect in gameplay? 5) Blade/Blunt Maintenance. Q) What specifically does this affect in gameplay? Thank you for your time, everyone. ^^;
  3. OK so I have an idea to make traits and skill bonuses less complicated and more understanding and the most important reason to make it so you can more easily choose EXACTLY the type of character you want. First of all there should be 3 different windows to choose from on character setup screen and they are occupation, traits, and skills. Occupations should stay the same. Now traits such as like baseball player which increase blunt accuracy should not exist as a trait at all that should be a skill bonus which exists in a different point system. So in other words depending on your occupation the game will give you x amount of points to use for traits and x amount of points for skill bonuses. There should be a increase skill point option for every skill. Because what if you want to play the game and you need a trait that only increases blunt guard? There is no trait like that. There should not be any traits that increase skills at all, traits should only be for things such as decrease hunger and increase thirst and increase or decrease luck, things that dont affect skills. This setup does not make the game easier or harder at all it just lets you create exactly the type of character you want and thats why I think its a good idea.
  4. What exactly do the traits resilient and prone to illness do? Do they decrease the chances of you getting infected after being scratched or bitten or what?
  5. Hello coders ! A little mod request here. Actually I think it's a little mod i'm requesting. I would love to see a mod/software that lets you edit your character traits and job. And if it's not too much of a hassle, maybe edit your inventory too! As you may already know, build 31.6 IWBUMS has introduced quite an important trait & job overhaul. However it screwed up my old save by making my awesome character stout instead of strong and overweight even if he wasn't before the update. I assume that some PZ players may experience the same kind of nonsense, and while it may be too much to ask devs to create an interface that allows you to re-distribute once again the traits of an existing character (given the speed at which the game is developed), I thought it would be nice if someone bothered to create such mod/software. Cheers !
  6. So i have a little problem: i chose obese trait when creating my character but after 2+ months and not eating much i still have it. So my question is how to lose fast this trait. Eat every other day or running a lot or both. Maybe some of you have experience with that trait. Thanks in advance for any help.
  7. I sometimes like to create a character that is more like me in reality, selecting traits and penalities I would have. Before recently, I just used cheat engine to hack my available points but they seem to be more slippery now, and I can't find them, probably due to multiplayer I guess. But I'm playing single player so no harm no foul. I can't quite pull it off, as I end up with something like -4 points. Be it editing a file or some other way, how can you change the cost of traits and how many trait points you have? I find the current system very restrictive and a bit heavy handed with either bonuses or penalties, there needs to be be more in between traits instead of most of them being one side of an extreme. EDIT: I found the way to adjust available points. For anyone else who finds this, you want to edit "self.pointToSpend = 0" in the file "CharacterCreationProfession" file located within \Steam\steamapps\common\ProjectZomboid\media\lua\client\OptionScreens Just change the zero to the number of points you need.
  8. I was having fun gunning zombies down and noticed my character was bored/depressed and suddenly an idea hit me. There could be a new trait called the psycho trait! With this killing zombies and surviors would relieve your characters bordem and make them happy because they love seeing blood and suffering! Of course there could be a downside that books and newspapers just don't cut it when it comes to making him/her happy. EDIT: I'm not using the word "psycho" to describe psychopathy. If it's a problem then just call it the "Bloodlust" trait.
  9. I had an idea a while back while i was watching twiggy and he had the hiccups. What if someone that had the unlucky trait sometimes would get hiccups from being scared, or drinking too much water too fast, or other triggers. Just an idea throwing out there. Hiccups are real. and will definitely kill people when everything starts to go south. Kappa.
  10. So, after 211h playing PZ, I've come to realize that the game is at times too easy. I've been thinking a few things that could make the game more challenging... or not . I rather prefer the negatives, but I would like to offer also the opposite (positive) traits: Negative and positive traits: Miss out/ Sloppy (negative) - Reduce the chance of loot Overlook (positive) - Raise the chance of loot Learning resistance (negative) - Reduces the experience gained by half/ Skillbookmodifierer cut by half (example: SBM (3-1,5=1,5 rounded up to 2) Inquisitive (positive) Raise the experience gained by half/ Skillbookmodifierer added by half (example: SBM (3+1,5=4,5 rounded up to 5) Awkward (negative) - Lowers the durability of weapons or faster condition loss of weapons Improvise (positive) - Increases the durability of weapons or slower condition loss of weapons Gourmet (negative) - Normal and rotten food doubled the negative effects of boredom and unhappienes Residues eater (positive) - Removes the boredom and unhappiness effect from normal food Sluggish/ Unwieldy (negative) -Reduce the attackspeed Fast Impact (positive) - Increase the attackspeed Bad recovery (negative) - Slower health regeneration if fed Better recovery (positive) - Faster health regeneration if fed Only negative traits: Sensitive Teeth (negative) - Sweet, cold or hot food will raise painlevel/ hot food maybe damage (Kurruk) Toothless (negative) - Can only eat soft food (example: soup, icecream, peanutbutter)/ get damaged by eating hard food (example: chips, beef jerky, carrots). Vegans (negative) - Doubles or add unhappiness to animal products Carnivore (negative) - Doubles or add boredom to plant products These are some of my thoughts and I will add a few more.
  11. I was thinking about the movement overhaul TIS has planned, in which sneaking, crouching, jumping, climbing, and similar actions might happen, and I thought about how height could alter a survivor's experience. If they do get to do that at some point, I think a few more physical traits would add some needed variation in how all that would play out. People who are good at parkour and free-running, snowsports, skating, and climbing and such tend to be pretty short and flexible, right? Tall or inflexible folk sometimes can't get their centers of mass and such in the desired places and fall and flop, but also tend to have longer arms and legs--and thus a longer reach--than shorter people. People also generally lose their flexibility and resilience with age, and Since something sort of like what I just said is often true, why not emulate it in Project Zomboid during the movement and survivor differentiation overhauls, supposing nothing happens to make that impossible or insurmountably difficult? Spoiler <3
  12. Ahoy there, fancy pants. I be workin' on me own custom profession with lots of monkey business. This is what i have me done so far: A pet parrot who is wary of incoming zombies. A handy little bugger indeed; remember to feed him or else he might give yer reason to be alarmed.The SLASHMASTERâ„¢ lower arm prosthetic with top-notch PnP-technology for some serious knife-business.The true art of swordfighting which is kind of like making love: It's not always what you do but what you say. Press 4 and see, but beware of zombies who are wittier than you.Speaking zombies and some all-time favourite references to the best graphic adventures of the early 90s. Extract into game-folder. Now go and have jolly good time. Requires RoboMat's Utilities: http://theindiestone.com/forums/index.php/topic/930-lua-utils-modding Thanks to RoboMat and his excellent PlayerTaunt mod for guidance and inspiration. Also RegX, i took your lines for killing zombies as booty and i won't give 'em back. ...wait ...put down the hot tar. Let's handle this like the half-witted monkeys we are. Coming up next: VooOoodooOoo. Edit: This is supposed to be run and gun gameplay and the hook will stick to your hand no matter what. For those who insist on building or farming, i made it compatible to the Swap-Equipped hotkey here: http://theindiestone.com/forums/index.php/topic/1761-swap-primarysecondary-equipped Even though it defeats the purpose of being stuck with one weapon only. Also: fixed a typo so it will actually work. MightyPirateMod.zip
  13. The means to make it is there! If you disagree with me go ahead and say why, but we have Agoraphobia and Claustrophobia, so why not a couple of Disorders? it could be a fun game to have a character have his mood randomly fluctuate from the tiniest things, and you may say you can just take Short Tempered, but I don't really agree because that only makes it easier to become angry and unhappy, and if you would take this trait, it should cancel out the ability to take Short-Tempered or Patient. This game has alot of psychological-stuff planned so a couple of things like this would probably fit right in, imagine the difficulties one could have joining a survivor group with this, would make for a very interesting game! And if anyone finds this post offensive, i'm uhh...sorry, I didn't mean to offend and don't see how I did. And for you old-timers, i'm sorry if this was suggested before, really I am. Thanks for reading!
  14. When NPCs are added back into the game it would be good to have different levels of pre-set relationships. There would be 4 traits for you to pick from. These would be: Jerk +4, Most survivors around your spawnpoint (and some places away from where you spawn) will dislike you. They are reluctant to join and have a higher chance of betraying you unless you prove yourself. New In Town +2, Only very few survivors will know you and will have a low relationship status with them Standard (Active if no other relationship traits are picked), Only some survivors around your spawnpoint (and some places away from where you spawn) will know you, the relationship status is randomised Well Known -6, Most survivors around your spawnpoint (and some places away from where you spawn) will like you. They are more likely to join and less likely to betray you (unless you be a dick to them)
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