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Found 33 results

  1. I know that there is OnTest function. But it takes only item as argument. It doesn't access to the character who is trying to use the recipe. My recipe is for making a book. And I want to disable it if a character (in multiplayer) has "Illiterate" trait. Because it means that character can't write (not only read).
  2. DoritoS

    Genetic Resistance Trait

    For the cost of 10 points a player gains a 1% chance to resist the zombie virus. In other words, if your bite or scratch would transmit the virus you get a one time pass. Now, as it's only 1% this is more of a really fun perk that I could see people like streamers picking. Getting bit especially is such a drag because you know you're dead, so a trait like this gives you just a sliver of hope and if you do actually hit that 1% and survive you would be extremely hyped. It's a "tell all your friends" kinda moment that zomboid doesn't have a lot of, so I think it would be great for the game. You would need to indicate to the player they resisted the virus somehow tho, or theyll think their scratch wasn't leathal. Thoughts? Oh, I forgot to mention there are genetic resistances to viruses and diseases so it wouldn't be a huge stretch.
  3. moriak

    The Brave trait

    The Brave trait seems to be bugged. In v 39 I was able to handle a dozen of zombies and more at once without getting panicked. Now I go all the way to Extreme Panic with just 6 zombies chasing after me. That literally never happened before, not even with much larger groups and I have over 6000 zombie kills on that character. I have tested the trait in a brand new solo game, no mods. There was a small difference with and without the trait. Without the trait I started getting panicked right away with just 1-2 zombies. With the trait I started panicking with 3 zombies and with 6 zombies I reach Extreme Panic after ~10-20 seconds. Huge difference from v 39. So it's either bugged or it was severely nerfed. However, there is nothing in the patch notes to suggest that the trait was changed in any way. Edit: OK, looks like there is more to this than just the Brave trait. I have rolled back to v 39 and I am currently doing some testing. Getting very interesting and confusing results. Will update soon. Update: So, after much testing in both 39 and 40 I have figured out that the panic behavior is significantly affected by the trait Keen Hearing. The game version seems to be irrelevant. A character with only the Brave trait would reach Extreme Panic quite fast when walking circles around a group of 6-8 zombies (very close, almost within arm's reach). On the other hand, a character with both Brave and Keen Hearing would only reach Slight Panic in the same scenario and even that would go away after a couple of seconds. Then I could just keep walking circles around the zombies indefinitely with no panic. Even with larger group. That being said, I now have no idea whether this is intended or not. Whether Brave is bugged, or Keen Hearing is bugged, or neither, or both. I also don't understand why my character's panic behavior has changed from hardly ever getting Slight Panic to reaching Extreme Panic easily, when it has and always had both Brave and Keen Hearing.
  4. DoritoS

    Heart Condition Trait?

    A negative trait that rewards the player with a fairly significant amount of points, I'm thinking 8-10. It would function like the smoker trait in that the player would have to take medication periodically to main their health, let's say once daily. If medication is not taken then you start to slowly suffer from the symptoms while becoming more ill until eventually dying. Medication could primarily spawn in pharmacies, with a lower chance to spawn in residential bathrooms and be a consumable like painkillers.
  5. Hi all ! I am here to show you my second mod for Zomboid, this time, it's a trait mod that will allow you to play a blind character ! Soon, the game will feature 5.1 sound and much more ambiant sounds like zombies footsteps, etc... So I decided to give you the ability to play a blind character, to focus more on sounds. I think this mod will be way more interesting when the new update will hit Mod First Release 1.0 Features : - You can pick a new trait that allows you to play a blind character - The blind player has a really tiny "seeing" sight where you can see zombies even behind you - You can't de-zoom + everytime you look away the screen gets darker (keep your cursor close to your player while sneaking !) - You have excellent hearing Troubleshooting and planed features : - Doesn't work in local co-op (sorry... It's planned) - Black and White vision with shaders is also planned Changelog : Version 1.0 (release) - New Trait to play a blind character Workshop Link : https://steamcommunity.com/sharedfiles/filedetails/?id=546189296 Pz-Mods Link : http://pz-mods.net/gameplay/blindtraitmod/ -------------------------------------------------------------------------------------------------------------------------------------------------------------------- Feedback is appreciated, Blind trait is currently a +15 Trait, but I think it's a bit tiny, I may increase it to 18, what do you think ?
  6. So, the pacifist trait - is a pretty terrible trait to pick, purely because no one who's actually smart at the game uses firearms due to their inaccuracy and loudness. (You can create unmanageable hordes with a few shots; let alone the thousands of bullets that you have to waste to get a decent aiming skill where you don't miss 4 in 5 shots). So; it's a terrible trait purely because melee weapons are the preferred weapon of choice and no one wants decreased XP for all melee related skills - not a surprise because of their stealthier approach to combat. And the +4 points that it gives you is purely not enough to persuade a smart person who plays the game to survive to pick the trait. So here's my balancing suggestion... It's safe to assume that pacifists hate violence, right? So how about we add a very minute amount of unhappiness per zombie killed and a drastic amount of unhappiness for murdering a player (or human NPC). This will amount to at least 20-30 zombies killed in a day to get depressed, or be 1-3 humans murdered. This will add a permanent use to the antidepressant pills that are currently in the game; and will be the new smokers' cigarette. Pacifists will have to regularly take antidepressants to forget about the horrors of the apocalypse. And due to the increased negative effects of having such a trait; the trait should give you +6 trait points, making the trait actually seem reasonable to use. Please leave your feedback in a reply below!
  7. Pann

    Gluttony's Profession Mod

    I've been working on a profession mod for our RP server - AGN New Dawn. Link on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=913317143 What does it add? - Several new professions - Several core professions changed - Upgraded stats for all new professions - Starting books from Hydrocraft Mod based on what profession is chosen (Hydrocraft Required) - Several new traits from the New Trait Mod (New Trait Mod not required) Intended Updates: - More Professions based on Server needs. - Balancing of skills and costs - Negative traits - Images for all professions and traits - Skills added instead of hydrocraft books - Starting items based on chosen professions The mod DOES work, and we are playing it on our server - it currently shows language errors, so one final step will be adding language translations. If you want to try out the mod in a server environment, please visit us on AGN at: https://newdawn.aggressivegaming.org/
  8. Nisora

    Random Trait Suggestions

    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 rainstorms. (panic while indoors, extreme panic outdoors) Photodermatitis (-8) Being outside during the daytime causes gradually increasing Hyperthermia, regardless of the weather. As Hyperthermia increases, Sickness and Pain develops as well. Once it reaches Fever and Agony, health starts to drop. Nyctophobia (-4) Fear of the dark. Extreme panic while outdoors at night, or indoors without a light source.
  9. Jericoshost

    New Trait: Natural Talent

    So I'm thinking of a trait (Or set of traits) that give certain skills a boost to Xp gain. Like each one would give a person a +10% experience boost (or more) in a different skill, but doesn't grant any levels in it. It would be cheaper than the skill level ones, because it doesn't grant any actual 'knowledge'/ It could be done one of two ways (that I can think of anyways) : 1. It is free, but only one can be chosen (Each is mutually exclusive) 2. It starts low, but each skill bought after the first increases in price.
  10. morninam

    depression trait

    i saw something like this suggested in a post made like 2 years ago. so the concept i have for a depressed character trait would be that if you choose it your character suffers from periodic episodes of depression that last for 1-3 of weeks before they pass. they happen randomly maybe once in the span of 2 months. maybe they could be triggered by things that currently cause unhappiness if you let it go on for too long. if you have the trait and have an episode you wouldn't be able to get out of the "feeling a little sad" state regardless of what you do to increase happiness. Antidepressants can help reduce the time and severity of the depression. maybe it could go as far as not being able to get out of the higher levels of depression unless you take an antidepressant once a day. I could go on but i just wanted to get the general idea out
  11. Blake81

    New Trait: Shut-in

    This is something that's been floating in my mind for a while now. Why should we always get Bored when doing stuff inside of a building and not by doing THE SAME THINGS outside? There should be a Trait to change this, and this is where the ''Shut-in'' Trait comes. Name: Shut-In Type: Positive Opposite: Outdoorsman/Claustrophobic Points: -2/-3 Notes: ''Not affected by long periods of indoors inactivity'' (Could use a better description...) Effect: Boredom will not increase when inside of a building or when not doing anything. This way, we'll not have to read a book after a long period of cooking, crafting, sorting stuff around or base or any indoors activity in which you sink plenty of time.
  12. http://undeniable.info/pz/CharacterPlanner.php I Made this so you can show people what builds you use easily or you could also plan a build with it. Just choose your Profession and Traits and the link in your URL bar will automatically update so you can just copy it once your done, and share the link with someone to show them your build. So as an example, here is my main build: http://undeniable.info/pz/CharacterPlanner.php#veteran,Strong,Organized,Dextrous,ProneToIllness,SlowHealer,HighThirst,NeedsMoreSleep,WeakStomach,SlowReader,Clumsy Show us your favorite builds!
  13. http://undeniable.info/pz/CharacterPlanner.php Would be useful if you want an easy way to show people what build you use, or to check or try builds without having to open up PZ and start a new game. Its not finished yet. It does not update the link when changing things yet, and does not show the experience effects yet but otherwise working. And since i have this info in the database I also added traits and professions to the lists pages where it will show you everything a trait or occupation does such as experience boosts, recipes taught and free traits added from occupations. List of Traits List of Professions I know these trait and occupation lists exist on the official wiki but since this system works by reading the game files you can always be sure it's gonna be up to date.
  14. Pershonkey

    Cooking Trait Mod

    Greetings Project Zomboid community! Here's yet another "My First Mod" thread. To those of you that haven't already closed this tab, this was my attempt to fill in a gap in the "hobby" traits. As of 33.20, players can choose to gain a small start in fishing, farming, and most of the other skills currently offered. For those of you that don't want to send your character through culinary school, this very simple mod adds a 3 point trait that gives the player one point in cooking and (hopefully) access to a few recipes. For the record, I know next to nothing about Lua, and made this pretty much solely through trial and error and copy/pasting from the game's files. It's only a few lines long, but there's a good chance that what I did will make experienced modders cringe in disgust. You have been warned! Screenshot: If anyone has any suggestions or advice, I'd love to hear it. Anyways, enjoy! CookingTrait.zip
  15. This is a perk I thought of with the new Radio system. It would go like this. Trait Cost: -4 (As unlike Herbalist, it won't help you stay alive) Electrical +20%XP Electrical Skill +1 Can craft all three types of Radios (He basically starts with the knowledge from the Guerrilla Radio Magazines) Knows all the existing Public Stations Frequencies(Basically, every radio he picks up comes with all the Presets for the radio Stations) Knows a random Military Frequency (OK, this one's based on a rumor I've heard that there are secret military stations you can listen to with high power radios. Never heard one of these myself, tho) So, wadda you guys think of this perk idea?
  16. Well, yesterday after cheating and trying with the New beta build, i had an idea, that if you pick for example good hearing, so eagle eyes (or how it spelled) cost from 6 to maybe 10 and the opposide, if you take Bad hearing you can take eagle eyes for maybe 4 or so. The same with jobs. Thats good for more characters that arent absolute perfect.
  17. So, ever since Build 31's release, I've been extremely pleased with how many more traits and occupations there now are. Compared to earlier builds, this is a much more balanced and fleshed out means of creating a character who's pros and cons align themselves pretty accurately with their profession. I, myself, was guilty of choosing the Construction Worker or Ranger profession during the earlier builds due to Thick Skin/Builder and Outdoorsman being pretty overpowered, at least when compared to things like Night Owl - when Sleep was not even properly implemented, yet. So anyway, this is just a small list of things I've come up with. I've based the suggestions off of my own observations, so obviously they're far from perfect, nor do I think they're properly balanced. That being said, I'm not looking for these to be implemented as is, nor do I really expect anything to be done with these ideas-- I'm really just trying to give the Zomboid Devs some food for thought and ideas for future additions. I already love what they're doing, so I'm more than confident that - regardless of my input - the future bulds (like 32) will be equally as amazing. But enough of that. Onto the list! Firstly, some traits. These were the easiest to come up with due to how the game currently functions. Some traits have no counterpart, whilst other factors seem to have not been tapped, as of yet. There's a lot of potential, is what I mean. Moving on to something of similar note, I only have one new idea for an Occupation, as well as a suggestion for a pre-existing one; Lastly, some moodles... Simple stuff; What do you guys think?
  18. ... is actually pretty useful for hauling logs. As it turns out you can transport eight logs in a Big Hiking Bag with room to spare if you bundle them with rope before packing them. Total carry weight for a single equipped BHB loaded with eight bundled logs is just under five pounds/kilos/weight units as well. This means that with the Organized trait, sixteen ropes and two BHBs you can transport sixteen logs at once with no other traits taken, no profession taken and no skills invested in. -Edit- You can also manage to equip 3 Big Hiking Bags fully loaded with a total of 24 logs if you can manage to get your carry weight to 15. Obviously you are unable to equip weapons doing this and can't really afford to carry too much spare gear with you, but this is still incredibly useful for transporting large amounts of lumber around. I didn't think to test this earlier as I never bother equipping 3 bags myself. Handy dandy picture: Just thought I would share this useful bit of information.
  19. Jopo80

    Trait effects modding?

    OK, I´m trying to learn how to make new traits and professions. I would need a step-by-step beginner (for dummies) tutorial for coding these effects in lua, so I can get a hang of it. For example, here are a few traits and the effects I had in mind; - Rare genes; genetically immune to the zombie infection, a very rare trait or very expensive in points. How would I code the effect? - Epileptic; Epileptic seizures have a random chance of stopping the character in place for say 10-30 sec or slowing him/her down. Can be prevented with antiepileptics (must be taken regularly) or say digitalis tea (forageable natural remedy, toxic if overdosed) There could also be a modifier to seizures, say stress and fatigue would provoke them more easily. - Psychotic; If left unhappy for too long the character has a random chance to become psychotic which would have some nasty effects (any ideas?) like impaired functionality (can´t do many tasks etc.) Profession Trait; Teaching; Can give other characters an xp boost like books with the cost of giving both sides boredom etc. Ideally the teacher would give a higher bonus when his/her skill in the subject is higher, but could only teach as high as his/her own skill level. Any ideas on how to code these, help would be much appreciated.
  20. uberevan

    Height Affecting Vision

    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.
  21. 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. ^^;
  22. 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.
  23. 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?
  24. 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 !
  25. hrot

    Best way to lose obese trait?

    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.