Project Zomboid

Project Zomboid

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Combat Traits [B42 Compatible]
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241.951 KB
14 Feb @ 3:08am
28 Sep @ 3:01am
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Combat Traits [B42 Compatible]

Description
This mod adds 18 different attack speed traits
It always felt that it was a little unfair to other weapons that only axes have a trait for faster attack speed, so here we are

Info
  • +25% combat speed to chosen weapon category, or to all two-handed weapons, or to all one-handed weapons. or to all one-handed weapons within the same type (i.e. only one handed blades), etc.
  • +25% is the same amount as Ax-pert (Axeman) trait
  • All traits are mutually exclusive

Notes
  • Should be compatible with any mod which doesn't alter the attack animations
  • Direct successor to Melee-matician Trait, can be used to replace it within the same save file without loosing the trait on the existing characters
  • Compatible with Paniqeur Trait
  • Compatible with Brutal Handwork, but traits won't affect weapons equipped in the secondary hand
  • Can be added/removed to/from existing saves (traits will be lost if removed of course). Works in Multiplayer
  • In B41 fixes a bug with Spears having no delay when attack lands
  • In B42 fixes a bug with Spears having no delay when attack misses
  • Currently in B42 even without this mod the attack speed is about 20% faster overall than it was in B41, which makes it pretty close to Axeman in B41, this mod will make it even higher

To server owners and modders
  • The mod consists of two modules: CombatTraitsCore (mechanics for traits) and CombatTraits (trait names/descriptions/costs etc)
  • You are welcome to make your own version of CombatTraits module if you wish to adjust the traits costs/availability, just make sure to change the id= in mod.info and keep CombatTraitsCore as requirement, more details in /CombatTraits/media/lua/shared/NPCs/SWCombatTraits_MainCreationMethods.lua

Check my other mods, maybe you'd like some of them
If you would like to thank me then a steam gift card is the best way to do so

Modpacking or reuploading is not allowed as long as the original version is present.

PZ Modding Community Discord[discord.gg]

Workshop ID: 3427091746
Mod ID: CombatTraits
Mod ID: CombatTraitsCore
Popular Discussions View All (3)
1
19 Feb @ 3:52am
About translations
somewhatfrog
0
14 Feb @ 3:21am
B42 bugs go here
somewhatfrog
0
14 Feb @ 3:20am
B41 bugs go here
somewhatfrog
36 Comments
Tynelia 2 Oct @ 3:53am 
Discussion started! Hopefully it's of use. :)
somewhatfrog  [author] 1 Oct @ 5:16am 
@Tynelia Thanks! Can you start a new discussion here and explain it in details in there? I am curious :D
Tynelia 1 Oct @ 4:45am 
Thank you for the excellent mod! Glad this one is working well in B42, even after the newest update. I used some of the code from this mod to fix Even More Traits, is it ok if I share with them what I did? (I'm no coder btw, I just erased the part of their code causing the errors and copied over parts of yours that looked very relevant. So far in my testing, I'm not getting any errors anymore; this did the trick!). I'm 100% ok not sharing if you'd rather I didn't.
농담똘 28 Sep @ 5:36am 
tysm for the update!
somewhatfrog  [author] 28 Sep @ 4:16am 
@cockasaurus welcome! :spiffo:
cockasaurus 28 Sep @ 4:13am 
thanks for the update
somewhatfrog  [author] 27 Sep @ 1:29pm 
@2COMFY thanks for report! Seems like TIS changed one of the getters with this update, I will be able to push update in about 12 hours
2COMFY 27 Sep @ 12:49pm 
Throwing errors in 42.12
SoyBoySam 18 Sep @ 8:08pm 
Wow, thanks for the hint on where to start I really appreciate it LOL. I've been doing research since i asked and I'm realizing that (for other mods) this might take a second for me to get a hang on to.
As for asking, its overall just a thing I'd prefer to do. Regardless if it required the code or not.
Anyways ima get on both of these since i got the go ahead from the even more traits mod maker too, thanks again for help on how to make it dynamic.
somewhatfrog  [author] 18 Sep @ 12:00pm 
@SoyBoySam I do not plan to make these traits dynamic, they are pretty strong. I appreciate you asking for permission, though you didn't have to because code from this mod is not required to make this traits dynamic, just make sure you add both modules as requirement in the `mod.info`. And then in your code use technical names for this traits which you can find in `CombatTraitsCore` module like: `if myReasonToGain and not character:HasTrait("SWBlades") then character:getTraits():add("SWBlades") end`. You can check the `SomewhatTraitsCore` module in Somewhat Traits mod if you want to reference how I implemented dynamic traits there. Good luck!