Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
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Update: 22 Mar, 2022 @ 12:49pm

Dynamic Traits - Core
A) Added DTincreaseItemWetness function for EME Sub mod. File affected: DTmodifiers.lua, DTMainFile.lua
B) Pluviophile & Pluviphobia traits. Files affected: DTByOtherConditions.lua, DTMainCreationMethods.lua
- The function now runs based on EveryOneMinute event instead of OnPlayerUpdate event.
- The initialization changed to: -40000 if Pluviophobia is choosed, 0 if no trait is choosed, 40000 if Pluviophile is choosed.
- Pluviophobia is now removed by reaching 0 in DTRainTraits counter. Pluviophile is now obtained by reaching 40000 in DTRainTraits counter.
- Changed from 5 rain intensities to 10 (same as Outdoorsman function).
- The value of DTRainTraits increases by 1 at the weaker rain intensity and by 2.8 at the stronger rain intensity.
- Having Outdoorsman/Former Scout and/or Hiker increases DTRainTraits by 3 extra each.
- Wearing a Poncho divides the negative/positive effects by 2.
- Wearing an Umbrella divides the negative/positive effects by 3.
- Wearing both at the same time completely cancels the effects. (DTRainTraits increases even here, but without effects).

Dynamic Traits - Expanded Moodle Effects
A) Added code to add wetness to the clothes when being under the rain (I don't like how it works in vanilla). File affected: DTexpandedMoodleEffects.lua
- Being under the rain will increase the wetness of the worn items. It will be based on the rain and wind intensity.
- The Ponchos and Umbrellas helps to reduce the amount of wetness added to the clothes.
- A percentage of the total wetness amount of the clothes will be added to the player wetness.

Update: 17 Mar, 2022 @ 4:22pm

- Moved the fractures mechanic plus all the extra Moodle effects into a submod. So it is optional to activate it or not (it does require the main one to be activated).

Update: 17 Mar, 2022 @ 5:47am

- The Wetness by Panic and Stress is now based on RNG the next way every ten minutes (I tested this fighting hordes and running while having Smoker and Alcoholic with the effects at the maximum ):
* Lv1: Between 4 and 9
* Lv2: Between 6 and 11
* Lv3: Between 8 and 13
* Lv4: Between 10 and 15

Update: 16 Mar, 2022 @ 7:41pm

- Last change to the Wetness by Panic and Stress. At Lv4 of Stress, the Wetness increases by 17 (but after 10 in game minutes it is reduced by 15 so the real increase is 2). It is going to take around a whole day to get full Wetness so if you have a towel you can manage that very easy.

Update: 16 Mar, 2022 @ 7:16pm

- Reduced a little bit the Wetness increased by Panic and Stress. And the Wetness by doing excercise.

Update: 16 Mar, 2022 @ 11:49am

A) New file: DTMainFile.lua
- All Events were moved to this file to centralize.
B) New file: DTexpandedMoodleEffects.lua
- Added own code to generate Colds to the player when exposed to Wetness. (The first level of wetness doesn't trigger the cold but increases an internal value that in case of going to the second level, will affect the chances).
- Having a Cold now also has chances of generating: Headaches, Fatigue, Poison (be careful or you will end up with Fever).
- Being Stressed or Panicked increases the body wetness. The more Stressed or Panicked the more the Wetness increases.
- Infected wounds will generate poison (The Sick Moodle) that will be affected by: Prone To Illness / Resilient and Thin Skinned / Thick Skinned.
- If the player has Injuries, the Stress will increased (the more injuries, the more it will increase).
C) Thick Skinned trait: File affected DTByBodyConditions.lua
- The code that checks if the player has Lv7 or more of Strength and based on that gives/removes the trait was also added to the Overweight and Obese section (Could be considered as a bug fixed).
D) Doing excercise increases the body wetness each loop (You better have your towels ready). File affected: DTexpandedActionsEffects.lua
E) PTBR translate added.
F) First version of the compatibility mod between More Traits and Dynamic Trait released. Please provide feedback about it as I said, this is the first version.
G) Traits by Kills. File affected: DTByKills.lua
- Increased the required survived time to do the roll from 15 days to 30 days.
- Base range for the roll increased in 1000 (for all Traits).

Update: 25 Feb, 2022 @ 4:14am

A) New file: DTnewMechanics.lua
- The Fractures and XP Multipliers based on exercises regularity mechanics were moved to this file.
B) DTGeneralTweaks.lua renamed to DTexpandedActionsEffects.lua
- Prodigy, Physically Active and Sedentary effects moved to this file.
C) Nightmares trait: Files affected DTByMood.lua, DTByBodyConditions.lua, DTstaticTraits.lua, DTMainCreationMethods.lua
- The trait is no longer pickable at the character creation.
- The trait is now dynamic based on the Stress. If the Stress moodlet is at Lv3 or 4 the trait is given (Unless the player is Desensitized) otherwise it is removed.
D) Nerf to different traits: File affected DTByOtherConditions.lua
- The threshold to remove the Smoker trait was increased from 720 to 1080.
- The threshold to remove the Alcoholic trait was increased from 504 to 720.
E) Changes to the XP multipliers, File affected DTByPerkLevel.lua
- All the traits that added a XP Multiplier when obtained were changed to add a XP Boost (same as when you pick the Trait from the Character Creation Screen). The new boost is added to current boost if exist (up to a maximum of 125%). The given boost is always 75% (may change in the future if new traits are added or other things changes).
- The traits that were obtained but didn't add any multiplier now also add XP Boost.
- Jogger trait: applied XP boost to Sprinting.
- Gymnast trait: applied XP boost to Lightfoot and Nimble.
- Former Scout trait: applied XP boost to Foraging and Trapping.
- Hiker trait: applied XP boost to Foraging and Trapping.
- Hunter trait: applied XP boost to Trapping, Sneak, Aiming, SmallBlade.
- Handy trait: applied XP boost to Carpentry and Maintenance.
- Cook trait: applied XP boost to Cooking.
- Gardener trait: applied XP boost to Farming.
F) Changes to the required levels to obtain Traits, Files affected DTByPerkLevel.lua
- Hunter trait: It now requires Lv5 or more for Trapping, Sneak, Aiming, SmallBlade.
- Former Scout trait: It now requires Lv4 or more in Foraging and Lv2 or more in Trapping.
- Hiker trait: It now requires Lv7 or more in Foraging and Lv3 or more in Trapping.
G) New Traits obtained by perk level, Files affected DTByPerkLevel.lua
- First Aid trait: obtained at Lv5 of First Aid. Grant an XP boost.
- Fishing trait: obtained at Lv6 of Fishing. Grant an XP boost.
- Tailor trait: obtained at Lv7 of Tailoring. Grant an XP boost.
- Mechanics trait: obtained at Lv7 of Mechanics. Grant an XP boost.
H) Cook Trait, File affected DTMainCreationMethods.lua
- Cost changed from 4 to 3.
I) Pluviophile and Pluviophobia traits, New file: DTForageDef.lua
- Both traits were added to the Buff/Debuff table for the Foraging skill.
- Pluviophile grant 0.5 vision bonus, 10% weather effect and better chances to find: MedicinalPlants, Berries, Mushrooms, WildPlants
- Pluviophobia grant -0.5 vision bonus and worse chances to find: MedicinalPlants, Berries, Mushrooms, WildPlants
J) Snake's Alices Backpack & Ammo Maker fix, File affected: DTMainCreationMethods.lua
- Added a check in the file to see if the mods are enabled, if they are then this mod calls the DoTraits function from the other mods.
K) Outdoorsman trait: Files affected DTMainCreationMethods.lua, DTByOtherConditions.lua
- The threshold to obtain the Outdoorsman trait was increased from 300000 to 600000.
- The internal value DTOutdoorsCounter will be initialized different based on the character profession. Park Ranger initialize at 200000, Farmer and Fisherman initialize at 100000, Lumberjack initialize at 50000, all the other professions initialize at 0. If the trait is picked the initialization is directly at 600000.
- Rain and Snow is now divided into 10 intensities. Based on the intensity the DTOutdoorsCounter increases from 0.01 to 0.1
- If the player has the trait Pluviophile and is outside while raining, the DTOutdoorsCounter increases from 0.01 to 0.1 based on the intensity.
- If the player has the trait Hiker and is outside while snowing, the DTOutdoorsCounter increases from 0.01 to 0.1 based on the intensity.
- If the player has the trait Hiker and is outside while windy, the DTOutdoorsCounter increases from 0.01 to 0.05 based on the intensity (5 intensities as always).
- The DTOutdoorsCounter is increased while being outside if the player has one of the next professions Park Ranger: 0.03; Farmer or Fisherman: 0.02; Lumberjack: 0.01.
L) Conspicuous & Inconspicuous traits, Files affected: DTByPerkLevel.lua, DTByBodyConditions.lua
- The traits are no longer given/removed based on the weight condition.
- Obese & Conspicuous are no longer Mutually Exclusive.
- Conspicuous is now removed at Lv5 instead of Lv3 of Sneak.
- Inconspicuous is now obtained at Lv8 instead of Lv5 of Sneak.
M) Clumsy & Graceful traits, Files affected: DTByPerkLevel.lua, DTByBodyConditions.lua
- The traits are no longer given/removed based on the weight condition.
- Obese & Clumsy are no longer Mutually Exclusive.
- Clumsy is now removed at Lv5 instead of Lv3 of Lightfoot.
- Graceful is now obtained at Lv8 instead of Lv5 of Lightfoot.
N) Asthmatic trait, File affected: DTByBodyConditions.lua
- Is no longer obtainable by being Overweigth (it is still obtained by being Obese).
O) All Thumbs/Dextrous traits: File affected: DTByOtherConditions, DTMainCreationMethods.lua
- The initializations values and the threshold to obtain/remove the traits changed.
- If All Thumbs is picked the initialization for DTatdTraits is: -125000 if the profession is Nurse or Doctor, -150000 if the profession is Burglar, -175000 if the profession is Electrician or Engineer, -200000 if any other profession.
- If Dextrous is picked the initialization for DTatdTraits is: 200000.
- If no trait is picked the initialization for DTatdTraits is: 75000 if the profession is Nurse or Doctor, 50000 if the profession is Burglar, 35000 if the profession is Electrician or Engineer, 0 if any other profession.
- All Thumbs is now removed by reaching DTatdTraits to 0. Dextrous is now obtained by reaching DTatdTraits to 200000.
- DTatdTraits increases different based on the current weight and profession.
+ No weight problems:
* If the profession is Nurse or Doctor: 0.5 per tick.
* If the profession is Burglar: 0.4 per tick.
* If the profession is Electrician or Engineer: 0.3 per tick.
* If any other profession: 0.2 per tick.
+ Being Underweight or Overweight:
* If the profession is Nurse or Doctor: 0.3 per tick.
* If the profession is Burglar: 0.2 per tick.
* If the profession is Electrician or Engineer: 0.1 per tick.
* If any other profession: 0.09 per tick.
+ Being Very Underweight or Obese:
* If the profession is Nurse or Doctor: 0.1 per tick.
* If the profession is Burglar: 0.09 per tick.
* If the profession is Electrician or Engineer: 0.08 per tick.
* If any other profession: 0.07 per tick.
P) Disorganized/Organized traits: File affected: DTByOtherConditions, DTMainCreationMethods.lua
- The initializations values and the threshold to obtain/remove the traits changed.
- If Disorganized is picked the initialization for DTdoTraits is: -200000 if the profession is Nurse or Doctor, -250000 if the profession is Carpenter, Chef, Electrician, Engineer, Metalworker or Mechanics, -300000 if any other profession.
- If Organized is picked the initialization for DTdoTraits is: 300000.
- If no trait is picked the initialization for DTdoTraits is: 100000 if the profession is Nurse or Doctor, 50000 if the profession is Carpenter, Chef, Electrician, Engineer, Metalworker or Mechanics, 0 if any other profession.
- Disorganized is now removed by reaching DTdoTraits to 0. Organized is now obtained by reaching DTdoTraits to 300000.
- DTdoTraits increases different based on the current

Update: 22 Feb, 2022 @ 10:08am

Ignore update, mistake was made

Update: 22 Feb, 2022 @ 10:07am

Update: 14 Feb, 2022 @ 4:23am

- Chaged the encoding to the Chinese translation file