Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
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Update: 10 Dec, 2021 @ 4:25am

Researching the Lua error that happened in the MP I found another "Issue" (actually, not an issue but the code was not clean so I refactored it a little bit) with a function and changed the code of it (it works exactly the same).
Testing the changes this time I didn't faced the lua error in MP so it was probably a mod incompatibility and not something Dynamic Traits itself made.

Update: 9 Dec, 2021 @ 3:43pm

Update: 8 Dec, 2021 @ 12:14pm

A) Anorexy trait:
1) Removed the Poison given by being in Hunger Lv1 or Hunger Lv0 (no Hunger).
2) Reduced the chances and amount of poison genered by the Food Eaten moodlets:
- Food Eaten Lv1: Chance increased from 5 to 8 / Random poison reduced from 25 to to 10
- Food Eaten Lv2: Chance increased from 4 to 7 / Random poison reduced from 30 to to 15
- Food Eaten Lv3: Chance increased from 3 to 6 / Random poison reduced from 35 to to 20
- Food Eaten Lv4: Chance increased from 2 to 5 / Random poison reduced from 25 to to 25
3) As the poison was reduced, the Fatigue and Endurance loss from the trait was a little bit increase.
B) Prodigy trait:
1) Buffed a little bit the Strength and Fitness obtained from Fighting and Chopping Trees
C) Brave trait:
1) The trait cannot be obtained while Agoraphobic or Claustrophobic are present
D) Agoraphobic/Claustrophobic traits:
1) If one of the trait is present, after killing a zombie a roll of 15 happens, if the roll is 0, then the internal value that handles when those traits can be removed, increases.
E) Doing exercise may now help to remove faster the Smoker, Alcoholic and Anorexic traits if present.
F) The Rain Traits (Pluviophile and Pluviophobia) are now affected by the intensity of the rain. The effects will be stronger or weaker based on this.

Update: 30 Nov, 2021 @ 8:57am

Modified a little bit the Kills system.

The kills system is still based on RNG but more factors are involved. Now Kills + Hours survived + Lucky/Unlucky are in the middle.
While more Kills + more time survived + Having Lucky, the smaller the range where the random number is generated.
While less kills + less time survived + Unlucky, the greater the range where the random number is generated.
Also this RNG only runs after 360 hours survived (to avoid getting Brave at day 1) which means after 15 days.

I also changed the values to the next:

Base range number:
If started with Cowardly:
- Cowardly: Changed from 2000 to 3000
- Hemophobic: changed from 3000 to 4000
- Brave: changed from 4000 to 5000
- Desensitized changed from 6000 to 7000

If started with Brave:
- Brave: changed from 3000 to 4000

If started without traits:
- Hemophobic: changed from 2000 to 3000
- Brave: changed from 3000 to 4000
- Desensitized: changed from 5000 to 6000

The whole calculation is the next:

A random number will be generated between 0 and a number given. The number given will be the result of:

If Lucky:
Range given - Current Kills - Hours survived - A random number generated between 0 and Range given / 10

If Unlucky:
Range given - Current Kills - Hours survived + A random number generated between 0 and Range given / 10

Update: 26 Nov, 2021 @ 2:58pm

Desensitized trait won't be obtained while Agoraphobic and Claustrophobic

Update: 26 Nov, 2021 @ 1:51pm

Totally reworked the Kills system.
Now instead of remove/obtain the traits based on an specific amount of kills it will be based on RNG.
Example:
Before: Cowardly was removed at 2000 kills
Now: Cowardly will be removed based on a random number generated everytime a zombie is killed. If the number is 0 the trait is removed. If the player was not able to remove the trait earlier, at the 2000 kill the trait will be removed at 100% chance.
If you were able to remove the trait earlier (example, at 100 kills) you already started your way to obtain Brave, and so on with all the traits.

Also Claustrophobic and Agoraphobic were moved to another system that does not depends on kills. Both traits now are removed by basically spending time in places where you have fear. You are Claustrophobic? then stay as much time as possible inside and fight against that fear. Eventually you will lose the trait.

Kills amount:
If started with Cowardly:
- At Maximum 2000 kills Cowardly is removed
- At Maximum 3000 kills Hemophobic is removed
- At Maximum 4000 kills Brave is obtained
- At Maximum 6000 kills Desensitized is obtained (Pacificst and Adrenaline Junkie are also removed if present)

If started with Brave:
- At Maximum 3000 kills Brave is obtained

If started without traits:
- At maximum 2000 kills Hemophobic is removed
- At maximum 3000 kills Brave is obtained
- At maximum 5000 kills Desensitized is obtained (Pacificst and Adrenaline Junkie are also removed if present)

Update: 21 Nov, 2021 @ 8:01am

- Former Scout now gives +1 Trapping instead of First Aid (Obtainable at Lv2 Foraging and Lv2 Trapping)
- Hiker now gives +2 Foraging instead of +1 (Obtainable at Lv4 Foraging and Lv2 Trapping)
- Being unarmed now also gives little Strength and Fitness XP if "Prodigy" trait is set.

Update: 21 Nov, 2021 @ 7:54am

Update: 20 Nov, 2021 @ 1:02pm

Update: 20 Nov, 2021 @ 12:58pm