Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
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Update: Oct 10, 2022 @ 5:06pm

A) XP Multiplier by exercises regularity:
- The XP Multiplier continues as always being given only when the regularity is maxed (value 100).
- The XP Multiplier will now be removed when reaching regularity under 99.7 (it takes about 50 in-game hours). This will allow to be a little more free when doing the exercises and not be tied to do it at the exact same hour every day.
B) Pass Out: File affected:
- Being much time with the Tired Moodle in Lv4 can will make the player to pass out.
- While being panicked the player won't pass out and also the time to pass out will increase.
- While walking, running or sprinting the player won't pass out.
- The player can pass out while driving. (The vehicle won't stop, so be carefully to not force stop it against a wall).
C) Allergy Moodle:
- New Moodle with 4 levels. Lv1: > 20 and <= 40; Lv2: > 40 and <= 60; Lv3: > 60 and <= 80; Lv4: > 80 and <= 100.
- Moodle Lv1: Low frequency sneezes.
- Moodle Lv2: Average frequency sneezes plus itchy in arms and hands (that will generate pain in the zone).
- Moodle Lv3: Itchy in the entire body (that will generate pain in the zones).
- Moodle Lv4: Itchy in the entire body (that will generate pain the zones), fatigue and endurance reduction and health reduction (anaphylaxis).
- Compared to Overdose Moodle, this Moodle with ONLY appear if the player has a trait related to this (at least for now).
D) Pills Allergy trait:
- Trait cost is 6.
- Taking pills (Vitamins, Betablockers, Antidepressants, Sleeping Tablets, Painkillers) will generate 40 in Allergy (affected in +- 30% by ProneToIllness or Resilient).
- Taking antibiotics will generate a different amount that can be higher or lower but will tend to reach the Lv4 of the Allergy Moodle.
E) Wild Plants Allergy trait:
- Trait cost is 2.
- Allergy to Mushrooms and Berries.
- Each Mushroom will generate 40 in Allergy Moodle. Each Berry will generate 30 in Allergy Moodle.
- The only way to eat Mushrooms and/or Berries is to overcook them. For example: cooking a pot of stew with Mushrooms and eating that will still generate Allergy. BUT, if from that Pot, Bowls of Stew are served, then the Allergy will no longer occur. (Not intended but nothing I can do here due to how the game manages the bowls :( ). Basically the Mushroom or the Berry needs to disssapear from the food as an ingredient.
F) Physically Active:
- Is now mutually exclusive with Obese, Overweight, Weak, Feeble, Unfit, Out of Shape and Very Underweight.
- Fixed a bug where the trait would disappear when selecting Fitness Instructor as profession.
G) Time to play the Bloodlust sounds when no zombie is killed was increased from 24 to 48 hours when no books read and from 72 to 120 hours when the books are read.
H) Melancholic and Nervous Wreck trait:
- The traits will now appear after 48 hours if no medicine are consumed (it was 24 before).
- Both traits can now be developed during the game (before this update they only appeared if the player picked them in the character creation).
- After the first month (720 hours) the mod will check: if the player already had them or they can be developed.
- Every hour the mod will do a roll if: the Stress/Unhappiness Moodles are different than 0 AND if the traits were not developed yet. If so, it will do a roll in a range of: hoursSurvived / Moodle Level. This means that while more Stress or Unhappiness we have, more chances of developing the traits we have, but while the more we survive, the greater the range is, and as a consequence, the harder it will be to develop them.
- The rolls are independant, so the player can develop one and not the other (or maybe do not develop them at all).
- Once developed, the traits will continue to work as always.
I) Fixed a bug where starting with Desensitized would not give Bloodlust ever.

Update: Aug 31, 2022 @ 4:48pm

A) Anger books: File affected: DTMainCreationMethods.lua, DTstaticTraits.lua, DTDistributions.lua, dtitems.txt, dtmodels.txt, added textures.
- Bloodlust trait will now also check for the 5 Anger books too to delay the effects to 72 hours (It requires the 20 books instead of 15 books).
- Having the Anger set read (5 books) will reduce 30% the Anger generated by everything across the mod.
- Books will spawn in the same places as the others.

Update: Aug 29, 2022 @ 9:56am

Minor hotfix:
A) English translation file for Moodles added.
B) Minor check to prevent overdose value to reach more than 100. File affected: DTPillsTrait.lua
C) Slighly decreased the wetness by stress and panic. File affected: DTexpandedMoodleEffects.lua

Update: Aug 26, 2022 @ 12:00pm

This is the first changes to introduce the Anger Moodle, that is still in progress but I wanted to upload the Overdose Moodle and the fix for grabbing objects so here it goes. Expect new additions to Anger Moodle soon.

A) Overdose Moodle: File affected: DTnewMechanics.lua, DTPillsTrait.lua, DTRecipeCode.lua, DTMainFile.lua. Moodle API files also added to the project. Thanks to everyone who did that API and Konijima for explaining it to me.
- New Moodle for the Overdose that has three levels. Lv2: > 50 and <= 70; Lv3: > 70 and <= 85; Lv4: > 85 and <= 100.
- The poison from overdose is now given at Lv4 of the Moodle.
- Moodle Lv2: increases stress in a chance of 1/7 and wetness in a chance of 1/7 every ten minutes.
- Moodle Lv3: increases the fatigue in a chance of 1/5.
- Pills overdose increase from 8 to 12.
- Alcohol overdose increased from 15 to 25.
- Energy drinks overdose increased from 20 to 35.
- Maximum energy drinks overdose increased from 40 to 70.
- Tragos overdose increased from 8 to 12.
- The overdose decreases in 4 every hour.
- All this values from above are increased/decreased in 30% if Weak Stomach or Iron Gut are present.
B) Bloodlust trait: File affected: DTstaticTraits.lua, DTmodifiers.lua, DTMainFile.lua, DTMainCreationMethods.lua
- Random sounds (mostly zombie noises, steps etc) will play if the player haven't killed zombies.
- Bloodlust trait is no longer pickable, it will only be obtained after Desensitized is obtained.
- The effects will now trigger EveryTenMinutes instead of EveryHour but will be lower and based on rolls.
C) Increasing/decreasing stats functions: file affected: DTmodifiers.lua
- Added a check to the increase stress, unhappyness, boredom, anger, fatigue and endurance to not do it while the player is sleeping. This will affect across the entire mod.
- Added the DTincreaseAnger and DTdecreaseAnger functions.
D) Anger moodle: File affected: DTexpandedActionsEffects.lua, DTstaticTraits.lua, DTByOtherConditions.lua, DTMain.lua
- Alcoholic will now also increase anger.
- Bloodlust will now also increase anger.
- Physically Active will now decrease Anger when doing excercise, chopping trees and fighting.
- Hitting zombies while being Angry will deal extra damage to the zombie based on the angryness.
- Hitting zombies while being Angry can reduce the weapon condition. If the condition is reduced because of this, then the angriness increases, if the weapon brokes while being angry the angriness increases even more.
- Pluviophile and Pluviophobia will now increase/decrease the Anger.
- Being angry will now increase the stress and unhappyness.
- Being drunk will also increas anger.
E) Physically active trait: file affected: DTexpandedActionsEffects.lua
- Slighly reduced the decrease to Unhappyness, Stress, Boredom and Angry by swinging the weapon.
F) Slighly change in the code for the Wetness by being Stress and Panicked. File affected: DTexpandedMoodleEffects.lua
G) Fixed lua error when grabbing object. File affected: DTByMovingObjects.lua

Update: Aug 12, 2022 @ 9:51am

A) Professions rework: File affected: DTMainCreationMethods.lua
- Fire officer: cost changed to -9
- Police officer: cost changed to -6 / Added "Nightowl" as free trait.
- Park ranger: cost changed to -7 (or -9 if Le Gourmet is enabled) / Added "Herbalist" as free trait. / Added +1 to Long Blade.
- Construction worker: +1 to Carpentry increased to +3.
- Security guard: +1 to Lightfoot changed to +1 to Aiming / Added +1 to SmallBlunt.
- Carpenter: cost changed -2 if Table Saw is enabled.
- Burglar: cost changed to -9 (or -11 if WPA is enabled).
- Chef: cost changed to -3 (or -7 if Le Gourmet is enabled). / Added "Dextrous" as Free trait. / +3 to Cooking increased to +4 to Cooking.
- Repairman: cost changed to -3 (or -5 if AmmoMaker is enabled) / +2 to Maintenance increased to +3.
- Farmer: cost changed to 5 (or 1 if Le Gourmet is enabled) / +3 to Farming increased to +4.
- Fisherman: cost changed to 3 (or 1 if Le Gourmet is enabled).
- Doctor: remains as it was in the previous update.
- Veteran: cost changed to -8 (or -10 if AliceBPack or AmmoMaker is enabled or -12 if both) / +2 to Aiming increased to +3.
- Nurse: cost changed to 0 / +2 to FirstAid increased to +3 / Added +1 to Sneak.
- Lumberjack: cost changed to -6 (or -8 if AliceBPack is enabled).
- Fitness instructor: cost changed to -10 (or -12 if AliceBPack is enabled) / Added "Physically Active" as Free trait.
- Burger flipper: cost changed to 0 (or -2 if Le Gourmet is enabled) / Added "Dextrous" as Free trait.
- Electrician: cost changed to 2 / Increased +3 to Electronics to +4 / Amateur Electrician trait added as Free Trait just to avoid people picking it (as the profession already knows the recipe).
- Engineer: cost changed to -4 (or -6 if AmmoMaker or AliceBPack is enabled or -8 if both are enabled).
- Metalworker: cost changed to 2 (or 0 if AmmoMaker is enabled).
- Mechanics: cost changed to -4.
B) Traits rework: File affected: DTMainCreationMethods.lua
- Cook2 removed.
- Cook: added all the new cooking recipes missing.
- Mechanics2 removed.
- Mechanics: cost changed to 4 / Added "Advanced Mechanics" recipe / +1 to Mechanics increased to +2.
- Strong & Athletic: cost changed to 16 (I'm counting Each Str & Fit LvL as Cost 4 also applies to Professions).
- Stout & Fit: cost changed to 8.
- Unfit & Weak: cost changed to -12.
- Out of shape & Feeble: cost changed to -8.
- Underweight & Overweight: cost changed to -8.
- Handy: cost changed to 5.
- First Aid: +1 to FirstAid increased to +2.
- Brawler: cost changed to 7.
- Former Scout: cost changed to 2.
- Baseball Player: cost changed to 3.
- Hiker: cost changed to 4.
- Hunter: cost changed to 8.
- Gymnast: cost changed to 5.
- Cowardly: cost changed to -4 (due to EME effects).
- Adrenaline Junkie: cost changed to 3 (it will work only in Early to mid games, no sense to have it cost much).
- Lucky & Unlucky: cost changed to 3 and -3.
- Outdoorsman: cost changed to 6.
- All Thumbs: cost changed to -8.
- Illiterate: cost changed to -12.
- Nightvision: cost changed to 4.
- Weak Stomach & Iron Gust: cost changed to 3 and -3.
- Amateur Electrician: cost changed to 1.
- Physically Active: cost changed to 5.
- Sedentary: cost changed to -7.
C) Added vanilla exclusions from 41.73. File affected DTMainCreationMethods.lua
D) Weight system: File affected: DTByBodyConditions.lua
- Almost the entire system was reworked in terms of code and slighly change how it works.
- Instead of looking for specific Strength and Fitness Levels it will check for the Strength and Fitness Traits to add/remove traits.
- "ThickSkinned" is obtained if "Strong" is present. Is removed when "Underweight". "ThinSkinned" is obtained if "Very Underweight".
- "Resilient" is obtained if "Athletic" is present. Is removed when "Underweight". If "Athletic" is present "ProneToIllness" won't be added. "ProneToIllness" is added when "Very Underweight".
- "FastHealer" is obtained if "Fit" or "Athletic" is present. Is removed when "Underweight". If "Athletic" or "Fit" are present "SlowHealer" won't be added. "SlowHealer" is added when "Very Underweight".
- "NeedLessSleep" is obtained if "Fit" or "Athletic" is present and no mood and hungry problems. Is removed when Stress, Unhappyness, Boredom or Hungry > 1. Is removed when "Underweight" or "Overweight".
- "LightEater" and "LowThirst" are obtained if "Fit"/"Athletic" and "Stout"/"Strong" are present. "LightEater" is removed if Hungry Lv3 or more. "LightEater" and "LowThirst" are removed if "Underweight" or "Overweight".
- "Flimsy" is obtained when "Underweight". Is removed when back to normal weight (The Strength point reduced won't be recovered).
- "Frail" is obtained when "Very Underweight". Is removed when back to Underweight (The Strength point reduced won't be recovered).
- "Asthmatic" is obtained if "Very Underweight" or "Obese". If "Athletic" is present "Asthmatic" is removed.
E) Herbalist trait: File affected: DTByPerkLevel.lua, new files: DTStudyPlantsDefs.lua, DTStudyPlantAction.lua, DTStudyPlants.lua
- Herbalist won't be obtained at Lv4 of Foraging anymore.
- Herbalist is still obtained by reading the Magazine.
- Herbalist will now be obtained by studying berries and mushrooms (there will be a ContextMenu option in the berries and mushrooms). Each one studied will increase the "Plants Knowledge" AKA: DTPlantsKnowledge.
- DTPlantsKnowledge will increase between 0 and 5 per each plant studied.
- Reach to a value greater than 100 in DTPlantsKnowledge and Herbalist will be given.
- Each berry or mushroom can be studied only once. Even if you study it again and again the value won't increase. A message will be displayed to let you know.
F) Traits by moving objects: File affected: DTByOtherConditions.lua, new file: DTByMovingObjects.lua
- Slighly changed how it works. Instead of the code being executed in the update function(that runs per tick) it will now be executed in the perform function(that runs once the item is moved). This will allow two things: the first one is that everyone will increase the same amount when moving objects (as the update runs every tick and the tick is attached to FPS, higher FPS meant getting the trait faster), the second one is that as now the code will be executed when the item is fully moved, it won't care the game speed, it will always increase in the same amount.
- The amount will now increased based on a base value that will be multiplied by the item weight, so heavier objects will increase more.
- Everything else works as always.
G) Code improvements for Pills related traits (doesn't change how it works). File affected: DTByOtherConditions.lua, new file: DTPillsTraits.lua
H) Code improvements for Fitness related traits (doesn't change how it works). File affected: DTexpandedActionsEffects.lua

Update: Jul 27, 2022 @ 3:00pm

A) Minor improvement: added a check to not trigger the code for fractures if being inside a Vehicle. File affected: DTexpandedMoodleEffects.lua

Update: Jul 27, 2022 @ 10:26am

A) Integrated the +1 to perk traits from More Simple Traits into DT (MST still has the DT Module that adds all the other traits) All credits for this traits goes to Hea. File affected: DTMainCreationMethods.lua, DTByPerkLevel.lua, DTForageDef.lua
- Added: Sneaky, Lightfooted, Nimble, Forager, Trapper, Electrical-technician, Auto Mechanic, Carpenter, Metalwelder, Durability, Piercer, Crusher, Cutter, Lancer, Swordsman, Shooter.
- Sneaky obtained at Lv6 of Sneak.
- Lightfooted obtained at Lv6 of Lightfoot.
- Nimble obtained at Lv5 of Nimble.
- Forager obtained at Lv6 of Foraging.
- Trapper obtained at Lv4 of Trapping.
- Electrical-technician obtained at Lv5 of Electricity.
- Auto Mechanic obtained at Lv5 of Mechanics.
- Carpenter obtained at Lv5 of Carpentry.
- Metalwelder obtained at Lv5 of MetalWelding.
- Durability obtained at Lv6 of Maintenance.
- Piercer obtained at Lv4 of Smallblade.
- Crusher obtained at Lv4 of Shortblunt.
- Cutter obtained at Lv5 of Axe.
- Lancer obtained at Lv6 of Spear.
- Swordsman obtained at Lv5 of Longblade.
- Shooter obtained at Lv6 of Aiming and Lv4 of Reloading.
- Same as in More Simple Traits the same traits were added to the Foraging bonuses.
B) Brawler trait: File affected: DTByPerkLevel.lua
- The trait is now obtained at Lv6 or more of Axe and Long Blunt Lv7 or more.
C) First Aid trait: File affected: DTByPerkLevel.lua
- The trait is now obtainable at Lv3 or more of First Aid.
D) Tailor trait: File affected: DTByPerkLevel.lua
- The trait is now obtainable at Lv6 or more of Tailoring.
E) Angler trait: File affected: DTByPerkLevel.lua
- The trait is now obtainable at Lv5 or more of Fishing.

Update: Jul 12, 2022 @ 9:50am

Was not planing to do this updated but found the bug so here it goes.
A) The Wetness generated by being stressed doesn't increase while the player is sleeping. File affected: DTexpandedMoodleEffects.lua
B) Fixed a bug in Nightmares traits that was missing a parameter in a function call. File affected: DTByMood.lua

Update: Jun 26, 2022 @ 9:23am

A) The Expanded Moodle Effect submod was integrated into the main mod again. All this time was enough to balance everything. It makes no sense to keep this as a submod that only generates extra effort for me.
B) Alcoholic trait: File affected DTByOtherConditions.lua
- The roll to increase Unhappyness increase from a chance of 1/3 to a chance of 1/5. (Less frequent).
C) DTincreaseWetness function now receives a new parameter: chance; that will be used across the mod. File affected DTmodifiers.lua, DTByMood.lua, DTexpandedActionsEffects.lua
D) Anorexy trait: File affected: DTByOtherConditions.lua
- The Stress that passively increases every hour when more than 65KG now increases in a chance of 1/3 instead of always.
- The Unhappyness that passively increases every hour when more than 65KG now increases in a chance of 1/5 instead of always.
- The Fatigue and Endurance that passively decreases every hour now decreases it in a chance of 1/3 instead of always and the value changed from 0.07 to 0.10 (Less frequent but higher effect).
E) The Stress, Unhappyness and Boredom books now affect in the amount those moods increase by the traits. File affected: DTmodifiers.lua
- Having the complete set read (Stress, Unhappyness or Boredom) will reduce 30% the rate of increase for that mood (only the things affected by this mod, for example, the stress by being Smoker is not affected, it will increase in the same rate).
F) The Wetness by Panic and Stress now is based on a chance. File affected: DTexpandedMoodleEffects.lua
- The Wetness increased by Panic is now increased in a chance of 1/3.
- The Wetness was increased as: 9 to 12 in panic Lv1, 11 to 14 in panic Lv2, 13 to 16 in panic Lv3, 15 to 18 in panic Lv4.
- The Wetness increased by Stress is now increased in a chance of 1/3.
- The Wetness was increas as: 4 to 7 in Stress Lv1, 6 to 9 in Stress Lv2, 8 to 11 in Stress Lv3, 10 to 13 in Stress Lv4.

Update: Jun 18, 2022 @ 7:10am

It is in the mod description since a while but won't be read by many people I think. The EME submod will probably integrated in the main mod soon again now that it has a lot of changes and is much more balanced.

Dynamic Traits - EME
A) The stress increased by being injured now increases in a chance of 1/5 instead of everytime. File affected: DTexpandedMoodleEffects.lua