Project Zomboid

Project Zomboid

Dynamic Traits and Expanded Moodles [B41 & B42]
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Update: Jun 14, 2022 @ 6:26am

Dynamic Traits - Core
A) Strong and Athletic now cost 12. Fit and Stout now cost 7. File affected: DTMainCreationMethods.lua
B) Decreased the wetness generated every loop while doing excercise from 3 to 1. File affected: DTexpandedActionsEffects.lua
C) Alcoholic trait: File affected: DTByOtherConditions.lua, DTmodifiers.lua
- Doubled the stress generated by the trait every hour but now it will increase based on a roll of 1/3 (So the stress won't necessariliy increase every hour).
- Doubled the unhappyness generated by the trait every hour but now it will increase based on a roll of 1/3 (So the stress won't necessariliy increase every hour).
D) Alcoholic / Smoker and Anorexic trait: File affected: DTexpandedActionsEffects.lua
- Decreased the range for the roll that increases the threshold to remove the traits while doing excercise from 25 to 15.
Dynamic Traits - EME
A) Reduced the stress generated by being wounded. File affected: DTexpandedMoodleEffects.lua
- Scratches: 0.20 to 0.15
- Lacerations: 0.25 to 0.20
. Deep wounds: 0.30 to 0.25
B) Reduced the Wetness generated by being stress. File affected: DTexpandedMoodleEffects.lua
- Lv1: from 5 to 4
- Lv2: from 7 to 6
- Lv3: from 9 to 8
- Lv4: from 11 to 10

Update: Jun 6, 2022 @ 6:10am

Dynamic Traits - Core
A) Added a compatibility check for More Simple Traits to fix a bug when both mods are together. File affected: DTexpandedActionsEffects.lua
B) Commented all the Loggers as now the entire refactor was done.
C) Overdose: Files affected: DTnewMechanics.lua, DTMainCreationMethods.lua, DTParams.lua, DTMainFile.lua, DTRecipeCode.lua
- The pills overdose was converted into overdose that will include pills and alcohol (if Snake's modpack is present, energy drinks will also be part of the overdose).
- Taking a pill will increase the value of overdose by 8. Taking an alcoholic drink will increase the value of overdose by 15. Energy drinks will increase overdose by 20. Maximum energy drink will increase overdose by 40, tragos will increase overdose by 8. (Alcoholic drinks from Snake's modpack also included in the overdose).
- Having Iron Gut the margin for Overdose is 65, having Weak Stomach the margin for Overdose is 35, otherwise the margin is 50.
- The overdose value decreases in 2 every hour.
D) Bloodlust trait: Files affected: DTstaticTraits.lua, DTMainCreationMethods.lua, DTMainFile.lua, DTByKills.lua
- Added 15 new "Emotional Intelligence" books that can be obtained looting. 5 Books related to stress, 5 to unhappyness and 5 to boredom.
- The bloodlust trait will now check if all the books are read. If all of them are read then the negative effects will start after 72 hours instead of 24 hours.
- Bloodlust is now an obtainable trait after Desensitized is obtained with a base value of 12000.

Update: May 27, 2022 @ 10:27am

Dynamic Traits - Core
A) Traits by body conditions, traits by moods and traits by recipes functions were moved from OnPlayerUpdate to EveryOneMinte (optimization purposes). Files affected: DTMainFile.lua
B) Fixed a bug that generated duplicated traits when More Simple Traits was also enabled. File affected: DTMainCreationMethods.lua
C) Agoraphobic and Claustrophobic traits: Files affected: DTMainFile.lua, DTByOtherConditions.lua
- Function now runs based on EveryOneMinute instead of OnPlayerUpdate.
- The value increases passively in 1 when being inside/outside (based on the trait).
- The chances of increasing/decreasing the internal value based on having Lucky or Unlucky was changed from 1/50 to 1/15.
- The threshold to remove the trait was chaged from 500000 to 175000.
D) Cats Eyes trait: Files affected: DTMainFile.lua, DTByOtherConditions.lua, DTMainCreationMethods.lua
- Function now runs based on EveryOneMinute instead of OnPlayerUpdate.
- Threshold to obtain the trait was changed from 300000 to 150000.
- The initialization for the different professions changed to match the new values. Security guard 75000, Burglar 50000 and Fire officer or Police officer 25000.
- The increase of the value based on the profession and hour was also adapted to the new values.
E) Outdoorsman trait: Files affected: DTMainFile.lua, DTByOtherConditions.lua
- Function now runs based on EveryOneMinute instead of OnPlayerUpdate.
- The increase of the value was adapted to match the new behaviour.
- Threshold to obtain the trait was changed from 600000 to 500000.
F) Added description for EN, ES and RU for Nervous Wreck and Melancholic traits.
G) Smoker trait: Files affected: DTMain.lua, DTByOtherConditions.lua
- Added chances to have a cough when recently smoked or when endurance is below 50%. It will play cough animation and emit a sound that can be heard by zombies.
H) Lv3 or more of Stress or Unhappyness will now give Hearty Appitite. Files affected: DTByMood.lua, DTByBodyConditions.lua
- Will be removed once mood improves except if Overweigth or Obese are present.
- Light eater won't be given when Lv6 or more of Strength and Fitness if Stress or Unhappyness are at Lv3 or more.
I) Anorexic trait: File affected: DTByOtherConditions.lua
- Minor change in how the DTthresholdToObtainLoseAnorexy is increased based on the Stress and Unhappyness Moodle.
- Decreased the range of Lucky/Unlucky to affect DTthresholdToObtainLoseAnorexy. From 25 to 10.
J) Added Vomit animation when a success poison is triggered (by Alcoholic, Anorexic, Pills overdose, etc). File affected: DTmodifiers.lua

Update: May 17, 2022 @ 12:46pm

Update: May 17, 2022 @ 5:33am

Dynamic Traits - Core
A) PIlls overdose threshold increased from 3 pills to 5 pills per day to be safe.

Update: May 14, 2022 @ 10:39am

Dynamic Traits - Core
A) Added loggers across the entire mod (monitoring the mod behaviour). The logs can be seen in the console.log. The functions that still runs based on OnPlayerUpdate event won't have logs yet.
- Track if the functions are being properly executed (For example, if Anorexy is present, there are logs for the Anorexy functions).
- Track of the ModData values changes (For example, if Smoker is present and the player doesn't smoke, that the ModData increases as expected).
B) Added a check for More Simple Traits. If detected active, then the DoTrait function from that mod will be called to avoid possible bugs with the Mutually Exclusives traits.
C) New Traits: Nervous Wreck and Melancholic. Files affected: DTByOtherConditions, DTMainCreationMethods, DTmodifiers.lua, DTMainFile.lua
- Both are Dynamic Traits BUT will only affect who choosed them at the start (if you didn't pick them in the character creation then you won't ever have to deal with them).
- Nervous Wreck can be treated with Betablockers, Melancholic can be treated with Antidepressants (one per day is enough to keep them always removed).
- DTPillsBeta(Nervous Wreck) and DTPillsAntiDep(Melancholic) are the internal values for the traits. While the value is under or equals to 24 the traits are not present. Above 24 the traits are added. (It increases one per hour and decreases in 24 each time a pill is taken).
- Having the traits will increase in 30% all the Stress and Unhappyness gains from others traits. Example: the Unhappyness and Stress generated by Alcoholic will be 30% higher if the traits are present.
- Passively if the traits are present, each hour the unhappyness and stress will increase.
- If no pills are taken the value will keep increasing up to 240 (10 days) so to remove the traits, 10 pills would be required.
D) Taken too many pills will generate overdose, which will generate poison. Files affected: DTMainFile.lua, DTByOtherConditions.lua
- Each taken pill increases in 8 DTPillsOverdose. DTPillsOverdose will decrease in 1 each hour.
- Every ten minutes the value of DTPillsOverdose is checked. If greater than 24, will generate poison in a chance of 1 in 7. The poison will be a random number generated between 0 and the current value of DTPillsOverdose. The traits that affect the poison in other traits affect here too.
E) Due to the Pills overdose, the fatigue reduction by taking vitamins was increased from 2 to 7 (to make them worth it).

Dynamic Traits - EME
A) Nerferd the Fatigue generated by having a Cold. Decreased the chances and also the amount.
- Chance of decreasing Fatigue nerfed as:
* Cold LV3: 1/10 to 1/13
* Cold Lv4: 1/5 to 1/9
- Amount of fatigue nerfed as:
* Cold Lv4: 0.15 to 0.13
- Added Endurance lose to Cold Lv4. With same chances and values as Fatigue.

Update: May 2, 2022 @ 2:49pm

By mistake I uploaded the EME submod with require: DynamicTraitsNS which is the version that I use locally to test before upload to steam. Already changed it again to only DynamicTraits

Update: May 2, 2022 @ 11:26am

Dynamic Traits - Core
A) Code refactor and clean up for some functions (for optimization purposes only). Files affected: DTMainFile.lua, DTByOtherConditions.lua, DTByKills.lua, DTstaticTraits.lua, DTnewMechanics.lua, DTByMood.lua
B) traitsByMovingObjects function is now called in the EveryOneMinute (for optimization purposes only, more will be moved). File affected: DTMainFile.lua, DTByOtherConditions.lua
C) StressFromCigarettes will be set to 0 in the Pluviophile function. This fixes the stress peak generated by the addition of StressFromCigarettes to Stress. File affected DTByOtherConditions.lua

Dynamic Traits - Expanded Moodle Effects
A) Little code refactor and clean up.

Update: Apr 29, 2022 @ 12:56pm

Pretty small update that I was delaying to tie it with more things but makes no sense to keep waiting.

Dynamic Traits - Core
A) Pluviophile trait no longer affect StressFromCigarettes (it fixes the stress peak when Smoker is present). File affected: DTByOtherConditions.lua
B) Pluviophile and Pluviophobia traits now detect all Ponchos (even if they are from mods) to reduce the effects. File affected: DTByOtherConditions.lua
C) Trait icons:
- Bloodlust and Prodigy icons were changed (Thanks Hea for the new icons).
- Physically Active and Sedentary icons were recolored.
- Flimsy and Frail icons were recolored.

Update: Apr 10, 2022 @ 6:34am

Dynamic Traits - Expanded Moodle Effects
A) Changed a little bit the code that checks if the player is wearing a Poncho or not. It will now recognize all "Poncho" from all mods if they are called "Poncho" internally. Example: Authentic Z Poncho works. File affected: DTexpandedMoodleEffects.lua
B) Reduced the Wetness generated by Stress. File affected: DTexpandedMoodleEffects.lua
C) Increased the stress generated by having wounds. File affected: DTexpandedMoodleEffects.lua