Project Zomboid

Project Zomboid

Last Stand - Pandaccumulator
22 Comments
Satoshi / Load Apr 9 @ 12:17pm 
So I downloaded this mod to have a better experience in the last stand accumulator, but I think something is wrong, I tried to add a bunch of vanilla melee and ranged weapons, but the weapon menu just turned to the default one (while the character one stayed intact), restarted the game 2 times and nothing changed, can you still help with it? :dishhead:
shotgunner Dec 3, 2024 @ 4:00pm 
thanks
tfkmaster  [author] Dec 3, 2024 @ 5:06am 
I don't remember exactly. Some skills like Nimble, Reloading, Aiming, Short blunt, Spear, Maintenance...
And in term of weapons should be Machette and Katana at least, a revolver too i think.
shotgunner Dec 2, 2024 @ 4:28pm 
what stuff got added?
BobyTheGreat Sep 2, 2024 @ 5:32am 
Oh Yeah This Mod Does Not Add But It overids The Menu,
Well Adding the Armor To The Weapon Shop Should Do For Now Thx For The Help @tfkmaster
tfkmaster  [author] Sep 2, 2024 @ 4:58am 
It's technical possible to add a new category but you'd have to invoke the "ISChallenge2ArmourUpWindow:create()" in the script that manage the whole shop thingy in the first place. I don't have the scripts on hand so i can't tell which one it would be (also there should be no "require" in that one script because we're not trying to "override" an existing script within the game, but add a new one)

But otherwise you could totally do it in the weapon shop if you need a quick patch :D
BobyTheGreat Sep 2, 2024 @ 3:36am 
@tfkmaster So I Wana Add A New Genre Of Stuff In The Shop Called "Armour" But It Dont Work Is There Any Way To Add A New Catagory Or Should I Just Place The Armour On The "Weapon Category"
Here The Code That i 100% Did Not Steal And Change without Knowing How it Works (Real) :

require "LastStand/ISUI/ISChallenge2ArmourUpWindow"

if not ISChallenge2ArmourUpWindow then
return
end

function ISChallenge2ArmourUpWindow:create()
local y = 90;

local label = ISLabel:new(16, y, 20, getText("Challenge_Challenge2_Armour"), 1, 1, 1, 0.8, UIFont.Small, true);
self:addChild(label);

local rect = ISRect:new(16, y + 20, 230, 1, 0.6, 0.6, 0.6, 0.6);
self:addChild(rect);

y = y + 25;
self:createItemButton(16, y, "Base.WeldingMask", 50)

y = y + 25;
self:createItemButton(16, y, "Base.Hat_Fireman", 75)

y = y + 25;
self:createItemButton(16, y, "Base.Jacket_Fireman", 100)

y = y + 25;
self:createItemButton(16, y, "Base.Trousers_Fireman", 75)

self:loadJoypadButtons()
end
BobyTheGreat Sep 1, 2024 @ 10:26pm 
Thx I was Confused Where To Find The Weapon ID :steamhappy:
tfkmaster  [author] Sep 1, 2024 @ 8:26am 
Yup that's about it !
Just so you get the full explanation on the createItemButton(x, y, name, price) :
The first two are for positionning the button on the window, you probably don't have to touch it.
The third one is the "ItemID" of the item you wanna buy. To find that ID, you can go on the item page on the PZwiki (for exemple : https://pzwiki.net/wiki/Hand_Axe ) and you can find "Item ID" on the right side table within the "Technical" section.
And finally the number in fourth position is the price of the item you wanna buy, you can go wild with that lol

If you follow that snippet (putting it before the final "self:loadJoypadButtons()") you should be able to add anything you want without issue !

Have fun :D
BobyTheGreat Sep 1, 2024 @ 7:09am 
y = y + 30;
self:createItemButton(16, y, "Base.Shotgun", 500)

So Do i Just Need To Copy And Paste This But Use The Name For A Weapon I Wana Add For ("Base.Shotgun")?
tfkmaster  [author] Sep 1, 2024 @ 6:09am 
Hi @BobyTheGreat, unless the mod is completely broken, i don't have plans for an update since it was a request from a friend in the first place. You're free to modify the mod if you want to add stuff to it tho, if you know a bit of Lua it shouldn't be too hard since it's 2 scripts with pretty readable and repetitive structure. Same goes for @Mishandled ^^
BobyTheGreat Aug 31, 2024 @ 9:57am 
Will This Mod Get Updates? its Fun To Play Splitscreen With Friends
Mishandled Jun 2, 2024 @ 4:21pm 
Hi there, thank you for the mod I can finally run around and smack zombies with machete and katana without using debug or looking for them in game. I would like to ask if you could add more vanilla range weapons to your mod (mostly asking for M16) and other ones if you feel like doing it.
tfkmaster  [author] Dec 31, 2023 @ 8:05am 
@gregre Hi ! The code that prevent carpentry in Last Stand challenges is in the carpentry ISUI logic. It's just about getting rid of the "return;" at line 49 of the "ISBuildMenu.lua" script.
Here's a screenshot of the part in question [i.imgur.com]

That should do the trick and it would probably be easy to make into a very small mod for conveniance, tho i'm a bit lazy to do it myself as for now :p

Have a nice day and happy new year in advance
gregre Dec 23, 2023 @ 11:25pm 
Have you found out how to enable carpentry? Or where / how it is disabled? I've been searching the files but I just don't see it.
tfkmaster  [author] Jun 18, 2023 @ 5:48am 
@FRO5T Weird, have you tried restarting steam completly to force a workshop update ? I could install and activate the mod from scratch succesfully on my side.
sharkfish Jun 17, 2023 @ 1:10pm 
doesent appear on modlist for me
tfkmaster  [author] Apr 8, 2023 @ 4:54am 
@Addict sure thing mate :steamthumbsup:
Addict Apr 7, 2023 @ 8:19pm 
hey do I have your permission to expand on the mod further?
Grëmist Jan 14, 2023 @ 4:14am 
When you now can look at the zombies and say "L+Ratio+Upgrades+YoYouDead+Stink"
tfkmaster  [author] Jan 14, 2023 @ 4:11am 
:cozypoechris:
`Rionecnirp` Jan 14, 2023 @ 4:10am 
Finally a mod that modifies a good challenge!
Thank u fren