![]() ![]() HasTrait ( "Outdoorsman" )) if ( getParentChar (). This includes, but not limited to: traits that add some starting equipment, traits that increase your starting level in specific skills but don't give exp multiplier, a bunch of unique traits with interesting effects (examples: better weapons. Outdoorsman (-2 points) completely cancels the check for Prone (+4 points) for a net gain of 2 points, and Resilient is completely useless as Outdoorsman is cheaper, and more powerful. This mod adds a great deal more variety to the traits available to players during character creation. Resilient is a 0.45 multiplier, Prone is 1.7 ![]() They also take effect when your wet, on the check for catching a cold, and only if you don't have outdoorsman. Resilient uses a 1.25 'morality duration' modifier, Prone 0.75 Not sure where this information is coming from (the %'s). I highly suspect some of rest of the info on that page is incorrect anyways, gathered from sources other then directly checking the code. Weak Stomach: 2.0 multiplier to food poison valueĮagle Eyed, Short Sighted, Keen Hearing, Hard of Hearing etc are used in more complex calculations the exact % effect isn't so apparent at quick glance. Iron Gut: 0.5 multiplier to food poison value ![]() Unlucky: 0.9 multiplier on loot, +5% fail chance Lucky: 1.1 multiplier on all loot rolls, -5% fail chance on repair Random time to heal is calculated: FH is between 30-50, normal 50-80, and SH 80-120.Įffect multiplier on other injuries variesĬats Eyes: 0.8 multiplier to the 'night strength' darkness value Slow Healer: 1.2 random crash damage multiplierīesides vehicle damage, FH/SH take effect when the player is bitten, and when falling (breaking a leg). If we manage to complete this I will post the rest (hobbies and negative traits).įast Healer: 0.8 random car crash damage multiplier If anyone from the Indie Stone team could share a light here. Please, if anyone can help me dicovering this. "Recovers faster from injuries and illnesses."Ĭharacter is more likely to find rare items and has higher chance of repair, does not affect chance to get infected. (by how much?) Higher visibility arc."Ĭharacter has a wider field of view. (by how much?) We have the Traits table (showing only the ones that doesn't list values on the effects column): Some things can be tested and discovered in game, while others can not, and that's why I'm asking here for help. Out of 90+ or so available perks, 50+ can be made dynamic.I am currently editing and translating the Project Zomboid wiki to PT-BR and saw that the Effects column is not completed. Want to change Skill level requirement to make it easier or harder? No problem, do that. Want to make only specific perks dynamic? I got you covered,choose which perks you want 1by1. Note, that almost everything is configurable through sandbox settings (120 Sandbox options). This should help prevent the annoying feeling of having one solitary point left with nothing to spend it on.ĭynamic Traits submod is present – you can earn/lose traits by leveling skills, list of all available perks can be found here. The mod also attempts to add a greater variety of expense, as in there are more -1, -2, -3, -5 traits. Of course, your typical +1/2 in some skills perks are also present. This includes, but not limited to: traits that add some starting equipment, traits that increase your starting level in specific skills but don’t give exp multiplier, a bunch of unique traits with interesting effects (examples: better weapons proficiencies, better exp gains for specific playstyle, zombie infection immunity with cure period, scavenging perks, driving perks, and so on). This mod adds a great deal more variety to the traits available to players during character creation. ![]()
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