Project Zomboid

Project Zomboid

More Traits
 This topic has been pinned, so it's probably important
MusicManiac  [developer] 17 Nov, 2022 @ 7:39am
Dynamic submod info and possible FAQ
Features:
  • Traits become dynamic only if the submod ("More Traits - Dynamic", id: ToadTraitsDynamic) is enabled
  • On top of that, there is sandbox options page where you can individually select traits you want to be dynamic and configure requirements. Default = all traits are dynamic.
  • To acquire traits, you need to levelup a skill that is a prerequisite of the trait. Some traits also have kills requirement, and some are even more complicated.
  • List with traits and prerequisites can be found here[docs.google.com]

Tech side:
Every time you levelup any skill (Strength, Axe, Fishing, etc), the code will check if your newly acquired level is enough to get any traits that are connected to it. Example: you leveled up Fitness from 3 to 4, code will check if you can get any of the following: Gym-Goer (requires 14+ points in Strength+Fitness), Second Wind (requires 18+ points in Strength+Fitness), Hardy (requires 7+ in Fitness), Olympian (requires 5+ is Sprinting and 6+ in Fitness), and so on. Traits that require kills, also get checked every time you make a kill. More advanced perks have their tech side explained on google sheet.

There is also a check for newly created characters if you qualify for any perks from the start.

Compatibility:
  • Any and all other dynamic trait mods should work as expected and the dynamic part will not conflict between them.
  • In case of Driving Skill mod being enabled, Motion Sickness can be removed via leveling Driving Skill
  • In case of Scavenger Skill (fixed) mod being enabled (or original version), a bunch of scavenging perks become dynamic (Incomprehensive, Vagabond, Graverobber, Antique Collector)
Last edited by MusicManiac; 18 Dec, 2022 @ 5:19am