Project Zomboid

Project Zomboid

Banjo's Item Kit Traits
More in depth code help
This function can help

local function giveItemsOnce() --add this patch so it can be enabled on existing games. local player = getPlayer(); if player:hasModData() and player:getModData().bangoDataCheck ~= nil then return else player:getModData().bangoDataCheck = 0; player:getModData().bangoGaveItem = false; end end Events.OnGameStart.Add(giveItemsOnce);

So using Knife again.


local function dataSetup() --add this patch so it can be enabled on existing games. local player = getPlayer(); if player:hasModData() and player:getModData().bangoKnifetData ~= nil then return else player:getModData().bangoKnifetData = 0; player:getModData().bangoGaveKnife = false; end end Events.OnGameStart.Add(dataSetup); local function initKnifeStuff(id, player) if player:HasTrait("Knife") and player:getModData().bangoGaveKnife == false then player:getInventory():AddItem("Base.KitchenKnife"); player:getModData().bangoGaveKnife = true; end end Events.OnCreatePlayer.Add(initKnifeStuff);
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Showing 1-2 of 2 comments
Banjo Oz  [developer] 12 Apr, 2021 @ 1:44am 
Thanks ! I'm going to try this tonight. I actually attempted something like this ages ago (i.e. set a custom flag that says "I already gave you this stuff" when loading a save) as it was suggested years ago, but the documentation was so poor I could never get custom flags to work!
Moon/Void Slime 12 Apr, 2021 @ 9:08am 
you might also want to run the data check on player create as well.
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Showing 1-2 of 2 comments
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