Moodles: Difference between revisions

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(Moodles extensively tested with debug mode enabled; removed outdated information; general proofreading; trait values specified via More Descriptions for Traits, on the Steam Workshop)
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===[[File:Moodle_bleeding.png]] Bleeding===  
===[[File:Moodle_bleeding.png]] Bleeding===  
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:The character is losing blood from an open wound, either from a [[Health#Types of injuries|bite, scratch or other injuries]]. The severity of the bleeding dictates how quickly the character loses vitality. This moodle can be removed by [[Health#Bandaging|bandaging]] the bleeding body parts, or countering the health drain by being [[#Hungry|fed]]. Note that zombies are attracted to the scent of a bleeding player.
:The character is losing blood from an open wound, either from a [[Health#Types of injuries|bite, scratch or other injuries]]. The severity of the bleeding dictates how quickly the character loses vitality.  
:This moodle can be removed by [[Health#Bandaging|bandaging]] the bleeding body parts. Note that zombies are attracted to the scent of a bleeding player, and the health drain from mild bleeding can be countered by being [[#Hungry|fed]].


::'''Minor Bleeding'''
::'''Minor Bleeding'''
:::''"Bandage required."''
:::''"Bandage required."''
:::Slight bleeding from a minor wound. Slow health loss over time if left unchecked.
:::The character has at least one bleeding wound. Slow health loss over time if left unchecked.


::'''Bleeding'''
::'''Bleeding'''
:::''"Strength and speed reduced."''
:::''"Strength and speed reduced."''
:::Bleeding from multiple wounds. Moderate health loss over time if left unchecked.
:::The character has at least two bleeding wounds. Moderate health loss over time if left unchecked.


::'''Severe Bleeding'''
::'''Severe Bleeding'''
:::''"Strength and speed severely reduced."''
:::''"Strength and speed severely reduced."''
:::Heavy bleeding from multiple serious wounds. Serious health loss over time if left unchecked.
:::The character has at least three bleeding wounds. Serious health loss over time if left unchecked.


::'''Massive Blood Loss'''
::'''Massive Blood Loss'''
:::''"Death imminent"''
:::''"Death imminent"''
:::Massive bleeding that will lead to death unless dealt with immediately.
:::Massive bleeding from four or more wounds that will lead to death unless dealt with immediately. Note that neck wounds, while not considered as Severe or Massive Bleeding, drain health the fastest.
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===[[File:Moodle_bored.png]] Bored===  
===[[File:Moodle_bored.png]] Bored===  
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:This moodle indicates that the character is bored from inactivity. It is triggered by standing idle for too long, being indoors, or eating poor quality food (either due to low quality or lack of variety in ingredients). This moodle can be removed by reading [[:Category:Literature|literature]], watching [[television]], listening to [[CD]]s or a [[radio]], killing zombies, and being active outdoors. As the moodle's intensity increases, so does the risk of becoming [[Moodles#Unhappiness|unhappy]].
:This moodle indicates that the character is bored from inactivity. It is triggered by standing idle for too long, being indoors, reading [[Skill Books]], or eating poor quality food (either due to low quality, or using stale, rotten or repeat ingredients).  
:This moodle can be removed by reading [[:Category:Literature|literature]], watching [[television]], listening to [[CD]]s or a [[radio]], becoming panicked, and being active outdoors. While this moodle does nothing on its own, it can lead to [[Moodles#Unhappiness|unhappiness]].


::'''Getting Bored'''
::'''Getting Bored'''
:::''"Occupy yourself, or seek entertainment"''
:::''"Occupy yourself, or seek entertainment"''
:::The character is starting to get bored.
:::The character is starting to get bored. No effects yet.


::'''Bored'''
::'''Bored'''
:::''"In danger of becoming unhappy"''
:::''"In danger of becoming unhappy"''
:::At this stage, there's a risk of becoming unhappy. The player should find something to occupy themselves with.
:::The character is bored. Unhappiness rises at a slow rate.


::'''Very Bored'''
::'''Very Bored'''
:::''"High chance of becoming unhappy"''
:::''"High chance of becoming unhappy"''
:::Higher chance of becoming unhappy; seeking entertainment is a more pressing priority.
:::The character is highly bored. Unhappiness rises at a moderate rate.


::'''Extremely Bored'''
::'''Extremely Bored'''
:::''"Very high chance of becoming unhappy"''
:::''"Very high chance of becoming unhappy"''
:::The character is extremely bored, and the unhappy moodle is imminent.
:::The character is incredibly bored. Unhappiness rises quickly.
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===<span id="Cold">[[File:Moodle_cold.png]] Has a Cold</span>===  
===<span id="Cold">[[File:Moodle_cold.png]] Has a Cold</span>===  
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:The character has been exposed to [[weather|cold weather]], or stayed [[#wet|wet]] long enough to contract a cold. While suffering from a cold, the character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with [[tissue]]. To cure a cold faster, the player should stay [[#Hungry|well-fed]] and avoid being wet or cold. Having the Resilient [[Trait]] also helps with recovery, and Prone to Illness does the opposite.
:The character has been exposed to [[weather|cold weather]], or stayed [[#wet|wet]] long enough to contract a cold. While suffering from a cold, the character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with [[tissue]].  
:To cure a cold faster, the character should stay [[#Hungry|well-fed]], get plenty of [[#Tired|rest]], and avoid being wet or cold.  
 
::Having the Resilient [[Trait]] helps with recovery by significantly reducing the chance of catching a cold (''-55%''), its progression speed (''-20%'') and strength (''-50%''), while Prone to Illness does the opposite (''+70% chance, +20% cold strength, +50% progression speed'').
::The Outdoorsman trait also greatly reduces the chance of catching a cold in the first place (''10% the usual chance from cold weather or wetness'').


::'''Runny Nose'''
::'''Runny Nose'''
:::''"Occasional sneezing"''
:::''"Occasional sneezing."''
:::The character has a small chance of sneezing or coughing.


::'''The Sniffles'''
::'''The Sniffles'''
:::''"Prone to sneezing"''
:::''"Prone to sneezing."''
:::The character may sneeze or cough more frequently.


::'''You have a cold'''
::'''You Have A Cold'''
:::''"Sneezing and Coughing.  Speed and healing reduced."''
:::''"Sneezing and coughing.  Speed and healing reduced."''
:::The character sneezes and coughs often, making avoiding zombies difficult.


::'''You have a nasty cold'''
::'''You Have A Nasty Cold'''
:::''"Sneezing and Coughing.  Speed and healing severely reduced."''
:::''"Speed and healing now severely reduced."''
:::The character sneezes and coughs continuously, likely attracting zombies constantly unless in a remote area or indoors.
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===[[File:Moodle_dead.png]] Dead ===  
===[[File:Moodle_dead.png]] Dead ===  
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:The character has taken too much damage, lost all of their health and passed away. This is the moodle that results from dying, provided that the player wasn't [[#Zombie|infected]] instead.
:The character has taken too much damage, lost all of their health and passed away.  
:This is the moodle that results from dying, provided that the player wasn't [[#Zombie|infected]] instead.
::'''Deceased'''
::'''Deceased'''
:::''"High chance of becoming rat food"''
:::''"High chance of becoming rat food."''
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===[[File:Moodle_drunk.png]] Drunk===  
===[[File:Moodle_drunk.png]] Drunk===  
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:The character has drunk [[Items#Alcohol|alcohol]] and has become intoxicated. Being drunk dramatically increases the [[#tired|tired moodle]] depending on the level of drunkness, makes your character generates heat quicker and weapon accuracy is diminished. This moodle will disappear over time, with sleep and rest speeding up the process.
:The character has drunk [[Items#Alcohol|alcohol]] and, thus, become intoxicated. Being drunk greatly increases [[#Tired|fatigue,]] depending on the level of drunkness. It also makes your character generate less heat, diminishes weapon accuracy, and delays driving controls.  
:This moodle will disappear over time, with sleep and rest speeding up the process.


::'''A Bit Tipsy'''
::'''A Bit Tipsy'''
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===[[File:Moodle_endurance.png]] Endurance===  
===[[File:Moodle_endurance.png]] Endurance===  
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:The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their weapon. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping. Endurance will recover more quickly by sitting on the ground or in a vehicle, resting on furniture, or eating Ginseng.  
:The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their weapon. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping.  
:Endurance recovers on its own when the character is idle and suffering no further negative effects. This can be sped up by sitting on the ground or in a vehicle, resting on furniture, eating Ginseng or having high Fitness skills. Conversely, walking or sneaking sharply decreases, or even nullifies, recovery.
:Note that [[#Tired|fatigue]] greatly reduces endurance recovery.


::'''Moderate Exertion'''
::'''Moderate Exertion'''
:::''"Take a break."''
:::''"Take a break."''
:::The character is becoming exhausted. 50% less melee damage. 0.07 decreased attack speed. 10% increased chance to trip when run/sprint vaulting a low fence. 5% less chance to climb tall fences. 15% run/sprint speed decreased.
:::The character is becoming exhausted. 50% reduced melee damage. 0.07 decreased attack speed. 10% increased chance to trip when run/sprint vaulting a low fence. 5% less chance to climb tall fences. 15% slower walking/running/sprinting speed.
:::Starts when 25% of total endurance has been used
:::Occurs when 25% of total endurance has been used.


::'''High Exertion'''
::'''High Exertion'''
:::''"Can barely run"''
:::''"Can barely run"''
:::The character is exhausted. Sprinting disabled. 80% less melee damage. 0.14 decreased attack speed. 20% increased chance to trip when run/sprint vaulting a low fence. 10% less chance to climb tall fences. 30% run speed decreased.
:::The character is exhausted. 80% reduced melee damage. 0.14 decreased attack speed. 20% increased chance to trip when run/sprint vaulting a low fence. 10% less chance to climb tall fences. 30% slower walking/running speed. Sprinting disabled.
:::Starts when 50% of total endurance has been used
:::Occurs when 50% of total endurance has been used.


::'''Excessive Exertion'''
::'''Excessive Exertion'''
:::''"Can barely walk"''
:::''"Can barely walk"''
:::The character is very exhausted. Running/jogging disabled. 90% less damage. 0.21 decreased attack speed. 30% increased chance to trip when run/sprint vaulting a low fence. 15% less chance to climb tall fences.
:::The character is highly exhausted. 90% reduced damage. 0.21 decreased attack speed. 30% increased chance to trip when run/sprint vaulting a low fence. 15% less chance to climb tall fences. 45% slower walking speed. Running and "power-walking" disabled.  
:::Starts when 75% of total endurance has been used
:::Occurs when 75% of total endurance has been used.


::'''Exhausted'''
::'''Exhausted'''
:::''"Can barely move"''
:::''"Can barely move"''
:::The character is extremely exhausted. 95% less damage. 0.28 decreased attack speed. 40% increased chance to trip when run/sprint vaulting a low fence. 20% less chance to climb tall fences. The character will no longer be able to swing the [[Sledgehammer|sledgehammer]], [[Wood_Axe|wood axe]], and similar heavy melee weapons.
:::The character is thoroughly exhausted. 95% reduced damage. 0.28 decreased attack speed. 40% increased chance to trip when run/sprint vaulting a low fence. 20% less chance to climb tall fences. 60% slower walking speed. The character will no longer be able to swing the [[Sledgehammer|sledgehammer]], [[Wood_Axe|wood axe]], and similar heavy melee weapons.
:::Starts when 100% of total endurance has been used
:::Occurs when 90% of total endurance has been used.
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===[[File:Moodle_heavyLoad.png]] Heavy Load===  
===[[File:Moodle_heavyLoad.png]] Heavy Load===  
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:The character is carrying too much. Their movement speed is decreased. The character will take damage until they reach 75% health and endurance will decrease at 'Very Heavy Load'. They also trip more often.  
:The character is carrying too much, which results in slower and clumsier movement. At ''Very Heavy Load'' and above, the character will take continuous, albeit non-lethal damage. This damage can be stalled if the character sits on the ground.  
 
:The chances of tripping from stumbling into zombies, running and jumping over fences, and failing to climb tall walls also increases.  
:''(Note: The numbers below are for a default, normal status without the [[#Hungry|hunger]], [[#Thirsty|thirsty]], [[#Injured|injured]] or [[#Sick|sick]] moodle or other positive/negative effects such as strong, stout or weak [[Traits]].)''


::'''Fairly Heavy Load'''
::'''Fairly Heavy Load'''
:::Total Weight: 0.1+
:::Total Weight: 0.1+
::::''"Carrying a little too much"''
::::''"Carrying a little too much."''
::::The character is encumbered. 13% increased chance to trip when run/sprint vaulting a low fence. 5% less critical chance. 0.07 less attack speed. 8% less chance to climb tall fences. 15% run/sprint speed decreased.
::::The character is encumbered. 13% increased chance to trip when run/sprint vaulting a low fence. 5% less critical chance. 0.07 less attack speed. 8% less chance to climb tall fences. 15% slower walking/running/sprinting speed.


::'''Heavy Load'''
::'''Heavy Load'''
:::Total Weight: 2+
:::Total Weight: 2+
::::''"Movement speed reduced"''
::::''"Movement speed reduced."''
::::The character is moderately encumbered. 26% increased chance to trip when run/sprint vaulting a low fence. 10% less critical chance. 0.14 less attack speed. 16% less chance to climb tall fences. 30% run/sprint speed decreased.
::::The character is moderately encumbered. 26% increased chance to trip when run/sprint vaulting a low fence. 10% less critical chance. 0.14 less attack speed. 16% less chance to climb tall fences. 30% slower walking/running speed. Sprinting disabled.


::'''Very Heavy Load'''
::'''Very Heavy Load'''
:::Total Weight: 4+
:::Total Weight: 4+
::::''"Movement speed highly reduced"''
::::''"Movement speed highly reduced."''
::::The character is very encumbered. 39% increased chance to trip when run/sprint vaulting a low fence. 15% less critical chance. 0.21 less attack speed. 24% less chance to climb tall fences. 45% run/sprint speed decreased. Endurance decreases slowly and will take damage until at 75% Health.  
::::The character is very encumbered. 39% increased chance to trip when run/sprint vaulting a low fence. 15% less critical chance. 0.21 less attack speed. 24% less chance to climb tall fences. 45% slower walking/running speed. Running disabled (can only "power-walk").
:Endurance decreases slowly while moving, and will take damage slowly until at 75% Health.  


::'''Extremely Heavy Load'''
::'''Extremely Heavy Load'''
:::Total Weight: 6+
:::Total Weight: 6+
::::''"Can't take much more! Movement compromised."''
::::''"Can't take much more! Movement compromised."''
::::The character is extremely encumbered. 52% increased chance to trip when run/sprint vaulting a low fence. 20% less critical chance. 0.28 less attack speed. 32% less chance to climb tall fences. 60% run/sprint speed decreased. Endurance decreases at a moderate speed and will take damage until at 75% Health.  
::::The character is extremely encumbered. 52% increased chance to trip when run/sprint vaulting a low fence. 20% less critical chance. 0.28 less attack speed. 32% less chance to climb tall fences. 60% slower walking speed.  
:Endurance decreases at a moderate rate while moving, and will take damage until at 75% Health.  
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===[[File:Moodle_hyperthermia.png]] Hyperthermia===
===[[File:Moodle_hyperthermia.png]] Hyperthermia===
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:The character is getting too hot due to excessive heat exposure from a [[heat source]], [[clothing]], [[weather]], [[vehicles|vehicle heater]], or exercise/exertion. Going indoors or wearing lighter clothing will remove this. Being hydrated is important to have good heat resistance. This is also a sign of illness and zombie infection, as the character's body core temperature rises.
:The character is getting too hot due to excessive heat exposure from a [[heat source]], [[clothing]], [[weather]], [[vehicles|vehicle heater]], or exercise/exertion. Going indoors or wearing lighter clothing will remove this. Being hydrated is important to have good heat resistance.
:This is also a sign of illness or zombie infection, as these lead to an increase in body temperature. Note that it is highly improbable to reach maximum Hyperthermia in the current version of the game, as [[#Wet|sweat]] helps dissipate and control heat.
 
:Note that, despite the reduction in speed, the character's sprinting ability is not affected currently.


::'''Unpleasantly Hot'''
::'''Unpleasantly Hot'''
:::''"Consider resting somewhere less exposed. Thirst increased"''
:::''"Consider taking off clothing. Thirst increased."''
:::The character is starting to become too hot. Their thirst levels will start to increase.
:::The character is somewhat hotter than normal. Their thirst will increase slightly faster.
:::Occurs when core body temperature is above 37.5 C.


::'''Overheated'''
::'''Overheated'''
:::''"Thirsty. Sweaty Over-exposed beneath a burning sun"''
:::''"Thirsty. Sweaty. Over-exposed."''
:::The character is getting hotter and thirst will increase quicker. 34% decreased attack speed.
:::The character is quite a lot hotter than usual. Faster thirst and tiredness rate. 34% decreased attack speed. Slightly reduced movement speed.
:::Occurs when core body temperature is above 39 C.


::'''Sunstruck'''
::'''Sunstruck'''
:::''"Nauseous, unable to concentrate, and desperate for liquids."''
:::''"Nauseous, unable to concentrate and desperate for liquids."''
:::Thirst will increase even quicker. a Minor reduction in spatial awareness. 67% decreased attack speed.
:::The character is very hot. Faster still thirst and tiredness rate. 67% decreased attack speed. Moderately reduced movement speed.
:::Occurs when core body temperature is above 40 C.


::'''Hyperthermic'''
::'''Hyperthermic'''
:::''"Delirious and horrible death from exposure imminent."''
:::''"Delirious from heat stroke and exposure. Severely endangered."''
:::Thirst will increase drastically. A moderate reduction in spatial awareness. 90% decreased attack speed.
:::The character is far too hot. Significantly faster thirst and tiredness rate. Small reduction in awareness. 90% decreased attack speed. Severely reduced movement speed. The character will lose health very slowly.
:::Occurs when core body temperature is above 41 C.
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===[[File:Moodle_hypothermia.png]] Hypothermia===
===[[File:Moodle_hypothermia.png]] Hypothermia===
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:The character is too cold due to a lack of warm clothes, staying wet, cold weather and wind chill or a vehicle's A/C. To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit severely reduces the character cold resistance. This moodle affects character speed and the character will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching the flu.
:The character is too cold due to a lack of warm clothes, staying wet, cold weather and wind chill or a vehicle's A/C. To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit severely reduces the character cold resistance.  
:This moodle affects the character's speed, and the character will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching the flu.
 
:Note that, despite the reduction in speed, the character's sprinting ability is not affected currently.


::'''Chilly'''
::'''Chilly'''
:::''"It feels a bit nippy around here..."''
:::''"It feels a bit nippy around here..."''
:::The character is starting to become cold.  
:::The character is starting to become cold. No effects yet.
:::Occurs when core body temperature is below 36.5 C.


::'''Cold'''
::'''Cold'''
:::''"You need to find ways to keep warm."''
:::''"You need to find ways to keep warm."''
:::The character is getting colder. 34% decreased attack speed.
:::The character is getting colder. 34% decreased attack speed. Moderately decreased walking/running speed.
:::Occurs when core body temperature is below 35 C.
 
::'''Freezing'''
::'''Freezing'''
:::''"Man alive. It is SO cold."''
:::''"Man alive. It is SO cold."''
:::The character's spatial awareness is lowered. 67% decreased attack speed.
:::The character is very cold. 67% decreased attack speed. Significantly decreased walking/running speed.
:::Occurs when core body temperature is below 30 C.


::'''Hypothermic'''
::'''Hypothermic'''
:::''"Body and mind obsessed by the cold."''
:::''"Body and mind obsessed by the cold."''
:::The character's spatial awareness is lowered even more. 90% decreased attack speed. Slowly loses health until at 1% Health.
:::The character is extremely cold. 90% decreased attack speed. Severely decreased walking/running speed. Slowly loses health until at 1% Health.
:::Occurs when core body temperature is below 25 C.
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===[[File:Moodle_wet.png]] Wet===
===[[File:Moodle_wet.png]] Wet===
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:The character and their clothing have become soaked, typically due to [[Rain|rain]], but this can also occur due to sweat from exertion (exercise, sprinting, etc.). Prolonged exposure can increase the risk in which the player will get a [[#Cold|cold]], but the [[Traits|outdoorsman and resilient traits]] reduce the chance of catching a cold. This moodle can be removed by going indoors out of the rain for a while, standing by a [[heat source]], or drying themselves with a [[dish towel]] or [[Bath Towel|bath towel]]. The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot; it won't fully stop them from getting wet, but it stops the "Soaking" and "Drenched" moodle. Having their clothes wet will also decrease their insulation.
:The character and their clothing have become soaked, typically due to [[Rain|rain]], but this can also occur due to sweat from exertion (exercise, sprinting, etc.). Prolonged exposure can increase the risk in which the player will get a [[#Cold|cold]], but the [[Traits|Outdoorsman and Resilient traits]] reduce the chances of catching a cold.  
:This moodle can be removed by going indoors out of the rain for a while, standing by a [[heat source]], or drying oneself with a [[dish towel]] or [[Bath Towel|bath towel]].
:The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot; it won't fully stop them from getting wet, but it stops the "Soaking" and "Drenched" moodle. Wet clothes have decreased insulation, which makes [[#Hypothermia|getting cold]] more likely.


::'''Damp'''
::'''Damp'''
:::''"Slightly damp. Rain, or sweat?"''
:::''"Slightly damp. Rain, or sweat?"''
:::The character is slightly wet from being in the rain for too long, or from overexertion.
:::The character is slightly wet from being in the rain for too long, or from overexertion. No effects yet.
:::Occurs at 15% total body wetness.


::'''Wet'''
::'''Wet'''
:::''"Sweatier, or even more rained on?"''
:::''"Sweatier, or even more rained on?"''
:::The character is somewhat wet from being in the rain for too long, or from overexertion, and moves a little slower.
:::The character is somewhat wet from being in the rain for too long, or from overexertion.
:::Occurs at 40% total body wetness.


::'''Soaking'''
::'''Soaking'''
:::''"Chance of catching a cold."''
:::''"Chance of catching a cold."''
:::The character is quite wet from being in the rain for too long, or from overexertion, and may become sick as a result.
:::The character is quite wet from being in the rain for too long, or from overexertion, and may become sick as a result.
:::Occurs at 70% total body wetness.


::'''Drenched'''
::'''Drenched'''
:::''"High chance of catching a cold."''
:::''"High chance of catching a cold."''
:::The character is very wet from being in the rain for too long, or from overexertion, and is likely to become sick as a result.
:::The character is very wet from being in the rain for too long, or from overexertion, and is likely to become sick as a result.
:::Occurs at 90% total body wetness.
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===[[File:Moodle_Icon_Windchill.png]] Windchill===  
===[[File:Moodle_Icon_Windchill.png]] Windchill===  
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:The character is being exposed to wind and its apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the windchill is. The only way to get rid of this moodle is by going indoors.  
:The character is exposed to wind, and their apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the windchill is.  
:The only way to get rid of this moodle is by going indoors.  


::'''Slight windchill'''
::'''Slight windchill'''
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===[[File:Moodle_hungry.png]] Hungry===  
===[[File:Moodle_hungry.png]] Hungry===  
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:This moodle represents the character's hunger state. A red background indicates that the player needs to eat [[food]]. A green background shows that the character is well fed. Being fed boosts strength and healing rate, depending on the amount of food consumed, whereas being hungry has the opposite effect (reducing strength (in carrying capacity) and healing rate). The player's carrying capacity will change depending on the state of hunger.
:This moodle represents the character's hunger state. A red background indicates that the player needs to eat [[food]]. A green background shows that the character is well fed.  
:Being fed boosts strength, carry capacity and healing rate, whereas being hungry has the opposite effect, in addition to slower body heat generation.
 
:Note that, currently, [[Nutrition|nutrition]] and hunger are entirely separate. Burning or gaining calories has no effect on this moodle. An emaciated character can still die when ''Full to Bursting''; conversely, a starving character can die even if well overweight.


::'''Negative Hunger Effects'''
::'''Negative Hunger Effects'''


:::'''Peckish'''
:::'''Peckish'''
::::''"Could do with a bite to eat"''
::::''"Could do with a bite to eat."''
::::The character is beginning to feel hungry. Hunger under 85.  
::::The character is beginning to feel hungry. No effects yet.
::::Occurs when hunger is above 15%.


:::'''Hungry'''
:::'''Hungry'''
::::''"Could eat a horse right now."''
::::''"Could eat a horse right now."''
::::The character is hungry and weak because he or she hasn't eaten for a day or so.
::::The character is hungry, having not eaten for the better part of a day.
::::Carrying Capacity reduced by 1 point. Healing speed slightly slower.
::::Carrying Capacity reduced by 1 point. Healing speed slightly slower.
::::Occurs when hunger is above 25%.


:::'''Very Hungry'''
:::'''Very Hungry'''
::::''"Severely Reduced strength and Healing"''
::::''"Reduced strength and healing."''
::::The character is very hungry since he hasn't eaten for almost a week and will need a big meal to satiate their hunger.
::::The character is very hungry, having not eaten for several days.
::::Carrying Capacity reduced by 2 point. Healing speed moderately slower.
::::Carrying Capacity reduced by 2 points. Healing speed moderately slower.
::::Occurs when hunger is above 45%.


:::'''Starving'''
:::'''Starving'''
::::''"Health now falling away"''
::::''"Health now just falling away..."''
::::The character is extremely hungry and will perish unless they eat.
::::The character is extremely weak and hungry. Unless they eat something, they will die.
::::Carrying Capacity reduced by 2 points. The character will lose health slowly until he or she eats again.
::::Carrying Capacity reduced by 2 points. The character will lose health slowly for as long as the moodle is active.
::::Occurs when hunger is above 70%.




::'''Positive Hunger Effects'''
::'''Positive Hunger Effects'''


::Having any positive hunger moodle will give the player ''+2 points'' of carrying capacity. The player will also heal from wounds faster, however hunger will decrease quicker while this buff is active, meaning a lot more food needs to be eaten a in order to maintain these bonuses.
::Having any positive hunger moodle will increase the character's Carrying Capacity by ''2 points.'' The player will also regain health faster. The buffs last only a short time, requiring constant nourishment to maintain the buffs.
::A character who goes to sleep with a positive hunger moodle may wake mid-sleep from a night terror.


:::'''Satiated'''
:::'''Satiated'''
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:::'''Full to Bursting'''
:::'''Full to Bursting'''
::::''"Couldn't take another single, solitary bite."''
::::''"Couldn't take another single, solitary bite."''
::::The character is completely full and will not be hungry for a long while. The player heals faster and their strength is increased.
::::The character is completely full and will not be hungry for a while. The player heals faster and their strength is increased.
----
----


===[[File:Moodle_injured.png]] Injured===
===[[File:Moodle_injured.png]] Injured===
----
----
:The character has been [[Health#Types_of_Injuries|injured]] in some way and has lost some health. This moodle is an indicator for the player's level of health remaining. Having critical injuries will begin to drain the player's health further until death.
:The character has been [[Health#Types_of_Injuries|injured]] in some way and has lost health. This moodle is an indicator for the player's remaining health.  


:''(Note: Effects on the character mostly depends on the spot of the wound. However, strength will still decrease no matter what.)''
:''(Note: Effects on the character mostly depend on the wound location and type. However, strength will still decrease no matter what.)''


::'''Discomfort'''
::'''Discomfort'''
:::''"Something doesn't feel right..."''
:::''"Something doesn't feel right..."''
:::No additional effects yet.
:::Occurs when health is below 80%.


::'''Injured'''
::'''Injured'''
:::''"Strength and speed reduced"''
:::''"Strength and speed reduced."''
:::Carrying Capacity reduced by 1 point.
:::Occurs when health is below 60%.


::'''Severe Injuries'''
::'''Severe Injuries'''
:::''"Strength and speed severely reduced"''
:::''"Strength and speed severely reduced."''
:::Carrying Capacity reduced by 2 points.
:::Occurs when health is below 40%.


::'''Critical Injuries'''
::'''Critical Injuries'''
:::''"Not going gently into that good night..."''
:::''"Not going gently into that good night..."''
:::Carrying Capacity reduced by 3 points.
:::Occurs when health is below 25%.
----
----
===<span id="In Pain">[[File:Moodle_pain.png]] Pain</span>===  
===<span id="In Pain">[[File:Moodle_pain.png]] Pain</span>===  
----
----
:The character is in pain, from a wound, exercise fatigue or other [[Health#Types_of_Injuries|injuries]]. This moodle can be removed by using [[painkillers]]. The level of pain is more or less consistent with the severity of the character's injuries. Having severe pain or agony with near-full health is an indicator that the player may be infected. It is possible for the player to be in too much pain to sleep, requiring the use of painkillers. Sleeping in a poor-quality bed or a vehicle can also cause neck pain for a short duration upon awakening.
:The character is in pain, whether from a wound, exercise fatigue or other [[Health#Types_of_Injuries|injuries]]. This moodle can be removed by using [[painkillers]]. The level of pain is more or less consistent with the severity of the character's injuries.
:It is possible for the player to be in too much pain to sleep, requiring the use of items to rest. High level [[#Fatigue|tiredness]] can allow them to sleep, even in severe or extreme pain. Sleeping in a poor-quality bed or a vehicle can lead to neck pain and slight damage for a short while upon awakening.


::'''Minor Pain'''
::'''Minor Pain'''
:::''"Feeling slight pain"''
:::''"Feeling slight pain."''
:::The character is in slight pain. 5% increased chance to trip when run/sprint vaulting a low fence.
:::The character hurts somewhat. 5% increased chance to trip when run/sprint vaulting a low fence.


::'''Pain'''
::'''Pain'''
:::''"Speed and Accuracy slightly reduced"''
:::''"Speed and accuracy slightly reduced."''
:::The character is in a moderate amount of pain. 10% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed slightly decreased depending on the spot of the injury. Sleeping disabled.
:::The character hurts enough to have their abilities reduced. 10% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed slightly decreased depending on the spot of the injury. Sleeping disabled.


::'''Severe Pain'''
::'''Severe Pain'''
:::''"Speed and Accuracy reduced"''
:::''"Speed and accuracy reduced."''
:::The character is in severe pain. 15% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed moderately decreased depending on the spot of the injury.  
:::The character is suffering from considerable pain. 15% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed moderately decreased depending on the spot of the injury.  


::'''Agony'''
::'''Agony'''
:::''"Speed and Accuracy severely reduced"''
:::''"Speed and accuracy severely reduced."''
:::The character is in complete agony. 20% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed massively decreased depending on the spot of the injury. Exercising disabled.
:::The character is struggling under the extreme pain. 20% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed severely decreased depending on the spot of the injury. Exercising disabled.
----
----


===<span id="Panicked">[[File:Moodle_panic.png]] Panic</span>===
===<span id="Panicked">[[File:Moodle_panic.png]] Panic</span>===
----
----
:The character is panicking, usually due to the sight of zombies. Panic makes your vision cone narrower, reduces critical chance, push knockdown chance and knockback, melee damage and severely reduces accuracy with firearms.  This moodle can be removed and prevented temporarily by using [[beta blockers]] or [[Items#Alcohol|alcohol]]. [[Sleep]] will boost the rate of panic loss, but there is a chance when sleeping for a character to abruptly wake up with a high level of panic due to having a nightmare. Fortunately, with time, this moodle will become less common as the character becomes acclimated to the zombies. Your character recovers from panic quicker each day as time ticks over to midnight to the next day up to a maximum of 150 days survived.
:The character is panicking, usually due to the sight of nearby zombies. Panic makes your vision cone narrower, reduces critical chance, push knockdown chance and knockback, melee damage, and severely reduces accuracy with firearms.   
:This moodle can be removed and prevented temporarily by using [[beta blockers]] or [[Items#Alcohol|alcohol]], which greatly improve panic reduction speed. [[Sleep]] will boost the rate of panic loss, but there is a chance for a sleeping character to abruptly wake up with strong panic and stress due to a nightmare.  
:Characters accrue panic faster if a zombie is detected behind them. Re-spotting zombies increases panic, even if the character only turns around momentarily.
 
:Over time, this moodle will become less common as the character becomes acclimated to the zombies. A character's panic recovery speed increases every day, as time ticks over to midnight, up to a maximum of 150 days survived.


:[[Traits]]:</br>
:[[Traits]]:</br>
:Characters with '''Desensitized''' can never gain levels of Panic from exposure to zombies, though they may still gain Panic from nightmares. '''Agoraphobic''' and '''Claustrophobic''' characters will slowly gain panic in open and enclosed spaces respectively. '''Brave''' reduces zombie-presence panic gain by 30%, whilst '''Cowardly''' instead doubles zombie-presence panic gain. '''Hemophobic''' characters will gain panic if exposed to blood. Finally, characters with '''Adrenaline Junkie''' will gain a movement speed bonus when at Strong or Extreme Panic.
::Characters with '''Desensitized''' can never gain levels of Panic from exposure to zombies, though they may still gain Panic from nightmares.  
::'''Agoraphobic''' and '''Claustrophobic''' characters will slowly gain panic in open and enclosed spaces respectively - the rate of panic depends on the number of visible tiles, meaning '''Claustrophobic''' characters may not get panicked in large enough rooms.  
::'''Brave''' reduces zombie-presence panic gain by 30%, whilst '''Cowardly''' instead doubles zombie-presence panic gain.  
::'''Hemophobic''' characters will gain panic if performing first-aid on themselves. Finally, characters with '''Adrenaline Junkie''' will gain a movement speed bonus when at Strong or Extreme Panic.


::'''Slight Panic'''
::'''Slight Panic'''
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::'''Panic'''
::'''Panic'''
:::''"Accuracy reduced"''
:::''"Accuracy reduced"''
::::2.3% decreased critical chance, 10% decreased melee damage. Character will get up quickly from sitting from now on.
::::2.3% decreased critical chance. 10% decreased melee damage. The character will stand up faster from a sitting position.


::'''Strong Panic'''
::'''Strong Panic'''
:::''"Accuracy severely reduced"''
:::''"Accuracy severely reduced"''
::::3.9% decreased critical chance, 20% decreased melee damage.
::::3.9% decreased critical chance. 20% decreased melee damage.


::'''Extreme Panic'''
::'''Extreme Panic'''
:::''"Accuracy and vision severely reduced"''
:::''"Accuracy and vision severely reduced"''
::::5.2% decreased critical chance, 30% decreased melee damage.  
::::5.2% decreased critical chance. 30% decreased melee damage.  
----
----


===[[File:Moodle_sick.png]] Sick===
===[[File:Moodle_sick.png]] Sick===
----
----
:The character has contracted some sort of illness through consuming raw/bad food or having been infected by a zombie. The effects of food poisoning is reversible by being [[Moodles#Hungry|well-fed]] and by not being [[Moodles#Tired|Tired]], whereas zombification can never be cured. Consuming cigarettes will cause some sickness unless the character is a Smoker. The character's body core temperature will start to rise if they are sick.
:The character has contracted some sort of illness, whether through consuming raw/bad food or having been infected by a zombie. Food poisoning is reversible, so long as the character is [[Moodles#Hungry|well-fed,]] [[Moodles#Tired|rested]] and especially consumes Lemongrass, whereas zombification can never be cured.
:Cigarettes will cause some sickness if smoked, unless the character is a Smoker.  
:Note that, currently, drinking tainted water from a container (water bottle, kettle...) is almost always lethal, but drinking directly from the water source (river, lake, puddle, Water Collectors) is much safer and only slightly increases sickness.


::'''Queasy'''
::'''Queasy'''
:::''"Take things easy"''
:::''"Take things easy."''
:::The character is beginning to feel ill. Health starts to decline if it's a zombification.
:::The character is beginning to feel ill. Mildly increased body temperature generation.
:::Health starts to decline if it's zombification or poisoning. Occurs when sickness is above 25%.


::'''Nauseous'''
::'''Nauseous'''
:::''"Strength and healing reduced"''
:::''"Strength and healing reduced."''
:::The severity of the character's illness is increasing. Health starts to drop even further.
:::Carrying Capacity reduced by 1 point. Moderately increased body temperature generation. Moderately slower healing if it's due to bad food.
:::Health continues to decrease if it's zombification or poisoning. Occurs when sickness is above 50%.


::'''Sick'''
::'''Sick'''
:::''"Strength and healing severely reduced"''
:::''"Strength and healing severely reduced."''
:::The character is feeling strong effects from the illness they have contracted. From this point on, healing is almost non-existent unless the character is well fed. The character will be near terminal health if they are infected.
:::Carrying Capacity reduced by 2 points. Further increased body temperature generation. Much slower healing if it's due to bad food.
:::Health reaches Severe Damage levels if it's zombification or poisoning. Occurs when sickness is above 75%.


::'''Fever'''
::'''Fever'''
:::''"Increasing danger of death."''
:::''"Increasing danger of death."''
:::The character is severely suffering from the illness, and will eventually die without being well-fed and having enough sleep unless the character is infected by a zombie.
:::Carrying Capacity reduced by 3 points. Significantly increased body temperature generation. Health declines somewhat slowly if it's due to bad food.
:::Health reaches Critical or Highly Critical Damage levels if it's zombification or poisoning. Occurs when sickness is above 90%.
----
----


===<span id="Stressed">[[File:Moodle_stressed.png]] Stress</span>===
===<span id="Stressed">[[File:Moodle_stressed.png]] Stress</span>===
----
----
:The stress moodle will appear when the player is [[#Sick|sick]], surrounded by [[zombies]], being extremely bloody with the [[Trait#Negatives|hemophobic trait]], waking up from a night terror, or not smoking [[cigarettes]] for a while with the [[Trait#Negatives|smoker trait]]. Stress can be treated by smoking cigarettes, reading [[Items#Literature|literature]] and creating distance from the zombies. This moodle is often accompanied by [[#Sick|sickness]], indicating the player's fear of infection or death. Stress reduces the damage and accuracy of weapons (shaking hands...). Being stressed for long periods will eventually increase [[#Unhappiness|unhappiness]].
:The stress moodle will appear when the character is potentially [[#Sick|infected]], surrounded by [[zombies]], covered in blood with the [[Trait#Negatives|hemophobic trait]], wakes up from a night terror, or has not smoked [[cigarettes]] for a while with the [[Trait#Negatives|smoker trait]].  
:Stress can be treated by smoking cigarettes, reading [[Items#Literature|literature,]] and putting some distance from the zombies. This moodle is often accompanied by [[#Sick|sickness]], indicating the player's fear of infection or death.  
:Stress reduces the damage and accuracy of weapons (shaking hands...), and prolonged stress will lead to [[#Unhappiness|unhappiness]].


::'''Anxious'''
::'''Anxious'''
:::''"On Edge"''
:::''"On edge."''
::::No effect
::::The character suffers from minor stress. No effect yet.
::::Occurs when stress is above 25%.


::'''Agitated'''
::'''Agitated'''
:::''"Nervous and Jumpy"''
:::''"Nervous and jumpy."''
::::Unhappiness increases at a slow speed. 10% decreased melee damage.
::::The character is noticeably stressed. 10% decreased melee damage. Unhappiness rises slowly.
::::Occurs when stress is above 50%.


::'''Stressed'''
::'''Stressed'''
:::''"Sweaty Palms. Gnawing Fears."''
:::''"Sweaty palms. Gnawing fear."''
::::Unhappiness rises at a moderate speed. 20% decreased melee damage.
::::The character is highly stressed. 20% decreased melee damage. Unhappiness rises moderately fast.
::::Occurs when stress is above 75%.


::'''Nervous Wreck'''
::'''Nervous Wreck'''
:::''"Terrified"''
:::''"Terrified."''
::::Unhappiness rises at a high speed. 30% decreased melee damage.
::::The character is extremely stressed. 30% decreased melee damage. Unhappiness rises quickly.
::::Occurs when stress is above 90%.


----
----
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===<span id="Thirsty">[[File:Moodle_thirsty.png]] Thirst</span>===
===<span id="Thirsty">[[File:Moodle_thirsty.png]] Thirst</span>===
----
----
:This moodle indicates that the player is dehydrated. Being dehydrated will reduce your maximum carrying capacity and will drain your health and kill you at the last stage.  
:This character has gone a while without drinking water or other beverages. Dehydration leads to weakness, reduced carrying capacity, and eventual death.


::'''Slightly Thirsty'''
::'''Slightly Thirsty'''
:::''"Dry Mouth"''
:::''"Dry Mouth."''
:::No effects yet.
:::Occurs when thirst is above 13%.


::'''Thirsty'''
::'''Thirsty'''
:::''"Dehydrated"''
:::''"Dehydrated."''
:::-1 carrying capacity. The player is growing weaker from thirst.
:::Carrying Capacity reduced by 1 point.
:::Occurs when thirst is above 25%.


::'''Parched'''
::'''Parched'''
:::''"Feeling faint and dizzy"''
:::''"Feeling faint and dizzy."''
:::-2 carrying capacity. The player is even weaker from dehydration.
:::Carrying Capacity reduced by 2 points.
:::Occurs when thirst is above 70%.


::'''Dying of Thirst'''
::'''Dying of Thirst'''
:::''"Desperate for water"''
:::''"Desperate for water."''
:::-2 carrying capacity. Unless quenched, death will occur.
:::Carrying Capacity reduced by 2 points. Health slowly decreases until either death, or the character quenches their thirst.
:::Occurs when thirst is above 85%.
----
----


===<span id="Fatigue">[[File:Moodle_tired.png]] Tired</span>===  
===<span id="Fatigue">[[File:Moodle_tired.png]] Tired</span>===  
----
----
:The character has stayed awake for an extended period of time. This moodle can be removed by [[sleep]]ing.  [[Vitamins|Vitamins]] can reduce tiredness while [[sleeping tablets]] will increase it. You become less resistant to cold, endurance regeneration decreased, narrower vision cone, perception decreased and less damage.
:The character has stayed awake for an extended period of time, and is becoming tired. Fatigue leads to significantly reduced [[#Endurance|endurance]] regeneration - to the point of stopping altogether. The vision cone, weapon damage penalties and body heat generation also get worse with increasing tiredness.
:This moodle can be removed by [[sleep]]ing.  Items like [[Vitamins|vitamins]] or a caffeinated drink can reduce tiredness, while [[sleeping tablets]] will increase it.  
:Note that, currently, players cannot pass out from lack of sleep.


::'''Drowsy'''
::'''Drowsy'''
:::''"Could do with a lie-down"''
:::''"Could do with a lie-down."''
:::The character is slightly fatigued. 50% less melee damage.
:::The character is slightly fatigued. 50% decreased melee damage.
:::Starts when the character has reached 60% tiredness.
:::Occurs when fatigue is above 60%.


::'''Tired'''
::'''Tired'''
:::''"Awareness reduced"''
:::''"Awareness reduced."''
:::The character has become fatigued. 80% less melee damage.
:::The character is fatigued. 80% decreased melee damage.
:::Starts when the character has reached 70% tiredness.
:::Occurs when fatigue is above 70%.


::'''Very Tired'''
::'''Very Tired'''
:::''"Awareness severely reduced"''  
:::''"Awareness severely reduced."''  
:::The character is very fatigued. 90% less melee damage.
:::The character is very fatigued. 90% decreased melee damage.
:::Starts when the character has reached 80% tiredness.
:::Occurs when fatigue is above 80%.


::'''Ridiculously Tired'''
::'''Ridiculously Tired'''
:::''"In danger of passing out."''  
:::''"So tired. So desperately, inhumanly tired."''  
:::The character is extremely fatigued. 95% less melee damage.
:::The character is extremely fatigued. 95% decreased melee damage.
:::Starts when the character has reached 90% tiredness.
:::Occurs when fatigue is above 90%.


----
----
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===<span id="Unhappiness">[[File:Moodle_unhappy.png]] Unhappy</span>===
===<span id="Unhappiness">[[File:Moodle_unhappy.png]] Unhappy</span>===
----
----
:If the player is too bored, they will become unhappy. This effect causes actions, such as item transfer or readying a weapon, take longer.
:A character may become unhappy if subjected to prolonged boredom, stress, or consumes certain food items. Unhappiness makes all timed actions take longer, from equipping weapons to transferring items between containers.
:This moodle can be combated by reading certain items of literature, eating [[food]] that increases happiness, such as [[pop]] or [[chocolate]], or by taking [[anti-depressants]]. This moodle will slightly increase the time taken to complete most actions. Once [[NPC]] survivors are re-implemented, talking to them can also help with unhappiness.
:This moodle can be combated by reading certain items of literature, eating [[food]] that increases happiness - such as [[pop]] or [[chocolate]], or by taking [[anti-depressants]].
:Once [[NPC]] survivors are re-implemented, talking to them can also help with unhappiness.


::'''Feeling a little sad'''
::'''Feeling a little sad'''
:::''"Find a way to raise your mood."''
:::''"Find a way to raise your mood."''
:::No effect yet.
:::Occurs when unhappiness is above 20%.


::'''Getting a tad weepy'''
::'''Getting a tad weepy'''
:::''"Seek some excitement or human contact"''
:::''"Seek some excitement or human contact."''
:::Slightly slower timed actions.
:::Occurs when unhappiness is above 45%.


::'''Depressed'''
::'''Depressed'''
:::''"Ravaged by mourning and depression"''
:::''"Ravaged by mourning and desperation."''
:::Minorly slower timed actions.
:::Occurs when unhappiness is above 60%.


::'''Severely Depressed'''
::'''Severely Depressed'''
:::''"Find a way to forget reality"''
:::''"Find a way to forget reality."''
:::Moderately slower timed actions.
:::Occurs when unhappiness is above 80%.
----
----
===[[File:Moodle_zombie.png]] Zombie===  
===[[File:Moodle_zombie.png]] Zombie===  
----
----
:The character has been [[Knox Infection|infected]] by a [[zombie]] and subsequently changed into one. The now uncontrollable player will seek new prey.  
:The character has lost all their health and died, after being [[Knox Infection|infected]] by a [[zombie]]. The now-uncontrollable player will rise from the ground, and aimlessly wander the world.  
::'''Zombified'''
::'''Zombified'''
:::''"Sudden desire to eat people"''
:::''"Sudden desire to eat people."''


==Removed/Future Moodles==
==Removed/Future Moodles==
===<span id=Anger>[[File:Moodle_angry.png]] Angry</span>===
===<span id=Anger>[[File:Moodle_angry.png]] Angry</span>===
----
----
:The anger moodle pops up for both sides when [[NPCs]] reject team requests made by a player or another NPC. Although the "irritated" moodle does not do anything, the "annoyed" moodle will disable friendly reactions. The "angry" moodle will then disable neutral reactions, and only the angry attitude will be left. If the player goes as far as the "furious" moodle, then the player is likely to engage in a duel to death with a NPC. Currently, this moodle is disabled due to there being no NPCs in the current game build although it is expected to return when they're re-enabled.
:In previous versions of ''Project Zomboid,'' the anger moodle pops up for both sides when [[NPCs]] reject team requests made by a player or another NPC. Each level of the Anger moodle beyond ''Irritated'' progressively blocks interaction attitudes, culminating in open hostility with the risk of combat at the most intense stage.
:Currently, this moodle is disabled due to there being no NPCs in the current game build, although it is expected to return when they're re-enabled.


::'''Irritated'''
::'''Irritated'''
:::''"A bit narked off"''
:::''"A bit narked off"''
:::No effects yet.


::'''Annoyed'''
::'''Annoyed'''
:::''"Seriously bad mood."''
:::''"Seriously bad mood."''
:::Positive/friendly interactions disabled.


::'''Angry'''
::'''Angry'''
:::''"Ball of rage."''
:::''"Ball of rage."''
:::Neutral interactions disabled.


::'''Furious'''
::'''Furious'''
:::''"Spoiling for a fight."''
:::''"Spoiling for a fight."''
:::Interacting with an NPC can lead to combat, with potentially lethal results.
----
----
===[[File:Moodle_hungover.png]] Hungover===
===[[File:Moodle_hungover.png]] Hungover===
----
----
:This moodle indicates that the player has been staying too long outside after or during intoxication. The only solution is to stay indoors. This moodle does not affect the character and doesn't exist in the current version.  
:This moodle used to indicate indicates that the player has been staying too long outside, after or during intoxication. The only solution was to stay indoors.
:It is absent from the current version.


==See also==
==See also==

Revision as of 16:26, 28 January 2022

GameplayPlayerMoodles

A moodle is an indicator of the current emotional and physical state of the player, similar to status effects in role-playing games. Moodles are displayed in the top right-hand corner of the screen, and hovering the cursor over an individual moodle provides further information.

List of Moodles

File:Moodle bleeding.png Bleeding


The character is losing blood from an open wound, either from a bite, scratch or other injuries. The severity of the bleeding dictates how quickly the character loses vitality.
This moodle can be removed by bandaging the bleeding body parts. Note that zombies are attracted to the scent of a bleeding player, and the health drain from mild bleeding can be countered by being fed.
Minor Bleeding
"Bandage required."
The character has at least one bleeding wound. Slow health loss over time if left unchecked.
Bleeding
"Strength and speed reduced."
The character has at least two bleeding wounds. Moderate health loss over time if left unchecked.
Severe Bleeding
"Strength and speed severely reduced."
The character has at least three bleeding wounds. Serious health loss over time if left unchecked.
Massive Blood Loss
"Death imminent"
Massive bleeding from four or more wounds that will lead to death unless dealt with immediately. Note that neck wounds, while not considered as Severe or Massive Bleeding, drain health the fastest.

File:Moodle bored.png Bored


This moodle indicates that the character is bored from inactivity. It is triggered by standing idle for too long, being indoors, reading Skill books, or eating poor quality food (either due to low quality, or using stale, rotten or repeat ingredients).
This moodle can be removed by reading literature, watching television, listening to CDs or a radio, becoming panicked, and being active outdoors. While this moodle does nothing on its own, it can lead to unhappiness.
Getting Bored
"Occupy yourself, or seek entertainment"
The character is starting to get bored. No effects yet.
Bored
"In danger of becoming unhappy"
The character is bored. Unhappiness rises at a slow rate.
Very Bored
"High chance of becoming unhappy"
The character is highly bored. Unhappiness rises at a moderate rate.
Extremely Bored
"Very high chance of becoming unhappy"
The character is incredibly bored. Unhappiness rises quickly.

File:Moodle cold.png Has a Cold


The character has been exposed to cold weather, or stayed wet long enough to contract a cold. While suffering from a cold, the character will occasionally cough and sneeze, attracting nearby zombies. The sound can be dampened with tissue.
To cure a cold faster, the character should stay well-fed, get plenty of rest, and avoid being wet or cold.
Having the Resilient Traits helps with recovery by significantly reducing the chance of catching a cold (-55%), its progression speed (-20%) and strength (-50%), while Prone to Illness does the opposite (+70% chance, +20% cold strength, +50% progression speed).
The Outdoorsman trait also greatly reduces the chance of catching a cold in the first place (10% the usual chance from cold weather or wetness).
Runny Nose
"Occasional sneezing."
The character has a small chance of sneezing or coughing.
The Sniffles
"Prone to sneezing."
The character may sneeze or cough more frequently.
You Have A Cold
"Sneezing and coughing. Speed and healing reduced."
The character sneezes and coughs often, making avoiding zombies difficult.
You Have A Nasty Cold
"Speed and healing now severely reduced."
The character sneezes and coughs continuously, likely attracting zombies constantly unless in a remote area or indoors.

File:Moodle dead.png Dead


The character has taken too much damage, lost all of their health and passed away.
This is the moodle that results from dying, provided that the player wasn't infected instead.
Deceased
"High chance of becoming rat food."

File:Moodle drunk.png Drunk


The character has drunk alcohol and, thus, become intoxicated. Being drunk greatly increases fatigue, depending on the level of drunkness. It also makes your character generate less heat, diminishes weapon accuracy, and delays driving controls.
This moodle will disappear over time, with sleep and rest speeding up the process.
A Bit Tipsy
"Downed some booze"
Inebriated
"Co-ordination slightly impaired."
Plastered
"Coordination impaired"
Utterly Shit-Faced
"Iss you an' me 'gainst the wurld. I love you. I LOVE YOU."

File:Moodle endurance.png Endurance


The character is exerted from physical activities such as running, sprinting, vaulting fences or swinging their weapon. They will walk, run, sprint, and swing weapons slower, and have a higher chance of tripping.
Endurance recovers on its own when the character is idle and suffering no further negative effects. This can be sped up by sitting on the ground or in a vehicle, resting on furniture, eating Ginseng or having high Fitness skills. Conversely, walking or sneaking sharply decreases, or even nullifies, recovery.
Note that fatigue greatly reduces endurance recovery.
Moderate Exertion
"Take a break."
The character is becoming exhausted. 50% reduced melee damage. 0.07 decreased attack speed. 10% increased chance to trip when run/sprint vaulting a low fence. 5% less chance to climb tall fences. 15% slower walking/running/sprinting speed.
Occurs when 25% of total endurance has been used.
High Exertion
"Can barely run"
The character is exhausted. 80% reduced melee damage. 0.14 decreased attack speed. 20% increased chance to trip when run/sprint vaulting a low fence. 10% less chance to climb tall fences. 30% slower walking/running speed. Sprinting disabled.
Occurs when 50% of total endurance has been used.
Excessive Exertion
"Can barely walk"
The character is highly exhausted. 90% reduced damage. 0.21 decreased attack speed. 30% increased chance to trip when run/sprint vaulting a low fence. 15% less chance to climb tall fences. 45% slower walking speed. Running and "power-walking" disabled.
Occurs when 75% of total endurance has been used.
Exhausted
"Can barely move"
The character is thoroughly exhausted. 95% reduced damage. 0.28 decreased attack speed. 40% increased chance to trip when run/sprint vaulting a low fence. 20% less chance to climb tall fences. 60% slower walking speed. The character will no longer be able to swing the sledgehammer, wood axe, and similar heavy melee weapons.
Occurs when 90% of total endurance has been used.

File:Moodle heavyLoad.png Heavy Load


The character is carrying too much, which results in slower and clumsier movement. At Very Heavy Load and above, the character will take continuous, albeit non-lethal damage. This damage can be stalled if the character sits on the ground.
The chances of tripping from stumbling into zombies, running and jumping over fences, and failing to climb tall walls also increases.
Fairly Heavy Load
Total Weight: 0.1+
"Carrying a little too much."
The character is encumbered. 13% increased chance to trip when run/sprint vaulting a low fence. 5% less critical chance. 0.07 less attack speed. 8% less chance to climb tall fences. 15% slower walking/running/sprinting speed.
Heavy Load
Total Weight: 2+
"Movement speed reduced."
The character is moderately encumbered. 26% increased chance to trip when run/sprint vaulting a low fence. 10% less critical chance. 0.14 less attack speed. 16% less chance to climb tall fences. 30% slower walking/running speed. Sprinting disabled.
Very Heavy Load
Total Weight: 4+
"Movement speed highly reduced."
The character is very encumbered. 39% increased chance to trip when run/sprint vaulting a low fence. 15% less critical chance. 0.21 less attack speed. 24% less chance to climb tall fences. 45% slower walking/running speed. Running disabled (can only "power-walk").
Endurance decreases slowly while moving, and will take damage slowly until at 75% Health.
Extremely Heavy Load
Total Weight: 6+
"Can't take much more! Movement compromised."
The character is extremely encumbered. 52% increased chance to trip when run/sprint vaulting a low fence. 20% less critical chance. 0.28 less attack speed. 32% less chance to climb tall fences. 60% slower walking speed.
Endurance decreases at a moderate rate while moving, and will take damage until at 75% Health.

File:Moodle hyperthermia.png Hyperthermia


The character is getting too hot due to excessive heat exposure from a heat source, clothing, weather, vehicle heater, or exercise/exertion. Going indoors or wearing lighter clothing will remove this. Being hydrated is important to have good heat resistance.
This is also a sign of illness or zombie infection, as these lead to an increase in body temperature. Note that it is highly improbable to reach maximum Hyperthermia in the current version of the game, as sweat helps dissipate and control heat.
Note that, despite the reduction in speed, the character's sprinting ability is not affected currently.
Unpleasantly Hot
"Consider taking off clothing. Thirst increased."
The character is somewhat hotter than normal. Their thirst will increase slightly faster.
Occurs when core body temperature is above 37.5 C.
Overheated
"Thirsty. Sweaty. Over-exposed."
The character is quite a lot hotter than usual. Faster thirst and tiredness rate. 34% decreased attack speed. Slightly reduced movement speed.
Occurs when core body temperature is above 39 C.
Sunstruck
"Nauseous, unable to concentrate and desperate for liquids."
The character is very hot. Faster still thirst and tiredness rate. 67% decreased attack speed. Moderately reduced movement speed.
Occurs when core body temperature is above 40 C.
Hyperthermic
"Delirious from heat stroke and exposure. Severely endangered."
The character is far too hot. Significantly faster thirst and tiredness rate. Small reduction in awareness. 90% decreased attack speed. Severely reduced movement speed. The character will lose health very slowly.
Occurs when core body temperature is above 41 C.

File:Moodle hypothermia.png Hypothermia


The character is too cold due to a lack of warm clothes, staying wet, cold weather and wind chill or a vehicle's A/C. To combat hypothermia, the character can wear warmer clothes, stay indoors, build a campfire or turn on the heater in a vehicle. Being hungry, tired and unfit severely reduces the character cold resistance.
This moodle affects the character's speed, and the character will slowly lose health when hypothermic until at 1% health. Being cold also increases the chance of catching the flu.
Note that, despite the reduction in speed, the character's sprinting ability is not affected currently.
Chilly
"It feels a bit nippy around here..."
The character is starting to become cold. No effects yet.
Occurs when core body temperature is below 36.5 C.
Cold
"You need to find ways to keep warm."
The character is getting colder. 34% decreased attack speed. Moderately decreased walking/running speed.
Occurs when core body temperature is below 35 C.
Freezing
"Man alive. It is SO cold."
The character is very cold. 67% decreased attack speed. Significantly decreased walking/running speed.
Occurs when core body temperature is below 30 C.
Hypothermic
"Body and mind obsessed by the cold."
The character is extremely cold. 90% decreased attack speed. Severely decreased walking/running speed. Slowly loses health until at 1% Health.
Occurs when core body temperature is below 25 C.

File:Moodle wet.png Wet


The character and their clothing have become soaked, typically due to rain, but this can also occur due to sweat from exertion (exercise, sprinting, etc.). Prolonged exposure can increase the risk in which the player will get a cold, but the Outdoorsman and Resilient traits reduce the chances of catching a cold.
This moodle can be removed by going indoors out of the rain for a while, standing by a heat source, or drying oneself with a dish towel or bath towel.
The character can slow the rate of wetness by equipping an umbrella in their first or secondary slot; it won't fully stop them from getting wet, but it stops the "Soaking" and "Drenched" moodle. Wet clothes have decreased insulation, which makes getting cold more likely.
Damp
"Slightly damp. Rain, or sweat?"
The character is slightly wet from being in the rain for too long, or from overexertion. No effects yet.
Occurs at 15% total body wetness.
Wet
"Sweatier, or even more rained on?"
The character is somewhat wet from being in the rain for too long, or from overexertion.
Occurs at 40% total body wetness.
Soaking
"Chance of catching a cold."
The character is quite wet from being in the rain for too long, or from overexertion, and may become sick as a result.
Occurs at 70% total body wetness.
Drenched
"High chance of catching a cold."
The character is very wet from being in the rain for too long, or from overexertion, and is likely to become sick as a result.
Occurs at 90% total body wetness.

Moodle Icon Windchill.png Windchill


The character is exposed to wind, and their apparent temperature may be colder than the actual air temperature. The colder the air is, the stronger the windchill is.
The only way to get rid of this moodle is by going indoors.
Slight windchill
"It's feeling 5 to 10 degrees colder than it actually is."
Uncomfortable windchill
"It's feeling 10 to 15 degrees colder than it actually is."
Freezing windchill
"It's feeling 15 to 20 degrees colder than it actually is."
Horrific windchill
"It's feeling more than 20 degrees colder than it actually is."
At this point, getting cold is inevitable. Strong blizzards can trigger this moodle.

File:Moodle hungry.png Hungry


This moodle represents the character's hunger state. A red background indicates that the player needs to eat food. A green background shows that the character is well fed.
Being fed boosts strength, carry capacity and healing rate, whereas being hungry has the opposite effect, in addition to slower body heat generation.
Note that, currently, nutrition and hunger are entirely separate. Burning or gaining calories has no effect on this moodle. An emaciated character can still die when Full to Bursting; conversely, a starving character can die even if well overweight.
Negative Hunger Effects
Peckish
"Could do with a bite to eat."
The character is beginning to feel hungry. No effects yet.
Occurs when hunger is above 15%.
Hungry
"Could eat a horse right now."
The character is hungry, having not eaten for the better part of a day.
Carrying Capacity reduced by 1 point. Healing speed slightly slower.
Occurs when hunger is above 25%.
Very Hungry
"Reduced strength and healing."
The character is very hungry, having not eaten for several days.
Carrying Capacity reduced by 2 points. Healing speed moderately slower.
Occurs when hunger is above 45%.
Starving
"Health now just falling away..."
The character is extremely weak and hungry. Unless they eat something, they will die.
Carrying Capacity reduced by 2 points. The character will lose health slowly for as long as the moodle is active.
Occurs when hunger is above 70%.


Positive Hunger Effects
Having any positive hunger moodle will increase the character's Carrying Capacity by 2 points. The player will also regain health faster. The buffs last only a short time, requiring constant nourishment to maintain the buffs.
A character who goes to sleep with a positive hunger moodle may wake mid-sleep from a night terror.
Satiated
"Gnawing hunger entirely absent."
The character is not hungry, for now. The player heals faster and their strength is increased.
Well Fed
"Tummy full. Goodness is making its way through your system."
The character is full. The player heals faster and their strength is increased.
Stuffed
"Stomach contented. Health and strength aided."
The character is full and energized. The player heals faster and their strength is increased.
Full to Bursting
"Couldn't take another single, solitary bite."
The character is completely full and will not be hungry for a while. The player heals faster and their strength is increased.

File:Moodle injured.png Injured


The character has been injured in some way and has lost health. This moodle is an indicator for the player's remaining health.
(Note: Effects on the character mostly depend on the wound location and type. However, strength will still decrease no matter what.)
Discomfort
"Something doesn't feel right..."
No additional effects yet.
Occurs when health is below 80%.
Injured
"Strength and speed reduced."
Carrying Capacity reduced by 1 point.
Occurs when health is below 60%.
Severe Injuries
"Strength and speed severely reduced."
Carrying Capacity reduced by 2 points.
Occurs when health is below 40%.
Critical Injuries
"Not going gently into that good night..."
Carrying Capacity reduced by 3 points.
Occurs when health is below 25%.

File:Moodle pain.png Pain


The character is in pain, whether from a wound, exercise fatigue or other injuries. This moodle can be removed by using painkillers. The level of pain is more or less consistent with the severity of the character's injuries.
It is possible for the player to be in too much pain to sleep, requiring the use of items to rest. High level tiredness can allow them to sleep, even in severe or extreme pain. Sleeping in a poor-quality bed or a vehicle can lead to neck pain and slight damage for a short while upon awakening.
Minor Pain
"Feeling slight pain."
The character hurts somewhat. 5% increased chance to trip when run/sprint vaulting a low fence.
Pain
"Speed and accuracy slightly reduced."
The character hurts enough to have their abilities reduced. 10% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed slightly decreased depending on the spot of the injury. Sleeping disabled.
Severe Pain
"Speed and accuracy reduced."
The character is suffering from considerable pain. 15% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed moderately decreased depending on the spot of the injury.
Agony
"Speed and accuracy severely reduced."
The character is struggling under the extreme pain. 20% increased chance to trip when run/sprint vaulting a low fence. Movement, Melee damage or Attack speed severely decreased depending on the spot of the injury. Exercising disabled.

File:Moodle panic.png Panic


The character is panicking, usually due to the sight of nearby zombies. Panic makes your vision cone narrower, reduces critical chance, push knockdown chance and knockback, melee damage, and severely reduces accuracy with firearms.
This moodle can be removed and prevented temporarily by using beta blockers or alcohol, which greatly improve panic reduction speed. Sleep will boost the rate of panic loss, but there is a chance for a sleeping character to abruptly wake up with strong panic and stress due to a nightmare.
Characters accrue panic faster if a zombie is detected behind them. Re-spotting zombies increases panic, even if the character only turns around momentarily.
Over time, this moodle will become less common as the character becomes acclimated to the zombies. A character's panic recovery speed increases every day, as time ticks over to midnight, up to a maximum of 150 days survived.
Traits:
Characters with Desensitized can never gain levels of Panic from exposure to zombies, though they may still gain Panic from nightmares.
Agoraphobic and Claustrophobic characters will slowly gain panic in open and enclosed spaces respectively - the rate of panic depends on the number of visible tiles, meaning Claustrophobic characters may not get panicked in large enough rooms.
Brave reduces zombie-presence panic gain by 30%, whilst Cowardly instead doubles zombie-presence panic gain.
Hemophobic characters will gain panic if performing first-aid on themselves. Finally, characters with Adrenaline Junkie will gain a movement speed bonus when at Strong or Extreme Panic.
Slight Panic
"Do your best to remain calm"
1.3% decreased critical chance.
Panic
"Accuracy reduced"
2.3% decreased critical chance. 10% decreased melee damage. The character will stand up faster from a sitting position.
Strong Panic
"Accuracy severely reduced"
3.9% decreased critical chance. 20% decreased melee damage.
Extreme Panic
"Accuracy and vision severely reduced"
5.2% decreased critical chance. 30% decreased melee damage.

File:Moodle sick.png Sick


The character has contracted some sort of illness, whether through consuming raw/bad food or having been infected by a zombie. Food poisoning is reversible, so long as the character is well-fed, rested and especially consumes Lemongrass, whereas zombification can never be cured.
Cigarettes will cause some sickness if smoked, unless the character is a Smoker.
Note that, currently, drinking tainted water from a container (water bottle, kettle...) is almost always lethal, but drinking directly from the water source (river, lake, puddle, Water Collectors) is much safer and only slightly increases sickness.
Queasy
"Take things easy."
The character is beginning to feel ill. Mildly increased body temperature generation.
Health starts to decline if it's zombification or poisoning. Occurs when sickness is above 25%.
Nauseous
"Strength and healing reduced."
Carrying Capacity reduced by 1 point. Moderately increased body temperature generation. Moderately slower healing if it's due to bad food.
Health continues to decrease if it's zombification or poisoning. Occurs when sickness is above 50%.
Sick
"Strength and healing severely reduced."
Carrying Capacity reduced by 2 points. Further increased body temperature generation. Much slower healing if it's due to bad food.
Health reaches Severe Damage levels if it's zombification or poisoning. Occurs when sickness is above 75%.
Fever
"Increasing danger of death."
Carrying Capacity reduced by 3 points. Significantly increased body temperature generation. Health declines somewhat slowly if it's due to bad food.
Health reaches Critical or Highly Critical Damage levels if it's zombification or poisoning. Occurs when sickness is above 90%.

File:Moodle stressed.png Stress


The stress moodle will appear when the character is potentially infected, surrounded by zombies, covered in blood with the hemophobic trait, wakes up from a night terror, or has not smoked cigarettes for a while with the smoker trait.
Stress can be treated by smoking cigarettes, reading literature, and putting some distance from the zombies. This moodle is often accompanied by sickness, indicating the player's fear of infection or death.
Stress reduces the damage and accuracy of weapons (shaking hands...), and prolonged stress will lead to unhappiness.
Anxious
"On edge."
The character suffers from minor stress. No effect yet.
Occurs when stress is above 25%.
Agitated
"Nervous and jumpy."
The character is noticeably stressed. 10% decreased melee damage. Unhappiness rises slowly.
Occurs when stress is above 50%.
Stressed
"Sweaty palms. Gnawing fear."
The character is highly stressed. 20% decreased melee damage. Unhappiness rises moderately fast.
Occurs when stress is above 75%.
Nervous Wreck
"Terrified."
The character is extremely stressed. 30% decreased melee damage. Unhappiness rises quickly.
Occurs when stress is above 90%.

File:Moodle thirsty.png Thirst


This character has gone a while without drinking water or other beverages. Dehydration leads to weakness, reduced carrying capacity, and eventual death.
Slightly Thirsty
"Dry Mouth."
No effects yet.
Occurs when thirst is above 13%.
Thirsty
"Dehydrated."
Carrying Capacity reduced by 1 point.
Occurs when thirst is above 25%.
Parched
"Feeling faint and dizzy."
Carrying Capacity reduced by 2 points.
Occurs when thirst is above 70%.
Dying of Thirst
"Desperate for water."
Carrying Capacity reduced by 2 points. Health slowly decreases until either death, or the character quenches their thirst.
Occurs when thirst is above 85%.

File:Moodle tired.png Tired


The character has stayed awake for an extended period of time, and is becoming tired. Fatigue leads to significantly reduced endurance regeneration - to the point of stopping altogether. The vision cone, weapon damage penalties and body heat generation also get worse with increasing tiredness.
This moodle can be removed by sleeping. Items like vitamins or a caffeinated drink can reduce tiredness, while sleeping tablets will increase it.
Note that, currently, players cannot pass out from lack of sleep.
Drowsy
"Could do with a lie-down."
The character is slightly fatigued. 50% decreased melee damage.
Occurs when fatigue is above 60%.
Tired
"Awareness reduced."
The character is fatigued. 80% decreased melee damage.
Occurs when fatigue is above 70%.
Very Tired
"Awareness severely reduced."
The character is very fatigued. 90% decreased melee damage.
Occurs when fatigue is above 80%.
Ridiculously Tired
"So tired. So desperately, inhumanly tired."
The character is extremely fatigued. 95% decreased melee damage.
Occurs when fatigue is above 90%.

File:Moodle unhappy.png Unhappy


A character may become unhappy if subjected to prolonged boredom, stress, or consumes certain food items. Unhappiness makes all timed actions take longer, from equipping weapons to transferring items between containers.
This moodle can be combated by reading certain items of literature, eating food that increases happiness - such as pop or chocolate, or by taking anti-depressants.
Once NPC survivors are re-implemented, talking to them can also help with unhappiness.
Feeling a little sad
"Find a way to raise your mood."
No effect yet.
Occurs when unhappiness is above 20%.
Getting a tad weepy
"Seek some excitement or human contact."
Slightly slower timed actions.
Occurs when unhappiness is above 45%.
Depressed
"Ravaged by mourning and desperation."
Minorly slower timed actions.
Occurs when unhappiness is above 60%.
Severely Depressed
"Find a way to forget reality."
Moderately slower timed actions.
Occurs when unhappiness is above 80%.

File:Moodle zombie.png Zombie


The character has lost all their health and died, after being infected by a zombie. The now-uncontrollable player will rise from the ground, and aimlessly wander the world.
Zombified
"Sudden desire to eat people."

Removed/Future Moodles

File:Moodle angry.png Angry


In previous versions of Project Zomboid, the anger moodle pops up for both sides when NPC reject team requests made by a player or another NPC. Each level of the Anger moodle beyond Irritated progressively blocks interaction attitudes, culminating in open hostility with the risk of combat at the most intense stage.
Currently, this moodle is disabled due to there being no NPCs in the current game build, although it is expected to return when they're re-enabled.
Irritated
"A bit narked off"
No effects yet.
Annoyed
"Seriously bad mood."
Positive/friendly interactions disabled.
Angry
"Ball of rage."
Neutral interactions disabled.
Furious
"Spoiling for a fight."
Interacting with an NPC can lead to combat, with potentially lethal results.

File:Moodle hungover.png Hungover


This moodle used to indicate indicates that the player has been staying too long outside, after or during intoxication. The only solution was to stay indoors.
It is absent from the current version.

See also