Mad Crafter [electric weapon and more] v0.2
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V0.2 Main Update:
+ Added visual effects for electric weapons
+ Electric weapons now cause zombies to stagger and be shortly stunned on hit
+ Rebalanced weapon stats
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Note: If you’re looking for a super-powerful weapon to wreak havoc in the game, this mod might not be what you’re searching for. MadCrafter is more about offering additional modification options for weapons, introducing new experiences, and turning otherwise useless in-game items into something valuable.

🏷️: I’ve always felt that the electrician skill in project zomboid was pretty useless except for being able to hotwire vehicles. However, this mod now provides a variety of electric shock weapons to choose from. With just press of a button, you can boost a weapon’s attack performance, though it comes at a cost.

Electric shock weapons require batteries to power them up; without batteries, they are just ordinary weapons or even weapons with lower damage because you’ve modified them too much, making them less wieldy. Each swing consumes a certain amount of electricity, with consumption varying between a defined minimum and maximum, and more powerful weapons consume even more power.
🔋 To check battery information: In the enable/disable electric mode option, you will see the current battery level.

All electric shock weapons are assembled from scrap parts, and during use, their circuitry may get damaged. The higher the risk of circuit failure, the more likely it is that the circuitry will break down, requiring repair before the electric mode can be used again. The circuit failure system operates on a fairly complex calculation that is influenced by both electrician and maintenance levels. The specific calculation is as follows:
Failure Probability = Base Failure Probability * (1 – Electrician Level * 0.125 [zero after level 8]) + Risk Conversion Factor * (Risk Value * (1 – Maintenance Level * 0.1) [minimum multiplier is 0.2]). A failure check is performed every x swings.
Currently, the default settings for the circuit failure values aren’t perfect yet, so sandbox settings have been added. You’re welcome to share your own values to help improve the default settings.
🔧 To check circuit status: In the "Repair Circuit" option, the current risk information is displayed (note: the risk value is not exactly the failure probability).

This is the primary feature of electric shock weapons—they can only be activated when the weapon has battery power and the circuitry is in good condition.
Once activated, each weapon will have its own unique enhancement effects. For example, spear-type weapons will have an increased maximum attack range, while hammers will see significant boosts in attack power and critical hit rate…
By default, when electric mode is activated, all electric shock weapons gain a certain increase in maximum attack units (this only takes effect when group attack mode is enabled).
The electric mode toggle can be set up in System Settings – Mod – MadCrafter, where you can also configure a hotkey for it. By default, no hotkey is set (the “G” key is recommended).

Each electric weapon produces a unique electric shock sound effect when electric mode is enabled. I spent a lot of time combining the original weapon sounds with electric effects; although it’s still a bit rough, it at least provides a satisfying impact. Every weapon has been given a pixel art icon that matches the style of the original game to reduce any sense of dissonance.

In movies or other games, there are always some weapons that look really cool. Now you can piece them together using scrap parts. There are also some items that primarily function as tools, allowing one item to serve multiple purposes:
- Cleaver Axe
- Dagger Trident
- Extinguisher Maul
- RailSpike Spear
- Nail-Spiked ShortSword
- Pipe Wrench Hatchet
- Saw Blade Claw
- Wrench Knife
- Zulu Short Spear
- Dagger Hatchet
- Saw Blade Bolt Cutters
- Keychain Screwdriver (Now you can hang the screwdriver on your keychain)
- You must find the "Electrician Maniac’s Diary" to unlock the crafting of electric shock weapons, or having an electrician level one higher than the required level will automatically unlock it.
- You need to find the "Hollywood Weapons Encyclopedia" to unlock the crafting of certain wild weapons, or having one level above the required level will automatically unlock them.
The mod currently supports CN, EN,RU,FR translations
RU translation thanks to ph0.
FR translation thanks to Bobitec.
Based on tests with more than 100 popular mods and over 10 hours of gameplay, I haven’t encountered any bugs in this mod. If you do find any bugs, please head over to the discussion forum below to provide feedback,thanks!
1.Due to the poor in-game performance of black colors, I plan to redo the weapon textures to reduce the use of black.
2.Add more electric shock and scrap-based weapons.
3.Introduce more convenient tools.
4.Add more world items, primarily to integrate crafting recipes, thereby reducing the crafting requirements for many weapons during exploration.
5.Consider developing dual-mode weapons, such as a spiked short sword that can attack with either the blade or the spike side.
6.Flame weapons? (Balancing these is quite challenging, so I might only consider it after B42 stabilizes.)
Feel free to leave comments or suggestions to help me improve this mod faster.
Workshop ID: 3418701509
Mod ID: Mad Crafter