Hammer: Difference between revisions
(changed icon to be model + added weapon infobox details) |
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Revision as of 12:35, 3 March 2019
Hammer | ||
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General | ||
Category | Weapon | |
Encumbrance | 1 | |
Function | Carpentry | |
Equipped | One-handed | |
Skill | Long Blunt | |
Damage | ||
Type | Blunt | |
Attack speed | 3 | |
Range | 0.61–1 tiles | |
Damage | 0.5–1 | |
Knockback | 0.5 | |
Knockdown | 0 | |
Technical details | ||
Base ID | Base.Hammer | |
A hammer is a tool used in crafting furniture and structures.
Usage
Carpentry
A hammer, in combination with wooden planks and nails, is required for most carpentry recipes. It is also necessary for barricading doors and windows.
Weapon
A hammer can be used as a melee weapon. It deals a decent amount of damage, but has a short range and little knockback. A hammer deals 9 damage per swing to doors and 1 damage per swing to trees. When compared to the 35 damage given by an axe, hammers are not recommended to be used in this way.
Both the baseball bat and plank can be improved by combining with them nails using a hammer, making them deal slightly more damage.
Crafting
A hammer can be used in the following recipes:
Construction
Template:Crafting table header
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Template:Crafting table footer
Furniture
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Template:Crafting table footer
Weapons
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Other
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Template:Crafting table footer
Require
fixing Fix Hammer { Require : Hammer, Fixer : Woodglue; Woodwork=1, Fixer : DuctTape, Fixer : Glue=2, Fixer : Scotchtape=3, }
Code
item Hammer MaxRange = 1, WeaponSprite = Hammer, MinAngle = 0, Type = Weapon, MinimumSwingTime = 3, KnockBackOnNoDeath = TRUE, SwingAmountBeforeImpact = 0.02, Categories = Blunt, ConditionLowerChanceOneIn = 30, Weight = 1, SplatNumber = 0, PushBackMod = 0.5, MaxDamage = 1, SubCategory = Swinging, ConditionMax = 10, MaxHitCount = 1, DoorDamage = 9, CanBarricade = TRUE, SwingAnim = Bat, WeaponWeight = 1, DisplayName = Hammer, MinRange = 0.61, SwingTime = 3, MinDamage = 0.5, KnockdownMod = 0, SplatBloodOnNoDeath = TRUE, Icon = Hammer, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, BreakSound = PZ_MetalSnap, TreeDamage = 1,