Banjo: Difference between revisions

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===Item===
{{Header|Project Zomboid|Items|Weapons|Melee weapons|Short blunt weapons}}
'''''From items.txt (Project Zomboid directory/media/scripts/)'''''
{{Page version|41.78.16}}
{{Retrieved|version=41|incver=55}}
{{Infobox item
<nowiki>
|name=Banjo
     item Banjo
|model=Banjo_Model.png
|icon=Banjo.png
|icon_name=Banjo
<!--GENERAL-->
|category=Instrument
|weight=3
|equipped=Two-handed
|condition_max=3
|attachment_type=Guitar
<!--DAMAGE-->
|type=Blunt
|skill_type=Short Blunt
|base_speed=1.1
|min_range=0.61
|max_range=1.25
|min_damage=0.3
|max_damage=0.6
|crit_chance=5
|crit_multiplier=2
|tree_damage=0
|door_damage=5
|push_back=0.3
|knockdown=2
<!--TECHNICAL DETAILS-->
|item_id=Base.Banjo
}}
A '''banjo''' is a two-handed short blunt melee [[Weapons|weapon]].
 
==Usage==
===Weapon===
The banjo can attack up to 3 enemies at a time dealing a maximum of 0.6 damage to enemies (unless a critical hit) from up to 1.25 [[tiles]] away at an attack speed of 1.1. It has a high endurance cost, straining users quickly.
 
===Breaking doors===
It can be used to bash down [[Door|doors]], dealing 5 damage per hit.
 
==Condition==
The banjo has a maximum condition of 3. Its rate of degradation is influenced by the [[Skills|short blunt]] and [[Skills|maintenance]] skills. The chance of losing [[durability]] can be simplified to the following formula: <code>1 in (2 + maintenanceMod &times; 2)</code>. Where "maintenanceMod" is calculated using the short blunt and maintenance skills.<br>
Below is an example of the chance of losing durability at varying levels of [[Skills|maintenance]] and [[Skills|short blunt]] levels.
{{Durability weapon|2}}
 
==Distribution==
The loot distributions can be found in the table(s) below.
 
<!--BOT FLAG|Banjo|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Banjo distribution
        <span class="mw-customtoggle-togglebox-Banjo" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Banjo">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | bedroom
    | {{ll|crate}}
    | 0.53%
    |-
    | bedroom
    | {{ll|crate}}
    | 15.1%
    |-
    | closet
    | {{ll|crate}}
    | 0.53%
    |-
    | closet
    | {{ll|crate}}
    | 15.1%
    |-
    | closet
    | {{ll|metal_shelves}}
    | 15.1%
    |-
    | garagestorage
    | {{ll|crate}}
    | 0.53%
    |-
    | garagestorage
    | {{ll|crate}}
    | 15.1%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 4.01%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 15.1%
    |-
    | pawnshopstorage
    | {{ll|crate}}
    | 15.1%
    |-
    | pawnshopstorage
    | {{ll|metal_shelves}}
    | 15.1%
    |-
    | storageunit
    | {{ll|crate}}
    | 0.53%
    |-
    | storageunit
    | {{ll|crate}}
    | 15.1%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 0.53%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 15.1%
    |}
</div>
     </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Banjo" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Banjo|41.78.16-->
 
==Trivia==
*The banjo, [[Pickaxe Handle|pickaxe handle]] and [[Spiked Pickaxe Handle|spiked pickaxe handle]] are the only two-handed short blunt weapons in the game, though the pickaxe handle can only be found in [[foraging]].
 
==Code==
{{CodeBox
| {{CodeSnip
  | lang = java
  | line = true
  | start = 1549
  | source = items_weapons.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item Banjo
    {
        DisplayCategory = Instrument,
         MaxRange = 1.25,
         MaxRange = 1.25,
         WeaponSprite = Banjo,
         WeaponSprite = Banjo,
Line 40: Line 178:
         TwoHandWeapon = TRUE,
         TwoHandWeapon = TRUE,
         AttachmentType = Guitar,
         AttachmentType = Guitar,
        {</nowiki>
    }
}}
}}
 
==See also==
*[[Acoustic Guitar]]
*[[Keytar]]
*[[Violin]]
 
{{Navbox items|blunt}}
 
[[Category:Instruments]]

Latest revision as of 12:00, 30 April 2024

UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
Banjo
Banjo Model.png
General
Category
Instrument
Encumbrance
Moodle Icon HeavyLoad.png
3
Equipped
Two-handed
Slot attached
Back
Skill
Properties
Max condition
3
Performance
Damage
0.3–0.6
Door damage
5
Tree damage
0
Range
0.61–1.25
Attack speed
1.1
Knockback
0.3
Knockdown
2
Crit chance
5%
Technical
Item ID
Base.Banjo

A banjo is a two-handed short blunt melee weapon.

Usage

Weapon

The banjo can attack up to 3 enemies at a time dealing a maximum of 0.6 damage to enemies (unless a critical hit) from up to 1.25 tiles away at an attack speed of 1.1. It has a high endurance cost, straining users quickly.

Breaking doors

It can be used to bash down doors, dealing 5 damage per hit.

Condition

The banjo has a maximum condition of 3. Its rate of degradation is influenced by the short blunt and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (2 + maintenanceMod × 2). Where "maintenanceMod" is calculated using the short blunt and maintenance skills.
Below is an example of the chance of losing durability at varying levels of maintenance and short blunt levels.

For how this is calculated, see: Condition
Maintenance skill Weapon skill Condition lower chance
0 0 1/2 (50%)
0 4 1/4 (25%)
0 8 1/6 (17%)
4 0 1/6 (17%)
8 0 1/10 (10%)
4 4 1/8 (13%)
4 8 1/10 (10%)
8 8 1/14 (7%)
10 10 1/16 (6%)

Distribution

The loot distributions can be found in the table(s) below.

Banjo distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
bedroom crate 0.53%
bedroom crate 15.1%
closet crate 0.53%
closet crate 15.1%
closet metal_shelves 15.1%
garagestorage crate 0.53%
garagestorage crate 15.1%
pawnshop shelves 4.01%
pawnshop shelves 15.1%
pawnshopstorage crate 15.1%
pawnshopstorage metal_shelves 15.1%
storageunit crate 0.53%
storageunit crate 15.1%
storageunit metal_shelves 0.53%
storageunit metal_shelves 15.1%

Trivia

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide

Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item Banjo
    {
        DisplayCategory = Instrument,
        MaxRange	=	1.25,
        WeaponSprite	=	Banjo,
        MinAngle	=	0.75,
        Type	=	Weapon,
        MinimumSwingTime	=	4,
        KnockBackOnNoDeath	=	FALSE,
        SwingAmountBeforeImpact	=	0.02,
        Categories	=	SmallBlunt,
        ConditionLowerChanceOneIn	=	2,
        Weight	=	3,
        SplatNumber	=	1,
        PushBackMod	=	0.3,
        SubCategory	=	Swinging,
        ConditionMax	=	3,
        MaxHitCount	=	3,
        DoorDamage	=	5,
        SwingAnim	=	Bat,
        DisplayName	=	Banjo,
        MinRange	=	0.61,
        SwingTime	=	4,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	FALSE,
        Icon	=	Banjo,
        BreakSound  =   BanjoBreak,
        DoorHitSound = BanjoHit,
		HitSound = BanjoHit,
		HitFloorSound = BanjoHit,
		SwingSound = BanjoSwing,
        TreeDamage  =   0,
        CriticalChance	=	5,
        CritDmgMultiplier = 2,
        MinDamage	=	0.3,
        MaxDamage	=	0.6,
        BaseSpeed = 1.1,
        TwoHandWeapon = TRUE,
        AttachmentType = Guitar,
    }

See also