Bar Corner

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Revision as of 13:11, 18 February 2024 by Calvy (talk | contribs) (Test fix)

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This page was last updated for an older version (40.43).
The current stable version is 41.78.16, released 2022-12-12, so information on this page may be inaccurate. Help get this page updated by adding any missing content. [edit]
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Bar Corner
Bar Corner1.png
Bar Corner2.png
Bar Corner3.png
[[File:{{{icon4}}}|Bar Corner|]]
[[File:{{{icon5}}}|Bar Corner|]]
General
Category
Movable
EncumbranceMoodle Icon HeavyLoad.png
10
Size
1 tile
Properties
TypeCrate
Container
Capacity
50
Build
Skill (level)
Ingredients
4 × Plank.png Plank
4 × Nails.png Nails
Move
Skill (level)
Disassemble
Skill (level)
Technical
Item ID(s)
Base.Movable
A wooden counter, as perhaps found in a favored drinking den.
— In-game description

A bar corner is a craftable wooden container.

Usage

A bar corner can be used to store up to 50 weight worth of items.

Crafting

Crafting Requires a carpentry skill of 7.

Carpentry

Main article: Carpentry
Product XP gained Skill(s) Recipe Ingredient 1 Ingredient 2 Ingredient 3
BarCorner Carpentry.gif
Bar Corner
1.25 Carpentry Carpentry 7 Hammer.png
Hammer (tag)
(keep)
Plank.png
Plank x4
(consumed)
Nails.png
Nails x4
(consumed)

Crafting skill

Name Sprite Level
Poorly Crafted Corner Counter Poorly Crafted Corner Counter Carpentry 0
Crafted Corner Counter Crafted Corner Counter Carpentry 4
Quality Crafted Corner Counter Quality Crafted Corner Counter Carpentry 7

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide
Retrieved: Build 41.78.16
ISBuildMenu.getBarCornerSprites = function(player)
	local spriteLvl = ISBuildMenu.getSpriteLvl(player);
	local sprite = {};
	if spriteLvl == 1 then
		sprite.southSprite = "carpentry_02_32";
		sprite.sprite = "carpentry_02_34";
		sprite.northSprite = "carpentry_02_36";
		sprite.eastSprite = "carpentry_02_38";
	elseif spriteLvl == 2 then
		sprite.southSprite = "carpentry_02_24";
		sprite.sprite = "carpentry_02_26";
		sprite.northSprite = "carpentry_02_28";
		sprite.eastSprite = "carpentry_02_30";
	else
		sprite.southSprite = "carpentry_02_16";
		sprite.sprite = "carpentry_02_18";
		sprite.northSprite = "carpentry_02_20";
		sprite.eastSprite = "carpentry_02_22";
	end
	return sprite;
end


Retrieved: Build 41.78.16
ISBuildMenu.buildBarMenu = function(subMenu, option, player)
	local barElemSprite = ISBuildMenu.getBarElementSprites(player);
	local barElemOption = subMenu:addOption(getText("ContextMenu_Bar_Element"), worldobjects, ISBuildMenu.onBarElement, barElemSprite, player);
	local tooltip = ISBuildMenu.canBuild(4,4,0,0,0,7,barElemOption, player);
	tooltip:setName(getText("ContextMenu_Bar_Element"));
	tooltip.description = getText("Tooltip_craft_barElementDesc") .. tooltip.description;
	tooltip:setTexture(barElemSprite.sprite);
	ISBuildMenu.requireHammer(barElemOption)

	local barCornerSprite = ISBuildMenu.getBarCornerSprites(player);
	local barCornerOption = subMenu:addOption(getText("ContextMenu_Bar_Corner"), worldobjects, ISBuildMenu.onBarElement, barCornerSprite, player);
	local tooltip2 = ISBuildMenu.canBuild(4,4,0,0,0,7,barCornerOption, player);
	tooltip2:setName(getText("ContextMenu_Bar_Corner"));
	tooltip2.description = getText("Tooltip_craft_barElementDesc") .. tooltip2.description;
	tooltip2:setTexture(barCornerSprite.sprite);
	ISBuildMenu.requireHammer(barCornerOption)

    if barElemOption.notAvailable and barCornerOption.notAvailable then
        option.notAvailable = true;
    end
end

See also