Barbell: Difference between revisions
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{{ | {{Header|Project Zomboid|Items|Weapons|Melee weapons|Long blunt weapons}} | ||
{{Page version|41.78.16}} | |||
{{ | {{Infobox item | ||
{{Infobox | |name=Barbell | ||
| | |model=Barbell_Model.png | ||
| | |icon=Barbell.png | ||
| | |||
<!--GENERAL--> | <!--GENERAL--> | ||
|category= | |category=Sports | ||
|weight=6 | |weight=6 | ||
|equipped=Two-handed | |equipped=Two-handed | ||
|function=[[Exercise]] | |||
|skill_type=Blunt | |||
<!--PROPERTIES--> | |||
|material=<!-- E.g. Metal --> | |||
|material_value=<!-- E.g. MetalValue attribute --> | |||
|condition_max=15 | |condition_max=15 | ||
<!--DAMAGE--> | <!--DAMAGE--> | ||
| | |damage_type=Blunt | ||
| | |min_damage=1.8 | ||
|max_damage=2.8 | |||
|door_damage=35 | |||
|tree_damage=55 | |||
|min_range=0.61 | |min_range=0.61 | ||
|max_range=1.35 | |max_range=1.35 | ||
| | |base_speed=0.7 | ||
|push_back=0.3 | |push_back=0.3 | ||
|knockdown=2 | |knockdown=2 | ||
<!--TECHNICAL | <!-- TECHNICAL --> | ||
| | |item_id=Base.BarBell | ||
}} | }} | ||
''' | A '''barbell''' is a fitness item and [[Weapons#Two-Handed|heavy weapon]]. | ||
== Usage == | == Usage == | ||
=== Fitness === | ===Fitness=== | ||
{{Main|Exercise}} | |||
While the player has a barbell in their inventory, they can perform the [[Exercise#Barbell curls|barbell curl]] exercise. This exercise is 20% more effective than its weightless alternative, [[Exercise#Pushups|pushups]]. | |||
=== Weapon === | === Weapon === | ||
A barbell is considered a heavy weapon and requires two hands to use at all. It has high damage to [[door]]s, trees and enemies, always knocking them over, along with a high durability, making it seem a desirable weapon. This is offset, however, by the high [[Exhausted|exhaustion]] rate of the weapon and its incredibly high weight. | |||
It is one of the only weapons that cannot be attached anywhere ([[belt]], back, or [[holster]]). | |||
==Condition== | |||
The barbell has a maximum condition of 15. Its rate of degradation is influenced by the [[Skills|long blunt]] and [[Skills|maintenance]] skills. The chance of losing [[durability]] can be simplified to the following formula: <code>1 in (25 + maintenanceMod × 2)</code>. Where "maintenanceMod" is calculated using the long blunt and maintenance skills.<br> | |||
Below is an example of the chance of losing durability at varying levels of the [[Skills|maintenance]] and [[Skills|long blunt]] skills. | |||
{{Durability weapon|25}} | |||
===Repairing=== | |||
The barbell cannot be repaired. However, once broken it can still be used for exercise. | |||
==Gallery== | |||
<gallery> | |||
Barbell-1.gif|Character utilizing the barbell for fitness | |||
</gallery> | |||
==Distribution== | |||
The loot distributions can be found in the table(s) below. | |||
<!--BOT FLAG|BarBell|41.78.16--> | |||
{{Clear}} | |||
<div class="togglebox theme-red"> | |||
<div>BarBell distribution | |||
<span class="mw-customtoggle-togglebox-BarBell" 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-BarBell"> | |||
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}} | |||
| 0.65% | |||
|- | |||
| closet | |||
| {{ll|crate}} | |||
| 0.65% | |||
|- | |||
| closet | |||
| {{ll|crate}} | |||
| 10.78% | |||
|- | |||
| closet | |||
| {{ll|crate}} | |||
| 23.28% | |||
|- | |||
| garagestorage | |||
| {{ll|crate}} | |||
| 0.65% | |||
|- | |||
| garagestorage | |||
| {{ll|crate}} | |||
| 10.78% | |||
|- | |||
| garagestorage | |||
| {{ll|crate}} | |||
| 23.28% | |||
|- | |||
| gym | |||
| {{ll|metal_shelves}} | |||
| 19.27% | |||
|- | |||
| storageunit | |||
| {{ll|crate}} | |||
| 0.65% | |||
|- | |||
| storageunit | |||
| {{ll|crate}} | |||
| 10.78% | |||
|- | |||
| storageunit | |||
| {{ll|crate}} | |||
| 23.28% | |||
|- | |||
| storageunit | |||
| {{ll|metal_shelves}} | |||
| 0.65% | |||
|} | |||
</div> | |||
</div><div style="clear: both;"></div> | |||
</div></div><div class="toggle large mw-customtoggle-togglebox-BarBell" title="{{int:show}}/{{int:hide}}"></div></div> | |||
<!--END BOT FLAG|BarBell|41.78.16--> | |||
==Code== | |||
{{CodeBox| | |||
{{CodeSnip | |||
| lang = java | |||
| line = true | |||
| start = 2768 | |||
| source = items_weapons.txt | |||
| retrieved = true | |||
| version = 41.78.16 | |||
| code = | |||
item BarBell | |||
{ | |||
DisplayCategory = Sports, | |||
MaxRange = 1.35, | |||
WeaponSprite = BarBell, | |||
MinAngle = 0.8, | |||
Type = Weapon, | |||
MinimumSwingTime = 3.0, | |||
KnockBackOnNoDeath = TRUE, | |||
SwingAmountBeforeImpact = 0.002, | |||
Categories = Blunt, | |||
ConditionLowerChanceOneIn = 25, | |||
Weight = 6, | |||
SplatNumber = 3, | |||
PushBackMod = 0.3, | |||
EnduranceMod = 3, | |||
SubCategory = Swinging, | |||
ConditionMax = 15, | |||
MaxHitCount = 3, | |||
DoorDamage = 35, | |||
IdleAnim = Idle_Weapon2, | |||
SwingAnim = Heavy, | |||
DisplayName = Barbell, | |||
MinRange = 0.61, | |||
SwingTime = 2, | |||
HitAngleMod = -30, | |||
SplatSize = 5, | |||
KnockdownMod = 2, | |||
SplatBloodOnNoDeath = TRUE, | |||
Icon = Barbell, | |||
RunAnim = Run_Weapon2, | |||
TwoHandWeapon = TRUE, | |||
SwingSound = BarbellSwing, | |||
DoorHitSound = BarbellHit, | |||
HitSound = BarbellHit, | |||
HitFloorSound = BarbellHit, | |||
BreakSound = BarbellBreak, | |||
TreeDamage = 55, | |||
MetalValue = 120, | |||
CritDmgMultiplier = 2, | |||
MinDamage = 1.8, | |||
MaxDamage = 2.8, | |||
BaseSpeed = 0.7, | |||
WeaponLength = 0.5, | |||
RequiresEquippedBothHands = TRUE, | |||
AlwaysKnockdown = TRUE, | |||
} | |||
}} | |||
}} | |||
==See also== | |||
*[[Dumbbell]] | |||
{{Navbox items|blunt}} | |||
[[Category:Tools]] | |||
[[Category:Sports]] | |||
Latest revision as of 12:01, 30 April 2024
A barbell is a fitness item and heavy weapon.
Usage
Fitness
- Main article: Exercise
While the player has a barbell in their inventory, they can perform the barbell curl exercise. This exercise is 20% more effective than its weightless alternative, pushups.
Weapon
A barbell is considered a heavy weapon and requires two hands to use at all. It has high damage to doors, trees and enemies, always knocking them over, along with a high durability, making it seem a desirable weapon. This is offset, however, by the high exhaustion rate of the weapon and its incredibly high weight.
It is one of the only weapons that cannot be attached anywhere (belt, back, or holster).
Condition
The barbell has a maximum condition of 15. Its rate of degradation is influenced by the long blunt and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (25 + maintenanceMod × 2)
. Where "maintenanceMod" is calculated using the long blunt and maintenance skills.
Below is an example of the chance of losing durability at varying levels of the maintenance and long blunt skills.
Maintenance skill | Weapon skill | Condition lower chance |
---|---|---|
0 | 0 | 1/25 (4%) |
0 | 4 | 1/27 (4%) |
0 | 8 | 1/29 (3%) |
4 | 0 | 1/29 (3%) |
8 | 0 | 1/33 (3%) |
4 | 4 | 1/31 (3%) |
4 | 8 | 1/33 (3%) |
8 | 8 | 1/37 (3%) |
10 | 10 | 1/39 (3%) |
Repairing
The barbell cannot be repaired. However, once broken it can still be used for exercise.
Gallery
Distribution
The loot distributions can be found in the table(s) below.
Building/Room | Container | Effective chance |
---|---|---|
bedroom | crate | 0.65% |
closet | crate | 0.65% |
closet | crate | 10.78% |
closet | crate | 23.28% |
garagestorage | crate | 0.65% |
garagestorage | crate | 10.78% |
garagestorage | crate | 23.28% |
gym | metal_shelves | 19.27% |
storageunit | crate | 0.65% |
storageunit | crate | 10.78% |
storageunit | crate | 23.28% |
storageunit | metal_shelves | 0.65% |
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
item BarBell
{
DisplayCategory = Sports,
MaxRange = 1.35,
WeaponSprite = BarBell,
MinAngle = 0.8,
Type = Weapon,
MinimumSwingTime = 3.0,
KnockBackOnNoDeath = TRUE,
SwingAmountBeforeImpact = 0.002,
Categories = Blunt,
ConditionLowerChanceOneIn = 25,
Weight = 6,
SplatNumber = 3,
PushBackMod = 0.3,
EnduranceMod = 3,
SubCategory = Swinging,
ConditionMax = 15,
MaxHitCount = 3,
DoorDamage = 35,
IdleAnim = Idle_Weapon2,
SwingAnim = Heavy,
DisplayName = Barbell,
MinRange = 0.61,
SwingTime = 2,
HitAngleMod = -30,
SplatSize = 5,
KnockdownMod = 2,
SplatBloodOnNoDeath = TRUE,
Icon = Barbell,
RunAnim = Run_Weapon2,
TwoHandWeapon = TRUE,
SwingSound = BarbellSwing,
DoorHitSound = BarbellHit,
HitSound = BarbellHit,
HitFloorSound = BarbellHit,
BreakSound = BarbellBreak,
TreeDamage = 55,
MetalValue = 120,
CritDmgMultiplier = 2,
MinDamage = 1.8,
MaxDamage = 2.8,
BaseSpeed = 0.7,
WeaponLength = 0.5,
RequiresEquippedBothHands = TRUE,
AlwaysKnockdown = TRUE,
}