Electric Bass: Difference between revisions

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==Distribution==
==Distribution==
{{Stub|section=true}}
The loot distributions can be found in the table(s) below.
 
<!--BOT FLAG|GuitarElectricBassBlue|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>GuitarElectricBassBlue distribution
        <span class="mw-customtoggle-togglebox-GuitarElectricBassBlue" 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-GuitarElectricBassBlue">
    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
    |-
    | BandPractice
    | {{ll|crate}}
    | 6.29%
    |-
    | BandPractice
    | {{ll|metal_shelves}}
    | 6.29%
    |-
    | Flightcase
    | {{ll|Flightcase}}
    | 3.41%
    |-
    | Guitarcase
    | {{ll|Guitarcase}}
    | 3.41%
    |-
    | all
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | bedroom
    | {{ll|crate}}
    | 0.47%
    |-
    | bedroom
    | {{ll|crate}}
    | 10.78%
    |-
    | bedroom
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | closet
    | {{ll|crate}}
    | 0.47%
    |-
    | closet
    | {{ll|crate}}
    | 10.78%
    |-
    | closet
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | daycare
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | garagestorage
    | {{ll|crate}}
    | 0.47%
    |-
    | garagestorage
    | {{ll|crate}}
    | 10.78%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 10.78%
    |-
    | musicstore
    | {{ll|shelves}}
    | 12.41%
    |-
    | musicstore
    | {{ll|shelves}}
    | 41.14%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 12.41%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 41.14%
    |-
    | pawnshopstorage
    | {{ll|crate}}
    | 10.78%
    |-
    | pawnshopstorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | storageunit
    | {{ll|crate}}
    | 0.47%
    |-
    | storageunit
    | {{ll|crate}}
    | 10.78%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 0.47%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-GuitarElectricBassBlue" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|GuitarElectricBassBlue|41.78.16-->
 
<!--BOT FLAG|GuitarElectricBassRed|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>GuitarElectricBassRed distribution
        <span class="mw-customtoggle-togglebox-GuitarElectricBassRed" 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-GuitarElectricBassRed">
    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
    |-
    | BandPractice
    | {{ll|crate}}
    | 6.29%
    |-
    | BandPractice
    | {{ll|metal_shelves}}
    | 6.29%
    |-
    | Flightcase
    | {{ll|Flightcase}}
    | 3.41%
    |-
    | Guitarcase
    | {{ll|Guitarcase}}
    | 3.41%
    |-
    | all
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | bedroom
    | {{ll|crate}}
    | 0.47%
    |-
    | bedroom
    | {{ll|crate}}
    | 10.78%
    |-
    | bedroom
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | closet
    | {{ll|crate}}
    | 0.47%
    |-
    | closet
    | {{ll|crate}}
    | 10.78%
    |-
    | closet
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | daycare
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | garagestorage
    | {{ll|crate}}
    | 0.47%
    |-
    | garagestorage
    | {{ll|crate}}
    | 10.78%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 10.78%
    |-
    | musicstore
    | {{ll|shelves}}
    | 12.41%
    |-
    | musicstore
    | {{ll|shelves}}
    | 41.14%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 12.41%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 41.14%
    |-
    | pawnshopstorage
    | {{ll|crate}}
    | 10.78%
    |-
    | pawnshopstorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | storageunit
    | {{ll|crate}}
    | 0.47%
    |-
    | storageunit
    | {{ll|crate}}
    | 10.78%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 0.47%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-GuitarElectricBassRed" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|GuitarElectricBassRed|41.78.16-->
 
<!--BOT FLAG|GuitarElectricBassBlack|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>GuitarElectricBassBlack distribution
        <span class="mw-customtoggle-togglebox-GuitarElectricBassBlack" 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-GuitarElectricBassBlack">
    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
    |-
    | BandPractice
    | {{ll|crate}}
    | 6.29%
    |-
    | BandPractice
    | {{ll|metal_shelves}}
    | 6.29%
    |-
    | Flightcase
    | {{ll|Flightcase}}
    | 3.41%
    |-
    | Guitarcase
    | {{ll|Guitarcase}}
    | 3.41%
    |-
    | all
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | bedroom
    | {{ll|crate}}
    | 0.47%
    |-
    | bedroom
    | {{ll|crate}}
    | 10.78%
    |-
    | bedroom
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | closet
    | {{ll|crate}}
    | 0.47%
    |-
    | closet
    | {{ll|crate}}
    | 10.78%
    |-
    | closet
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | daycare
    | {{ll|wardrobe}}
    | 1.65%
    |-
    | garagestorage
    | {{ll|crate}}
    | 0.47%
    |-
    | garagestorage
    | {{ll|crate}}
    | 10.78%
    |-
    | livingroom
    | {{ll|wardrobe}}
    | 10.78%
    |-
    | musicstore
    | {{ll|shelves}}
    | 12.41%
    |-
    | musicstore
    | {{ll|shelves}}
    | 41.14%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 12.41%
    |-
    | pawnshop
    | {{ll|shelves}}
    | 41.14%
    |-
    | pawnshopstorage
    | {{ll|crate}}
    | 10.78%
    |-
    | pawnshopstorage
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | storageunit
    | {{ll|crate}}
    | 0.47%
    |-
    | storageunit
    | {{ll|crate}}
    | 10.78%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 0.47%
    |-
    | storageunit
    | {{ll|metal_shelves}}
    | 10.78%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-GuitarElectricBassBlack" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|GuitarElectricBassBlack|41.78.16-->


==Code==
==Code==
Line 231: Line 591:


[[Category:Instruments]]
[[Category:Instruments]]
[[Category:Articles requiring distribution tables]]

Latest revision as of 12:39, 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]
Electric Bass
Guitar ElectricBassBlack Model.png
Guitar ElectricBassBlue Model.png
Guitar ElectricBassRed Model.png
General
Category
Instrument
Encumbrance
Moodle Icon HeavyLoad.png
3.5
Equipped
One-handed
Slot attached
Back
Skill
Properties
Max condition
12
Performance
Damage type
Blunt
Damage
0.9–1.4
Door damage
10
Tree damage
0
Range
0.61–1.35
Attack speed
1
Knockback
0.3
Knockdown
1.5
Crit chance
70%
Technical
Item ID
Base.GuitarElectricBassBlack
Base.GuitarElectricBassBlue
Base.GuitarElectricBassRed

An electric bass is a long blunt melee weapon.

Usage

Weapon

The electric bass can attack up to 3 enemies at a time dealing a maximum of 1.4 damage to enemies (unless a critical hit) from up to 1.35 tiles away at an attack speed of 1.

Breaking doors

It is effective at bashing down doors, dealing 10 damage per hit.

Condition

The electric bass has a maximum condition of 12. 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 (9 + 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 maintenance and long blunt levels.

For how this is calculated, see: Condition
Maintenance skill Weapon skill Durability lower chance
0 0 1/9 (11%)
0 4 1/11 (9%)
0 8 1/13 (8%)
4 0 1/13 (8%)
8 0 1/17 (6%)
4 4 1/15 (7%)
4 8 1/17 (6%)
8 8 1/21 (5%)
10 10 1/23 (4%)

Distribution

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

GuitarElectricBassBlue 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
BandPractice crate 6.29%
BandPractice metal_shelves 6.29%
Flightcase Flightcase 3.41%
Guitarcase Guitarcase 3.41%
all wardrobe 1.65%
bedroom crate 0.47%
bedroom crate 10.78%
bedroom wardrobe 1.65%
closet crate 0.47%
closet crate 10.78%
closet metal_shelves 10.78%
daycare wardrobe 1.65%
garagestorage crate 0.47%
garagestorage crate 10.78%
livingroom wardrobe 10.78%
musicstore shelves 12.41%
musicstore shelves 41.14%
pawnshop shelves 12.41%
pawnshop shelves 41.14%
pawnshopstorage crate 10.78%
pawnshopstorage metal_shelves 10.78%
storageunit crate 0.47%
storageunit crate 10.78%
storageunit metal_shelves 0.47%
storageunit metal_shelves 10.78%
GuitarElectricBassRed 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
BandPractice crate 6.29%
BandPractice metal_shelves 6.29%
Flightcase Flightcase 3.41%
Guitarcase Guitarcase 3.41%
all wardrobe 1.65%
bedroom crate 0.47%
bedroom crate 10.78%
bedroom wardrobe 1.65%
closet crate 0.47%
closet crate 10.78%
closet metal_shelves 10.78%
daycare wardrobe 1.65%
garagestorage crate 0.47%
garagestorage crate 10.78%
livingroom wardrobe 10.78%
musicstore shelves 12.41%
musicstore shelves 41.14%
pawnshop shelves 12.41%
pawnshop shelves 41.14%
pawnshopstorage crate 10.78%
pawnshopstorage metal_shelves 10.78%
storageunit crate 0.47%
storageunit crate 10.78%
storageunit metal_shelves 0.47%
storageunit metal_shelves 10.78%
GuitarElectricBassBlack 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
BandPractice crate 6.29%
BandPractice metal_shelves 6.29%
Flightcase Flightcase 3.41%
Guitarcase Guitarcase 3.41%
all wardrobe 1.65%
bedroom crate 0.47%
bedroom crate 10.78%
bedroom wardrobe 1.65%
closet crate 0.47%
closet crate 10.78%
closet metal_shelves 10.78%
daycare wardrobe 1.65%
garagestorage crate 0.47%
garagestorage crate 10.78%
livingroom wardrobe 10.78%
musicstore shelves 12.41%
musicstore shelves 41.14%
pawnshop shelves 12.41%
pawnshop shelves 41.14%
pawnshopstorage crate 10.78%
pawnshopstorage metal_shelves 10.78%
storageunit crate 0.47%
storageunit crate 10.78%
storageunit metal_shelves 0.47%
storageunit metal_shelves 10.78%

Code

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

BassElectricBlack.png Black Electric Bass Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item GuitarElectricBassBlack
    {
        DisplayCategory = Instrument,
        MaxRange	=	1.35,
        MinAngle	=	0.8,
        WeaponSprite	=	Guitar_ElectricBassBlack,
        Type	=	Weapon,
        MinimumSwingTime	=	3.0,
        KnockBackOnNoDeath	=	TRUE,
        Categories	=	Blunt,
        ConditionLowerChanceOneIn	=	9,
        Weight	=	3.5,
        SplatNumber	=	1,
        PushBackMod	=	0.3,
        SubCategory	=	Swinging,
        ConditionMax	=	12,
        MaxHitCount	=	3,
        DoorDamage	=	10,
        IdleAnim	=	Idle_Weapon2,
        SwingAnim	=	Heavy,
        DisplayName	=	Black Electric Bass,
        MinRange	=	0.61,
        SwingTime	=	3.0,
        HitAngleMod	=	-30,
        SplatSize	=	5,
        KnockdownMod	=	1.5,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	BassElectricBlack,
        RunAnim	=	Run_Weapon2,
        TwoHandWeapon = TRUE,
        BreakSound  =   ElectricBassBreak,
        DoorHitSound = ElectricBassHit,
		HitSound = ElectricBassHit,
		HitFloorSound = ElectricBassHit,
		SwingSound = ElectricBassSwing,
        TreeDamage  =   0,
        CriticalChance	=	70,
        CritDmgMultiplier = 2,
        MinDamage	=	0.9,
        MaxDamage	=	1.4,
        BaseSpeed = 1,
        AttachmentType = Guitar,
    }

BassElectricBlue.png Blue Electric Bass Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item GuitarElectricBassBlue
    {
        DisplayCategory = Instrument,
        MaxRange	=	1.35,
        MinAngle	=	0.8,
        WeaponSprite	=	Guitar_ElectricBassBlue,
        Type	=	Weapon,
        MinimumSwingTime	=	3.0,
        KnockBackOnNoDeath	=	TRUE,
        Categories	=	Blunt,
        ConditionLowerChanceOneIn	=	9,
        Weight	=	3.5,
        SplatNumber	=	1,
        PushBackMod	=	0.3,
        SubCategory	=	Swinging,
        ConditionMax	=	12,
        MaxHitCount	=	3,
        DoorDamage	=	10,
        IdleAnim	=	Idle_Weapon2,
        SwingAnim	=	Heavy,
        DisplayName	=	Blue Electric Bass,
        MinRange	=	0.61,
        SwingTime	=	3.0,
        HitAngleMod	=	-30,
        SplatSize	=	5,
        KnockdownMod	=	1.5,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	BassElectricBlue,
        RunAnim	=	Run_Weapon2,
        TwoHandWeapon = TRUE,
        BreakSound  =   ElectricBassBreak,
        DoorHitSound = ElectricBassHit,
		HitSound = ElectricBassHit,
		HitFloorSound = ElectricBassHit,
		SwingSound = ElectricBassSwing,
        TreeDamage  =   0,
        CriticalChance	=	70,
        CritDmgMultiplier = 2,
        MinDamage	=	0.9,
        MaxDamage	=	1.4,
        BaseSpeed = 1,
        AttachmentType = Guitar,
    }

BassElectricRed.png Red Electric Bass Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item GuitarElectricBassRed
    {
        DisplayCategory = Instrument,
        MaxRange	=	1.35,
        MinAngle	=	0.8,
        WeaponSprite	=	Guitar_ElectricBassRed,
        Type	=	Weapon,
        MinimumSwingTime	=	3.0,
        KnockBackOnNoDeath	=	TRUE,
        Categories	=	Blunt,
        ConditionLowerChanceOneIn	=	9,
        Weight	=	3.5,
        SplatNumber	=	1,
        PushBackMod	=	0.3,
        SubCategory	=	Swinging,
        ConditionMax	=	12,
        MaxHitCount	=	3,
        DoorDamage	=	10,
        IdleAnim	=	Idle_Weapon2,
        SwingAnim	=	Heavy,
        DisplayName	=	Red Electric Bass,
        MinRange	=	0.61,
        SwingTime	=	3.0,
        HitAngleMod	=	-30,
        SplatSize	=	5,
        KnockdownMod	=	1.5,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	BassElectricRed,
        RunAnim	=	Run_Weapon2,
        TwoHandWeapon = TRUE,
        BreakSound  =   ElectricBassBreak,
        DoorHitSound = ElectricBassHit,
		HitSound = ElectricBassHit,
		HitFloorSound = ElectricBassHit,
		SwingSound = ElectricBassSwing,
        TreeDamage  =   0,
        CriticalChance	=	70,
        CritDmgMultiplier = 2,
        MinDamage	=	0.9,
        MaxDamage	=	1.4,
        BaseSpeed = 1,
        AttachmentType = Guitar,
    }

See also