Keytar: Difference between revisions
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It can be used to bash down [[Door|doors]], dealing 3 damage per hit. | It can be used to bash down [[Door|doors]], dealing 3 damage per hit. | ||
===Chopping trees=== | ===Chopping trees=== | ||
It is effective at chopping down [[Tree|trees]] | It is not effective at chopping down [[Tree|trees]]. | ||
==Condition== | ==Condition== | ||
The keytar has a maximum condition of 2. 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 (3 + maintenanceMod × 2)</code>. Where "maintenanceMod" is calculated using the long blunt and maintenance skills.<br> | The keytar has a maximum condition of 2. 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 (3 + maintenanceMod × 2)</code>. Where "maintenanceMod" is calculated using the long blunt and maintenance skills.<br> |
Revision as of 03:56, 20 September 2023
Keytar | ||
---|---|---|
| ||
General | ||
Category | Instrument | |
Encumbrance | 2 | |
Equipped | One-handed | |
Condition max. | 2 | |
Skill | Long Blunt | |
Attachment | Back | |
Damage | ||
Type | Blunt | |
Attack speed | 1.2 | |
Range | 0.58–1.25 tiles | |
Damage | 0.2–0.7 | |
Crit chance | 20% | |
Tree damage | 10 | |
Door damage | 3 | |
Knockback | 0.3 | |
Knockdown | 1.5 | |
Technical details | ||
Base ID | Base.Keytar | |
A keytar is a long blunt melee weapon.
Usage
Weapon
The keytar can attack up to 2 enemies at a time dealing a maximum of 0.7 damage to enemies (unless a critical hit) from up to 1.25 tiles away at an attack speed of 1.2.
Breaking doors
It can be used to bash down doors, dealing 3 damage per hit.
Chopping trees
It is not effective at chopping down trees.
Condition
The keytar has a maximum condition of 2. 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 (3 + 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.
Maintenance skill | Weapon skill | Durability lower chance |
---|---|---|
0 | 0 | 1/3 (33%) |
0 | 4 | 1/5 (20%) |
0 | 8 | 1/7 (14%) |
4 | 0 | 1/7 (14%) |
8 | 0 | 1/11 (9%) |
4 | 4 | 1/9 (11%) |
4 | 8 | 1/11 (9%) |
8 | 8 | 1/15 (7%) |
10 | 10 | 1/17 (6%) |
Repairing
Materials that can be used to repair the keytar, based on first time repairing. Repairing the keytar makes following repairs less likely to succeed and can, if repaired numerous times, cause reduced durability instead of increased.
Distribution
It can sometimes be found in wardrobes
Gallery
Code
From items_weapons.txt (Project Zomboid directory/media/scripts/) Retrieved: Build 41.68
item Keytar { DisplayCategory = Instrument, MaxRange = 1.25, MinAngle = 0.72, WeaponSprite = Keytar, Type = Weapon, MinimumSwingTime = 3.0, KnockBackOnNoDeath = TRUE, Categories = Blunt, ConditionLowerChanceOneIn = 3, Weight = 2, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Swinging, ConditionMax = 2, MaxHitCount = 2, DoorDamage = 3, IdleAnim = Idle_Weapon2, SwingAnim = Bat, DisplayName = Keytar, MinRange = 0.58, SwingTime = 3.0, HitAngleMod = -30, SplatSize = 5, KnockdownMod = 1.5, SplatBloodOnNoDeath = TRUE, Icon = Keytar, RunAnim = Run_Weapon2, TwoHandWeapon = TRUE, BreakSound = KeytarBreak, DoorHitSound = KeytarHit, HitSound = KeytarHit, HitFloorSound = KeytarHit, SwingSound = KeytarSwing, TreeDamage = 10, CriticalChance = 20, CritDmgMultiplier = 2, MinDamage = 0.2, MaxDamage = 0.7, BaseSpeed = 1.2, AttachmentType = Guitar, }