Keytar: Difference between revisions
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{{Header|Project Zomboid|Items|Weapons|Melee weapons|Long blunt weapons}} | |||
{{Page version|41.78.16}} | |||
{{Header| | {{Infobox item | ||
{{Infobox | |name=Keytar | ||
| | |model=Keytar_Model.png | ||
| | |icon=Keytar.png | ||
| | |icon_name=Keytar | ||
| | |||
<!--GENERAL--> | <!--GENERAL--> | ||
|category=Instrument | |category=Instrument | ||
Line 28: | Line 25: | ||
|door_damage=3 | |door_damage=3 | ||
|push_back=0.3 | |push_back=0.3 | ||
|knockdown=1. | |knockdown=1.9 | ||
<!--TECHNICAL DETAILS--> | <!--TECHNICAL DETAILS--> | ||
| | |item_id=Base.Keytar | ||
}} | }} | ||
A | A '''keytar''' is a long blunt melee [[weapon]]. | ||
==Usage== | ==Usage== | ||
===Weapon=== | ===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. | 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=== | ===Breaking doors=== | ||
It can be used to bash down [[Door|doors]], dealing 3 damage per hit. | It can be used to bash down [[Door|doors]], but it is ineffective, dealing only 3 damage per hit. | ||
===Chopping trees=== | ===Chopping trees=== | ||
It is effective at chopping down | It is not very effective at chopping down trees, dealing 10 damage per hit. | ||
Note: Even if you wanted to chop down trees with a keytar, you'll likely going to break it even with max skills relating with it (From my testing its 6 hits to one tree being chopped Including some crazy 32 hits which chopped two trees down. The average is 15) | |||
==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> | ||
Below is an example of the chance of losing durability at varying levels of [[Skills|maintenance]] and [[Skills|long blunt]] levels. | Below is an example of the chance of losing durability at varying levels of [[Skills|maintenance]] and [[Skills|long blunt]] levels. | ||
{{Durability weapon|3}} | {{Durability weapon|3}} | ||
===Repairing=== | ===Repairing=== | ||
The keytar cannot be repaired. | |||
==Distribution== | ==Distribution== | ||
The loot distributions can be found in the table(s) below. | |||
{| class="mw-collapsible mw-collapsed wikitable theme-red" data-expandtext="{{int:show}}" data-collapsetext="{{int:hide}}" style="text-align:center; min-width:24em;" | |||
! colspan="4" | Containers | |||
|- | |||
! Building/Room | |||
! Container | |||
! style="width: 3.2em;" | Rolls | |||
! style="width: 3.2em;" | Chance | |||
|- | |||
|BandPractice | |||
|[[crate]] | |||
|4 | |||
|2 | |||
|- | |||
|rowspan="5"|all | |||
|[[wardrobe]] | |||
|4 | |||
|0.01 | |||
|- | |||
|[[wardrobe]] | |||
|4 | |||
|0.01 | |||
|- | |||
|[[wardrobe]] | |||
|4 | |||
|0.01 | |||
|- | |||
|[[wardrobe]] | |||
|4 | |||
|0.01 | |||
|- | |||
|[[wardrobe]] | |||
|4 | |||
|0.01 | |||
|- | |||
|rowspan="3"|bedroom | |||
|[[crate]] | |||
|4 | |||
|6 | |||
|- | |||
|[[crate]] | |||
|1 | |||
|0.2 | |||
|- | |||
|[[wardrobe]] | |||
|4 | |||
|0.01 | |||
|- | |||
|closet | |||
|[[metal_shelves]] | |||
|4 | |||
|6 | |||
|- | |||
|pawnshop | |||
|[[shelves]] | |||
|4 | |||
|4 | |||
|} | |||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Line 71: | Line 117: | ||
File:Keytar_Model.png|Item model | File:Keytar_Model.png|Item model | ||
</gallery> | </gallery> | ||
==Code== | ==Code== | ||
{{CodeBox | |||
| {{CodeSnip | |||
| lang = java | |||
| line = true | |||
| start = 3098 | |||
| source = items_weapons.txt | |||
| retrieved = true | |||
| version = 41.78.16 | |||
| code = | |||
item Keytar | |||
{ | { | ||
DisplayCategory = Instrument, | DisplayCategory = Instrument, | ||
Line 106: | Line 160: | ||
BreakSound = KeytarBreak, | BreakSound = KeytarBreak, | ||
DoorHitSound = KeytarHit, | DoorHitSound = KeytarHit, | ||
HitSound = KeytarHit, | |||
HitFloorSound = KeytarHit, | |||
SwingSound = KeytarSwing, | |||
TreeDamage = 10, | TreeDamage = 10, | ||
CriticalChance = 20, | CriticalChance = 20, | ||
Line 116: | Line 170: | ||
BaseSpeed = 1.2, | BaseSpeed = 1.2, | ||
AttachmentType = Guitar, | AttachmentType = Guitar, | ||
} | } | ||
}} | |||
}} | |||
==See also== | ==See also== | ||
Line 123: | Line 179: | ||
*[[Electric Bass]] | *[[Electric Bass]] | ||
{{Navbox | {{Navbox items|blunt}} | ||
[[Category:Instruments]] |
Revision as of 09:32, 14 April 2024
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, but it is ineffective, dealing only 3 damage per hit.
Chopping trees
It is not very effective at chopping down trees, dealing 10 damage per hit. Note: Even if you wanted to chop down trees with a keytar, you'll likely going to break it even with max skills relating with it (From my testing its 6 hits to one tree being chopped Including some crazy 32 hits which chopped two trees down. The average is 15)
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 | Condition 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
The keytar cannot be repaired.
Distribution
The loot distributions can be found in the table(s) below.
Containers | |||
---|---|---|---|
Building/Room | Container | Rolls | Chance |
BandPractice | crate | 4 | 2 |
all | wardrobe | 4 | 0.01 |
wardrobe | 4 | 0.01 | |
wardrobe | 4 | 0.01 | |
wardrobe | 4 | 0.01 | |
wardrobe | 4 | 0.01 | |
bedroom | crate | 4 | 6 |
crate | 1 | 0.2 | |
wardrobe | 4 | 0.01 | |
closet | metal_shelves | 4 | 6 |
pawnshop | shelves | 4 | 4 |
Gallery
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
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,
}