Lead Pipe: Difference between revisions

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{{Languages}}
{{Header|Project Zomboid|Items|Weapons|Melee weapons|Short blunt weapons}}
{{header|The Game World|Items|Weapons|Melee Weapons|type=Weapon|version=Version 41|incver=73}}
{{Page version|41.78.16}}
{{Infobox weapon
{{Infobox item
|display_name=Lead Pipe
|name=Lead Pipe
|name_colour=Weapon
|model=LeadPipe_Model.png
|name_text_colour=Weapon
|icon=Pipe.png
|image=LeadPipe_Model.png
|icon_name=Lead Pipe
|image_width=200px
|alternate_image=Pipe.png
|alternate_name=
|alternate_link=
<!--CHARACTERISTICS-->
<!--CHARACTERISTICS-->
|category=Weapon
|category=Weapon
|weight=1.5
|weight=1.5
|equipped=Two-handed
|equipped=Two-handed
|skill_type=Blunt
|attachment_type=BigWeapon
<!--DAMAGE-->
|type=Blunt
|type=Blunt
|min_range=0.61
|min_range=0.61
|max_range=1.15
|max_range=1.15
|swing_time=2
|base_speed=0.93
|condition_max=15
|condition_max=15
|min_damage=0.7
|min_damage=0.7
Line 24: Line 23:
|knockdown=0
|knockdown=0
<!--TECHNICAL DETAILS-->
<!--TECHNICAL DETAILS-->
|class_name=Base.LeadPipe
|item_id=Base.LeadPipe
}}
}}
A '''lead pipe''' is a short blunt melee weapon.
A '''lead pipe''' is a short blunt melee [[Weapons|weapon]].


==Usage==
==Usage==
It is an effective weapon to kill zombies with.
The lead pipe can hit up to 2 enemies at a time (with multi-hit enabled), dealing a maximum of 1.2 damage to enemies (unless a critical hit) from up to 1.15 tiles away at an attack speed of 0.93.
===Weapon===
 
The lead pipe is a strong weapon. It is one of the few short blunt weapons able to be equipped on the back.
The weapon can be attached to the Back slot for quick access and weight reduction.
{{Pros-cons
|pros1=Highest minimum and maximum damage ranges for short blunt weapons.
|pros2=Highest durability of short blunt weapons.
|pros3=Highest critical chance of short blunt weapons.
|pros4=Highest condition of short blunt weapons.
|pros5=Second-highest condition chance of short blunt weapons.
|pros6=Third-longest range of short blunt weapons.
|pros7=Not too difficult to find.
|cons1=Second-lowest swing speed of short blunt weapons.
|cons2=Low knockback.
|cons3=Cannot be repaired.
}}
 
==Condition==
The lead pipe has a maximum condition of 15. Its rate of degradation is influenced by the [[Skills|short blunt]] and [[Skills|maintenance]] skills. The chance of losing [[durability]] can be simplified to the following formula: <code>1 in (20 + maintenanceMod &times; 2)</code>. Where "maintenanceMod" is calculated using the short blunt and maintenance skills.<br>
Below is an example of the chance of losing durability at varying levels of the [[Skills|maintenance]] and [[Skills|short blunt]] skills.
{{Durability weapon|20}}
 
==Distribution==
The loot distributions can be found in the table(s) below.
 
<!--BOT FLAG|LeadPipe|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>LeadPipe distribution
        <span class="mw-customtoggle-togglebox-LeadPipe" 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-LeadPipe">
    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
    |-
    | ToolsCache1
    | {{ll|Bag_DuffelBagTINT}}
    | 23.28%
    |-
    | ToolsCache1
    | {{ll|ToolsBox}}
    | 23.28%
    |-
    | ToolsCache1
    | {{ll|counter}}
    | 23.28%
    |-
    | all
    | {{ll|crate}}
    | 0.65%
    |-
    | all
    | {{ll|metal_shelves}}
    | 2.57%
    |-
    | armyhanger
    | {{ll|counter}}
    | 10.78%
    |-
    | armyhanger
    | {{ll|metal_shelves}}
    | 10.78%
    |-
    | closet
    | {{ll|crate}}
    | 23.28%
    |-
    | closet
    | {{ll|crate}}
    | 41.14%
    |-
    | garagestorage
    | {{ll|crate}}
    | 23.28%
    |-
    | garagestorage
    | {{ll|crate}}
    | 41.14%
    |-
    | storageunit
    | {{ll|crate}}
    | 23.28%
    |-
    | storageunit
    | {{ll|crate}}
    | 41.14%
    |}
</div>
<div id="vehicles" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Vehicles}}
    ! Type
    ! Container
    ! Effective chance
    |-
    | Construction Worker
    | {{ll|Truck Bed}}
    | 23.28%
    |}
</div>
<div id="zombies" style="flex-basis:30%">
    {| class="wikitable theme-red" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Zombies}}
    ! Outfit
    ! Days survived
    ! Chance
    |-
    | All
    | 10
    | 3
    |-
    | Bandit
    | 0
    | 60
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-LeadPipe" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|LeadPipe|41.78.16-->


==Code==
==Code==
'''''From items_weapons.txt (Project Zomboid directory/media/scripts/)'''''
{{CodeBox
{{Retrieved|version=41|incver=73}}
| {{CodeSnip
<pre>
  | lang = java
    item LeadPipe
  | line = true
  | start = 52
  | source = items_weapons.txt
  | retrieved = true
  | version = 41.78.16
  | code =
item LeadPipe
     {
     {
         DisplayCategory = Weapon,
         DisplayCategory = Weapon,
Line 67: Line 192:
         BreakSound  =  LeadPipeBreak,
         BreakSound  =  LeadPipeBreak,
         DoorHitSound = LeadPipeHit,
         DoorHitSound = LeadPipeHit,
HitSound = LeadPipeHit,
HitSound = LeadPipeHit,
HitFloorSound = LeadPipeHit,
HitFloorSound = LeadPipeHit,
SwingSound = LeadPipeSwing,
SwingSound = LeadPipeSwing,
         TreeDamage  =  0,
         TreeDamage  =  0,
         CriticalChance = 30,
         CriticalChance = 30,
Line 79: Line 204:
         AttachmentType = BigWeapon,
         AttachmentType = BigWeapon,
     }
     }
</pre>
}}
}}
 
==See also==
*[[Plastic Pipe]]
*[[Metal Pipe]]
*[[Metalworking]]


{{Navbox_weapons}}
{{Navbox items|blunt}}

Latest revision as of 19:21, 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]
Lead Pipe
LeadPipe Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
1.5
Equipped
Two-handed
Slot attached
Back
Skill
Properties
Max condition
15
Performance
Damage
0.7–1.2
Range
0.61–1.15
Attack speed
0.93
Knockback
0.3
Knockdown
0
Technical
Item ID
Base.LeadPipe

A lead pipe is a short blunt melee weapon.

Usage

The lead pipe can hit up to 2 enemies at a time (with multi-hit enabled), dealing a maximum of 1.2 damage to enemies (unless a critical hit) from up to 1.15 tiles away at an attack speed of 0.93.

The weapon can be attached to the Back slot for quick access and weight reduction.

Pros Cons
  • Highest minimum and maximum damage ranges for short blunt weapons.
  • Highest durability of short blunt weapons.
  • Highest critical chance of short blunt weapons.
  • Highest condition of short blunt weapons.
  • Second-highest condition chance of short blunt weapons.
  • Third-longest range of short blunt weapons.
  • Not too difficult to find.
  • Second-lowest swing speed of short blunt weapons.
  • Low knockback.
  • Cannot be repaired.

Condition

The lead pipe has a maximum condition of 15. Its rate of degradation is influenced by the short blunt and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (20 + maintenanceMod × 2). Where "maintenanceMod" is calculated using the short blunt and maintenance skills.
Below is an example of the chance of losing durability at varying levels of the maintenance and short blunt skills.

For how this is calculated, see: Condition
Maintenance skill Weapon skill Condition lower chance
0 0 1/20 (5%)
0 4 1/22 (5%)
0 8 1/24 (4%)
4 0 1/24 (4%)
8 0 1/28 (4%)
4 4 1/26 (4%)
4 8 1/28 (4%)
8 8 1/32 (3%)
10 10 1/34 (3%)

Distribution

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

LeadPipe 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
ToolsCache1 Bag_DuffelBagTINT 23.28%
ToolsCache1 ToolsBox 23.28%
ToolsCache1 counter 23.28%
all crate 0.65%
all metal_shelves 2.57%
armyhanger counter 10.78%
armyhanger metal_shelves 10.78%
closet crate 23.28%
closet crate 41.14%
garagestorage crate 23.28%
garagestorage crate 41.14%
storageunit crate 23.28%
storageunit crate 41.14%
Vehicles
Type Container Effective chance
Construction Worker Trunk 23.28%
Zombie
Outfit Days survived Chance
All 10 3
Bandit 0 60

Code

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

Source: ProjectZomboid\media\scripts\items_weapons.txt

Retrieved: Build 41.78.16
item LeadPipe
    {
        DisplayCategory = Weapon,
        MaxRange	=	1.15,
        WeaponSprite	=	LeadPipe,
        MinAngle	=	0.7,
        Type	=	Weapon,
        MinimumSwingTime	=	2,
        KnockBackOnNoDeath	=	FALSE,
        SwingAmountBeforeImpact	=	0.02,
        Categories	=	Improvised;SmallBlunt,
        ConditionLowerChanceOneIn	=	20,
        Weight	=	1.5,
        SplatNumber	=	1,
        PushBackMod	=	0.3,
        SubCategory	=	Swinging,
        ConditionMax	=	15,
        MaxHitCount	=	2,
        DoorDamage	=	1,
        SwingAnim	=	Bat,
        DisplayName	=	Lead Pipe,
        MinRange	=	0.61,
        SwingTime	=	2,
        KnockdownMod	=	0,
        SplatBloodOnNoDeath	=	FALSE,
        Icon	=	Pipe,
        RunAnim	=	Run_Weapon2,
        IdleAnim	=	Idle_Weapon2,
        BreakSound  =   LeadPipeBreak,
        DoorHitSound = LeadPipeHit,
		HitSound = LeadPipeHit,
		HitFloorSound = LeadPipeHit,
		SwingSound = LeadPipeSwing,
        TreeDamage  =   0,
        CriticalChance	=	30,
        CritDmgMultiplier = 2,
        MinDamage	=	0.7,
        MaxDamage	=	1.2,
        BaseSpeed = 0.93,
        WeaponLength = 0.35,
        AttachmentType = BigWeapon,
    }

See also