Metal Bar: Difference between revisions
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{{header|The Game World|Items|type=Construction|version=Version | {{header|The Game World|Items|type=Construction|version=Version 41|incver=78.16}}{{Infobox weapon | ||
|display_name=Metal Bar | |display_name=Metal Bar | ||
|name_colour=Construction | |name_colour=Construction | ||
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|equipped=One-Handed | |equipped=One-Handed | ||
|condition_max=8 | |condition_max=8 | ||
|attachemnt_type=BigWeapon | |||
|skill_type=Short Blunt | |||
<!--DAMAGE--> | <!--DAMAGE--> | ||
|type= | |type=Blunt | ||
| | |base_speed=0.95 | ||
|min_range=0.61 | |min_range=0.61 | ||
|max_range=1.2 | |max_range=1.2 | ||
Line 24: | Line 26: | ||
|door_damage=1 | |door_damage=1 | ||
|push_back=0.3 | |push_back=0.3 | ||
|knockdown= | |knockdown=0 | ||
<!--TECHNICAL DETAILS--> | <!--TECHNICAL DETAILS--> | ||
|class_name=MetalBar | |class_name=Base.MetalBar | ||
}}A '''metal bar''' is a material required in [[metalworking]]. | }}A '''metal bar''' is a material required in [[metalworking]] and an improvised short blunt [[Weapons|weapon]]. | ||
==Usage== | ==Usage== | ||
Metal bars are required in constructing [[barricade|metal bar barricades]] and [[Metal Wall|metal wall frames]]. This barricade provides a strong transparent structure that can be put on [[window]]s and [[door]]s. | Metal bars are required in constructing [[barricade|metal bar barricades]] and [[Metal Wall|metal wall frames]]. This barricade provides a strong transparent structure that can be put on [[window]]s and [[door]]s. | ||
===Weapon=== | |||
The metal bar can hit up to 2 enemies at a time (with multi-hit enabled), dealing a maximum of 1.1 damage to enemies (unless a critical hit) from up to 1.2 tiles away at an attack speed of 0.95. | |||
==Condition== | |||
The metal bar has a maximum condition of 8. 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 (15 + maintenanceMod × 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|15}} | |||
==Crafting== | ==Crafting== | ||
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==Code== | ==Code== | ||
{{CodeBox | |||
| {{CodeSnip | |||
| lang = java | |||
| line = true | |||
| start = 138 | |||
| source = weapons.txt | |||
| retrieved = true | |||
| version = 41 | |||
| incver = 78.16 | |||
| code = | |||
item MetalBar | |||
{ | { | ||
DisplayCategory = Weapon, | |||
MaxRange = 1.2, | MaxRange = 1.2, | ||
WeaponSprite = LeadPipe, | WeaponSprite = LeadPipe, | ||
Line 75: | Line 94: | ||
RunAnim = Run_Weapon2, | RunAnim = Run_Weapon2, | ||
IdleAnim = Idle_Weapon2, | IdleAnim = Idle_Weapon2, | ||
BreakSound = | BreakSound = MetalBarBreak, | ||
DoorHitSound = MetalBarHit, | |||
HitSound = MetalBarHit, | |||
HitFloorSound = MetalBarHit, | |||
SwingSound = MetalBarSwing, | |||
TreeDamage = 0, | TreeDamage = 0, | ||
CriticalChance = 30, | CriticalChance = 30, | ||
Line 84: | Line 107: | ||
WeaponLength = 0.35, | WeaponLength = 0.35, | ||
AttachmentType = BigWeapon, | AttachmentType = BigWeapon, | ||
} | } | ||
}} | |||
}} | |||
==See also== | ==See also== |
Revision as of 12:40, 29 December 2023
Metal Bar | ||
---|---|---|
| ||
General | ||
Category | Weapon | |
Encumbrance | 1.5 | |
Function | Metalworking | |
Equipped | One-Handed | |
Condition max. | 8 | |
Skill | Short Blunt | |
Damage | ||
Type | Blunt | |
Attack speed | 0.95 | |
Range | 0.61–1.2 tiles | |
Damage | 0.7–1.1 | |
Door damage | 1 | |
Knockback | 0.3 | |
Knockdown | 0 | |
Technical details | ||
Base ID | Base.MetalBar | |
A metal bar is a material required in metalworking and an improvised short blunt weapon.
Usage
Metal bars are required in constructing metal bar barricades and metal wall frames. This barricade provides a strong transparent structure that can be put on windows and doors.
Weapon
The metal bar can hit up to 2 enemies at a time (with multi-hit enabled), dealing a maximum of 1.1 damage to enemies (unless a critical hit) from up to 1.2 tiles away at an attack speed of 0.95.
Condition
The metal bar has a maximum condition of 8. 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 (15 + 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.
Maintenance skill | Weapon skill | Durability lower chance |
---|---|---|
0 | 0 | 1/15 (7%) |
0 | 4 | 1/17 (6%) |
0 | 8 | 1/19 (5%) |
4 | 0 | 1/19 (5%) |
8 | 0 | 1/23 (4%) |
4 | 4 | 1/21 (5%) |
4 | 8 | 1/23 (4%) |
8 | 8 | 1/27 (4%) |
10 | 10 | 1/29 (3%) |
Crafting
Product | XP gained | Skill(s) | Recipe | Ingredient 1 | Ingredient 2 | Ingredient 3 | Ingredient 4 |
---|---|---|---|---|---|---|---|
Barricade (Metal Bars) |
1.5 Metalworking | none | Propane Torch (1 units) (keep) |
Welder Mask (keep) |
Metal Bar x3 (consumed) | ||
Metal Wall Frame |
5 Metalworking | Metalworking 3 | Propane Torch (2 units) (keep) |
Welder Mask (keep) |
Welding Rods (1 units) (consumed) |
Metal Bar x3 (consumed) |
Distribution
Buildings
Metal bars can be found in garages, sheds, storage units, tool stores and logging factories.
Vehicles
Metal bars can be found in the trunk of metalworker, or construction worker's vehicles.
Code
Source: ProjectZomboid\media\scripts\weapons.txt
item MetalBar
{
DisplayCategory = Weapon,
MaxRange = 1.2,
WeaponSprite = LeadPipe,
MinAngle = 0.72,
Type = Weapon,
MinimumSwingTime = 2,
KnockBackOnNoDeath = FALSE,
SwingAmountBeforeImpact = 0.02,
Categories = Improvised;SmallBlunt,
ConditionLowerChanceOneIn = 15,
Weight = 1.5,
SplatNumber = 1,
PushBackMod = 0.3,
SubCategory = Swinging,
ConditionMax = 8,
MaxHitCount = 2,
DoorDamage = 1,
SwingAnim = Bat,
DisplayName = Metal Bar,
MinRange = 0.61,
SwingTime = 2,
KnockdownMod = 0,
SplatBloodOnNoDeath = FALSE,
Icon = MetalBar,
RunAnim = Run_Weapon2,
IdleAnim = Idle_Weapon2,
BreakSound = MetalBarBreak,
DoorHitSound = MetalBarHit,
HitSound = MetalBarHit,
HitFloorSound = MetalBarHit,
SwingSound = MetalBarSwing,
TreeDamage = 0,
CriticalChance = 30,
CritDmgMultiplier = 2,
MinDamage = 0.7,
MaxDamage = 1.1,
BaseSpeed = 0.95,
WeaponLength = 0.35,
AttachmentType = BigWeapon,
}