Metal Bar: Difference between revisions

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{{Header/sandbox2|Project Zomboid|Items|Weapons|Melee weapons|Short blunt weapons}}
{{Header|Project Zomboid|Items|Weapons|Melee weapons|Short blunt weapons}}
{{Page version|41.78.16}}
{{Page version|41.78.16}}
{{Infobox item
{{Infobox item
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<!--TECHNICAL DETAILS-->
<!--TECHNICAL DETAILS-->
|item_id=Base.MetalBar
|item_id=Base.MetalBar
}}A '''metal bar''' is a material required in [[metalworking]] and an improvised short blunt [[Weapons|weapon]].
}}
 
A '''metal bar''' is a material required in [[metalworking]] and an improvised short blunt [[Weapons|weapon]].


==Usage==
==Usage==
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|}
|}


{{clear}}
==Distribution==
==Distribution==
The loot distributions can be found in the table(s) below.
The loot distributions can be found in the table(s) below.
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! colspan="4" | Containers
! colspan="4" | Containers
|-
|-
!Building/Room
! Building/Room
!Container
! Container
! style="width: 3.2em;" |Rolls
! style="width: 3.2em;" | Rolls
! style="width: 3.2em;" |Chance
! style="width: 3.2em;" | Chance
|-
|-
| SafehouseLoot
|SafehouseLoot  
| [[counter]]
|[[counter]]  
| 4
|4  
| 1
|1
|-
|-
| bedroom
|bedroom  
| [[crate]]
|[[crate]]  
| 1
|1  
| 0.6
|0.6
|-
|-
| rowspan="2"|factory
|rowspan="2"|factory  
| [[crate]]
|[[crate]]  
| 4
|4  
| 1
|1
|-
|-
|[[crate]]
|[[crate]]  
|4
|4  
|2
|2
|-
|-
| rowspan="2"|garagestorage
|rowspan="2"|garagestorage  
| [[counter]]
|[[counter]]  
| 4
|4  
| 1
|1
|-
|-
|[[counter]]
|[[counter]]  
|4
|4  
|2
|2
|-
|-
| rowspan="2"|toolstorestorage
|rowspan="2"|toolstorestorage  
| [[metal_shelves]]
|[[metal_shelves]]  
| 4
|4  
| 6
|6
|-
|-
|[[metal_shelves]]
|[[metal_shelves]]  
|4
|4  
|6
|6
|}
|}
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   | version = 41.78.16
   | version = 41.78.16
   | code =
   | code =
    item MetalBar
item MetalBar
     {
     {
         DisplayCategory = Weapon,
         DisplayCategory = Weapon,
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         WeaponLength = 0.35,
         WeaponLength = 0.35,
         AttachmentType = BigWeapon,
         AttachmentType = BigWeapon,
   }
   }  
}}
}}
}}
}}
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*[[Metal Tube]]
*[[Metal Tube]]


{{Navbox_weapons}}
{{Navbox weapons|blunt}}

Revision as of 11:04, 26 March 2024

UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
Metal Bar
LeadPipe Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
1.5
Equipped
One-Handed
Function
Skill
Properties
Max condition
8
Performance
Damage
0.7–1.1
Door damage
1
Range
0.61–1.2
Attack speed
0.95
Knockback
0.3
Knockdown
0
Technical
Item 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.

For how this is calculated, see: Durability
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)
Barricade (Metal Bars)
1.5 Metalworking none BlowTorch.png
Propane Torch
(1 units)

(keep)
WeldingMask.png
Welder Mask
(keep)
One of:
WoodenDoor Carpentry.gif Door
Window Carpentry.gif Window
MetalBar.png
Metal Bar x3
(consumed)
Metal Wall Frame
Metal Wall Frame
5 Metalworking Metalworking 3 The Metalwork Magazine Vol.1 BlowTorch.png
Propane Torch
(2 units)

(keep)
WeldingMask.png
Welder Mask
(keep)
WeldingRods.png
Welding Rods
(1 units)

(consumed)
MetalBar.png
Metal Bar x3
(consumed)

Distribution

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

Containers
Building/Room Container Rolls Chance
SafehouseLoot counter 4 1
bedroom crate 1 0.6
factory crate 4 1
crate 4 2
garagestorage counter 4 1
counter 4 2
toolstorestorage metal_shelves 4 6
metal_shelves 4 6

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

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 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,
   }

See also