Spiked Pickaxe Handle
A spiked pickaxe handle is an improvised short blunt weapon.
Usage
Pros | Cons |
---|---|
|
|
Breaking Doors
The spiked pickaxe handle is poor at breaking doors, dealing only 5 damage per hit, as well as the low durability and high condition lower chance means that it is likely to break before destroying a door. For comparison, an axe deals 35 damage, while dealing minimal damage to the axe itself.
Condition
The spiked pickaxe handle has a maximum condition of 4. 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 (2 + 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 | 1/2 (50%) |
0 | 4 | 1/4 (25%) |
0 | 8 | 1/6 (17%) |
4 | 0 | 1/6 (17%) |
8 | 0 | 1/10 (10%) |
4 | 4 | 1/8 (13%) |
4 | 8 | 1/10 (10%) |
8 | 8 | 1/14 (7%) |
10 | 10 | 1/16 (6%) |
Distribution
The spiked pickaxe handle can currently only be acquired through foraging, in the rare portion of the junk weapons category.
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
item PickAxeHandleSpiked
{
DisplayCategory = WeaponCrafted,
MaxRange = 1.1,
WeaponSprite = PickAxeHandleSpiked,
MinAngle = 0.65,
Type = Weapon,
MinimumSwingTime = 4,
KnockBackOnNoDeath = FALSE,
SwingAmountBeforeImpact = 0.02,
Categories = Improvised;SmallBlunt,
ConditionLowerChanceOneIn = 2,
Weight = 3,
SplatNumber = 1,
PushBackMod = 0.3,
SubCategory = Swinging,
ConditionMax = 4,
MaxHitCount = 2,
DoorDamage = 5,
IdleAnim = Idle_Weapon2,
SwingAnim = Bat,
DisplayName = Spiked PickAxe Handle,
MinRange = 0.61,
SwingTime = 4,
KnockdownMod = 2,
SplatBloodOnNoDeath = FALSE,
Icon = Pickaxe_Nails,
RunAnim = Run_Weapon2,
TwoHandWeapon = TRUE,
BreakSound = SpikedPickAxeHandleBreak,
DoorHitSound = SpikedPickAxeHandleHit,
HitSound = SpikedPickAxeHandleHit,
HitFloorSound = SpikedPickAxeHandleHit,
SwingSound = SpikedPickAxeHandleSwing,
TreeDamage = 0,
CriticalChance = 10,
CritDmgMultiplier = 5,
MinDamage = 0.7,
MaxDamage = 1,
BaseSpeed = 1,
DamageCategory = Slash,
DamageMakeHole = TRUE,
}