X2 Scope: Difference between revisions
VaileasysBot (talk | contribs) m (→top: New infobox upgrade - Weapon parts) |
(Automated update of distribution section) |
||
Line 29: | Line 29: | ||
*[[File:AssaultRifle.png|link=M16 Assault Rifle]] [[M16 Assault Rifle]] | *[[File:AssaultRifle.png|link=M16 Assault Rifle]] [[M16 Assault Rifle]] | ||
{{clear}} | |||
==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 | |||
|- | |||
| all | |||
| [[militarycrate]] | |||
| 4 | |||
| 6 | |||
|- | |||
| garagestorage | |||
| [[locker]] | |||
| 4 | |||
| 8 | |||
|- | |||
| gunstore | |||
| [[counter]] | |||
| 4 | |||
| 8 | |||
|- | |||
| policestorage | |||
| [[locker]] | |||
| 4 | |||
| 4 | |||
|} | |||
==Code== | ==Code== | ||
{{CodeBox | {{CodeBox |
Revision as of 10:32, 12 February 2024
x2 Scope
Performance
Min range
+6
Max range
+7
Encumbrance mod.
+0.3
Technical
Item ID
Base.x2Scope
“
Weapon attachment. Increases firearm's maximum range.
A x2 scope is a weapon mod.
Usage
Increases firearms maximum fire range.
Can be added to guns using a screwdriver.
Compatible weapons
Distribution
The loot distributions can be found in the table(s) below.
Containers | |||
---|---|---|---|
Building/Room | Container | Rolls | Chance |
all | militarycrate | 4 | 6 |
garagestorage | locker | 4 | 8 |
gunstore | counter | 4 | 8 |
policestorage | locker | 4 | 4 |
Code
Code snippet! This section contains source code from Project ZomboidShow / Hide
Source: ProjectZomboid\media\scripts\newitems.txt
item x2Scope
{
Type = WeaponPart,
DisplayName = x2 Scope,
Icon = Scope2x,
Weight = 0.3,
WeightModifier = 0.3,
MaxRangeModifier = 7,
MinRangeModifier = 6,
MountOn = HuntingRifle; VarmintRifle,
PartType = Scope,
Tooltip = Tooltip_Scope,
MetalValue = 22,
}