Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Barbell

From PZwiki
UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
Barbell
BarBell Model.png
General
Category
Sports
Encumbrance
Moodle Icon HeavyLoad.png
6
Equipped
Two-handed
Skill
Properties
Metal quantity
120
Max condition
15
Condition lower chance
25
Performance
Damage type
Blunt
Damage
1.8–2.8
Door damage
35
Tree damage
55
Range
0.61–1.35
Attack speed
0.7
Knockback
0.3
Technical
Item ID
Base.BarBell

A barbell is a fitness item and heavy weapon.

Usage

Fitness

Main article: Exercise

While the player has a barbell in their inventory, they can perform the barbell curl exercise. This exercise is 20% more effective than its weightless alternative, pushups.

Weapon

A barbell is considered a heavy weapon and requires two hands to use at all. It has high damage to doors, trees and enemies, always knocking them over, along with a high durability, making it seem a desirable weapon. This is offset, however, by the high exhaustion rate of the weapon and its incredibly high weight.

It is one of the only weapons that cannot be attached anywhere (belt, back, or holster).

Condition

The barbell has a maximum condition of 15. Its rate of degradation is influenced by the long blunt and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (25 + maintenanceMod × 2). Where "maintenanceMod" is calculated using the long blunt and maintenance skills.
Below is an example of the chance of losing durability at varying levels of the maintenance and long blunt skills.

For how this is calculated, see: Condition
Maintenance skill Long blunt level Condition lower chance Average condition
0 0 1/25 (4%) 375
0 4 1/27 (4%) 405
0 8 1/29 (3%) 435
4 0 1/29 (3%) 435
8 0 1/33 (3%) 495
4 4 1/31 (3%) 465
4 8 1/33 (3%) 495
8 8 1/37 (3%) 555
10 10 1/39 (3%) 585

Repairing

The barbell cannot be repaired. However, once broken it can still be used for exercise.

Location

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

BarBell distributionShow / Hide

Effective chance calculations are based off of default 'apocalypse' loot settings, with no luck modifier, and average 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. Duplicate entries do exist, but have been removed for clarity.

Containers
Building/Room Container Effective chance
bedroom crate 0.77%
closet crate 23.67%
closet crate 11.21%
closet crate 0.77%
garagestorage crate 23.67%
garagestorage crate 11.21%
garagestorage crate 0.77%
gym metal_shelves 19.68%
storageunit crate 23.67%
storageunit crate 11.21%
storageunit crate 0.77%
storageunit metal_shelves 0.77%

Gallery

History

Base.BarBell

Version Description
Build 41.65 DisplayCategory added with value Sports.
Build 41.54 BreakSound changed from BreakWoodItem to BarbellBreak.
DoorHitSound added with value BarbellHit.
HitFloorSound added with value BarbellHit.
HitSound added with value BarbellHit.
SwingSound added with value BarbellSwing.
Build 41.51 MaxHitCount changed from 2 to 3.
Build 41.32 MaxRange changed from 1.7 to 1.35.
MinAngle changed from 0.65 to 0.8.
Build 41.12 Released on this version.

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 BarBell
    {
        DisplayCategory = Sports,
        MaxRange	=	1.35,
        WeaponSprite	=	BarBell,
        MinAngle	=	0.8,
        Type	=	Weapon,
        MinimumSwingTime	=	3.0,
        KnockBackOnNoDeath	=	TRUE,
        SwingAmountBeforeImpact	=	0.002,
        Categories	=	Blunt,
        ConditionLowerChanceOneIn	=	25,
        Weight	=	6,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        EnduranceMod	=	3,
        SubCategory	=	Swinging,
        ConditionMax	=	15,
        MaxHitCount	=	3,
        DoorDamage	=	35,
        IdleAnim	=	Idle_Weapon2,
        SwingAnim	=	Heavy,
        DisplayName	=	Barbell,
        MinRange	=	0.61,
        SwingTime	=	2,
        HitAngleMod	=	-30,
        SplatSize	=	5,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	Barbell,
        RunAnim	=	Run_Weapon2,
        TwoHandWeapon = TRUE,
        SwingSound = BarbellSwing,
        DoorHitSound = BarbellHit,
        HitSound = BarbellHit,
        HitFloorSound = BarbellHit,
        BreakSound = BarbellBreak,
        TreeDamage = 55,
        MetalValue = 120,
        CritDmgMultiplier = 2,
        MinDamage	=	1.8,
        MaxDamage	=	2.8,
        BaseSpeed = 0.7,
  		WeaponLength = 0.5,
  		RequiresEquippedBothHands = TRUE,
  		AlwaysKnockdown = TRUE,
  }

See also