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A keytar is a long blunt melee weapon.
Usage
Weapon
The keytar can attack up to 2 enemies at a time dealing a maximum of 0.7 damage to enemies (unless a critical hit) from up to 1.25 tiles away at an attack speed of 1.2.
Breaking doors
It can be used to bash down doors, but it is ineffective, dealing only 3 damage per hit.
Chopping trees
It is not very effective at chopping down trees, dealing 10 damage per hit. Note: Even if you wanted to chop down trees with a keytar, you'll likely going to break it even with max skills relating with it (From my testing its 6 hits to one tree being chopped Including some crazy 32 hits which chopped two trees down. The average is 15)
Condition
The keytar has a maximum condition of 2. 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 (3 + 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 maintenance and long blunt levels.
Maintenance level | Long blunt level | Condition lower chance | Average condition |
---|---|---|---|
0 | 0 | 1/3 (33%) | 6 |
0 | 4 | 1/5 (20%) | 10 |
0 | 8 | 1/7 (14%) | 14 |
4 | 0 | 1/7 (14%) | 14 |
8 | 0 | 1/11 (9%) | 22 |
4 | 4 | 1/9 (11%) | 18 |
4 | 8 | 1/11 (9%) | 22 |
8 | 8 | 1/15 (7%) | 30 |
10 | 10 | 1/17 (6%) | 34 |
Repairing
The keytar cannot be repaired.
Location
The loot distributions can be found in the table(s) below.
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.
Building/Room | Container | Effective chance |
---|---|---|
all | wardrobe | 2.1% |
BandPractice | crate | 6.74% |
BandPractice | metal_shelves | 6.74% |
bedroom | crate | 15.52% |
bedroom | crate | 0.65% |
bedroom | wardrobe | 2.1% |
closet | crate | 15.52% |
closet | crate | 0.65% |
closet | metal_shelves | 15.52% |
daycare | wardrobe | 2.1% |
garagestorage | crate | 15.52% |
garagestorage | crate | 0.65% |
pawnshop | shelves | 11.21% |
pawnshopstorage | crate | 15.52% |
pawnshopstorage | metal_shelves | 15.52% |
storageunit | crate | 15.52% |
storageunit | crate | 0.65% |
storageunit | metal_shelves | 15.52% |
storageunit | metal_shelves | 0.65% |
Story ID | Link |
---|---|
RZSMusicFestStage | Zone stories |
Gallery
History
Base.Keytar
Version | Description |
---|---|
Build 41.65 | DisplayCategory added with value Instrument . |
Build 41.54 | BreakSound changed from BreakWoodItem to KeytarBreak .DoorHitSound added with value KeytarHit .HitFloorSound added with value KeytarHit .HitSound added with value KeytarHit .SwingSound added with value KeytarSwing . |
Build 41.32 | MaxRange changed from 1.5 to 1.25 .MinAngle changed from 0.65 to 0.72 . |
Build 41.17 | AttachmentType added with value Guitar . |
Build 41.12 | Released on this version. |
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
item Keytar
{
DisplayCategory = Instrument,
MaxRange = 1.25,
MinAngle = 0.72,
WeaponSprite = Keytar,
Type = Weapon,
MinimumSwingTime = 3.0,
KnockBackOnNoDeath = TRUE,
Categories = Blunt,
ConditionLowerChanceOneIn = 3,
Weight = 2,
SplatNumber = 1,
PushBackMod = 0.3,
SubCategory = Swinging,
ConditionMax = 2,
MaxHitCount = 2,
DoorDamage = 3,
IdleAnim = Idle_Weapon2,
SwingAnim = Bat,
DisplayName = Keytar,
MinRange = 0.58,
SwingTime = 3.0,
HitAngleMod = -30,
SplatSize = 5,
KnockdownMod = 1.5,
SplatBloodOnNoDeath = TRUE,
Icon = Keytar,
RunAnim = Run_Weapon2,
TwoHandWeapon = TRUE,
BreakSound = KeytarBreak,
DoorHitSound = KeytarHit,
HitSound = KeytarHit,
HitFloorSound = KeytarHit,
SwingSound = KeytarSwing,
TreeDamage = 10,
CriticalChance = 20,
CritDmgMultiplier = 2,
MinDamage = 0.2,
MaxDamage = 0.7,
BaseSpeed = 1.2,
AttachmentType = Guitar,
}