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The M625 revolver is a pistol-caliber handgun chambered in .45 Auto rounds, fed by a 6 round cylinder. The weapon can be attached to a holster or double holster for quick access and encumbrance reduction.
Usage
Pros | Cons |
---|---|
|
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Drive-by shooting
All guns have the ability to shoot from vehicles. First press V, which opens the vehicle radial menu and open your window. Aim and fire. Drivers and passengers are all able to use this ability at the cost of reduced accuracy while the vehicle is moving. The driver cannot control the vehicle while aiming, it's recommended to cruise at a safe speed and make sure there are no obstacles that can cause a crash while you're driving and shooting.
Attachments
- Iron Sight : Increases firing range by 3 tiles.
- Red Dot : Increases aiming speed.
Condition
Repairing
M625 Revolver
Fixer | Skill | Repairs | Success chance |
---|---|---|---|
1× M625 Revolver | 3 Aiming | 50% | 95% |
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 | dresser | 2.34% |
armysurplus | displaycase | 15.52% |
bedroom | desk | 2.1% |
bedroom | dresser | 2.34% |
bedroom | sidetable | 2.1% |
druglab | metal_shelves | 15.52% |
drugshack | crate | 15.52% |
garagestorage | locker | 15.52% |
GunCache1 | Duffel Bag | 15.52% |
GunCache1 | counter | 15.52% |
GunCache1 | GunBox | 15.52% |
GunCache2 | Duffel Bag | 8.09% |
GunCache2 | GunBox | 15.52% |
gunstore | displaycase | 15.52% |
gunstorestorage | crate | 15.52% |
hunting | displaycase | 15.52% |
hunting | locker | 15.52% |
pawnshop | displaycase | 15.52% |
SafehouseLoot | counter | 15.52% |
SafehouseLoot | crate | 15.52% |
SafehouseLoot | metal_shelves | 15.52% |
SafehouseLoot | wardrobe | 15.52% |
SurvivorCache1 | counter | 15.52% |
SurvivorCache2 | counter | 15.52% |
Outfit | Days survived | Chance |
---|---|---|
Police (male outfit), Police (female outfit) | 0 | 50 |
Police Riot (male outfit) | 0 | 50 |
Police State (male outfit), Police State (female outfit) | 0 | 50 |
Prison Guard (male outfit) | 0 | 50 |
Private Militia (male outfit), Private Militia (female outfit) | 0 | 50 |
Amount | Skill level | Biome: chance | Weather modifiers % | Month modifiers | |||||
---|---|---|---|---|---|---|---|---|---|
Snow | Rain | Day | Night | Months available | Bonus months | Malus months | |||
1 | 0 | DeepForest: 1 Farm: 1 FarmLand: 1 Forest: 1 Nav: 1 TownZone: 1 TrailerPark: 1 Vegitation: 1 |
- | - | - | - | - | - | - |
The M625 revolver can be found almost anywhere, albeit rarely on the default settings. It can usually be found inside of cabinets, storage crates, wardrobes, dressers, and other similar containers. It cannot be found inside of refrigerators, although it may rarely be found on zombies. The gun can rarely be found attached to the holster of a police officer zombie or the holster of a bandit zombie.
The best method of finding an M625 Revolver is to search a gun store, the shooting range or the armory of a police station. The gun can also be found in overrun barricaded buildings.
Trivia
- The M625 replicates the specifications and characteristics of the Smith & Wesson Model 625, highly esteemed for its stopping power, robust composition and reliability, being chambered in .45 ACP for the period the game is set in.
Gallery
History
Base.Revolver
Version | Description |
---|---|
Build 41.65 | DisplayCategory added with value Weapon .SoundRadius changed from 70 to 50 . |
Build 41.54 | BreakSound changed from BreakMetalItem to M625Break .BringToBearSound added with value M625BringToBear .ClickSound added with value M625Jam .EjectAmmoSound changed from stormyRevolverSpin to M625EjectAmmo .EjectAmmoStartSound added with value M625EjectAmmoStart .EjectAmmoStopSound added with value M625EjectAmmoStop .EquipSound added with value M625Equip .HitSound added with value BulletHitBody .InsertAmmoSound changed from stormyRevolverInsertRound to M625InsertAmmo .InsertAmmoStartSound added with value M625InsertAmmoStart .InsertAmmoStopSound added with value M625InsertAmmoStop .ManuallyRemoveSpentRounds added with value TRUE .RackSound removed.ShellFallSound added with value M625CartridgeFall .SwingSound changed from stormyRevolverFire to M625Shoot .UnequipSound added with value M625UnEquip . |
Build 41.51 | RecoilDelay changed from 20 to 25 .StopPower added with value 9 . |
Build 41.46 | ModelWeaponPart added with value RedDot RedDot reddot reddot . |
Build 41.42 | Weight changed from 2 to 1.75 . |
Build 41.23 | JamGunChance changed from 1 to 0 . |
Build 41.20 | AimingPerkHitChanceModifier changed from 15 to 10 .HitChance changed from 27 to 30 . |
Build 41.19 | AimingTime changed from 40 to 25 .HitChance changed from 45 to 27 .MaxRange changed from 10 to 9 .SoundRadius changed from 150 to 70 .SoundVolume changed from 75 to 50 . |
Build 41.17 | AttachmentType added with value Holster . |
Build 41.12 | Released on this version. |
Code
Source: ProjectZomboid\media\scripts\items_weapons.txt
item Revolver
{
DisplayCategory = Weapon,
ImpactSound = null,
MaxRange = 9,
WeaponSprite = Revolver,
SoundVolume = 50,
MinAngle = 0.95,
Type = Weapon,
MinimumSwingTime = 0.5,
ToHitModifier = 1.5,
NPCSoundBoost = 1.5,
KnockBackOnNoDeath = TRUE,
Ranged = TRUE,
SwingAmountBeforeImpact = 0,
ProjectileCount = 1,
ConditionLowerChanceOneIn = 60,
Weight = 1.75,
SplatNumber = 3,
PushBackMod = 0.3,
SubCategory = Firearm,
ConditionMax = 10,
ShareDamage = FALSE,
MaxHitCount = 1,
MaxDamage = 1.6,
IsAimedFirearm = TRUE,
DoorDamage = 5,
UseEndurance = FALSE,
SwingAnim = Handgun,
DisplayName = M625 Revolver,
MinRange = 0.61,
SwingTime = 0.5,
MultipleHitConditionAffected = FALSE,
SoundRadius = 50,
MinDamage = 1,
SplatSize = 3,
KnockdownMod = 2,
SplatBloodOnNoDeath = TRUE,
Icon = Revolver,
RunAnim = Run_Weapon2,
CriticalChance = 20,
CritDmgMultiplier = 4,
AimingPerkCritModifier = 10,
AimingPerkRangeModifier = 1.5,
HitChance = 30,
AimingPerkHitChanceModifier = 10,
AimingPerkMinAngleModifier = 0.05,
RecoilDelay = 25,
SoundGain = 1.5,
ClipSize = 15,
ReloadTime = 30,
AimingTime = 25,
BreakSound = M625Break,
MetalValue = 30,
AmmoBox = Bullets45Box,
MaxAmmo = 6,
BringToBearSound = M625BringToBear,
SwingSound = M625Shoot,
HitSound = BulletHitBody,
ClickSound = M625Jam,
EquipSound = M625Equip,
UnequipSound = M625UnEquip,
InsertAmmoSound = M625InsertAmmo,
EjectAmmoSound = M625EjectAmmo,
InsertAmmoStartSound = M625InsertAmmoStart,
InsertAmmoStopSound = M625InsertAmmoStop,
EjectAmmoStartSound = M625EjectAmmoStart,
EjectAmmoStopSound = M625EjectAmmoStop,
ShellFallSound = M625CartridgeFall,
AmmoType = Base.Bullets45,
WeaponReloadType = revolver,
JamGunChance = 0,
haveChamber = FALSE,
ManuallyRemoveSpentRounds = TRUE,
AttachmentType = Holster,
ModelWeaponPart = IronSight IronSight scope scope,
ModelWeaponPart = RedDot RedDot reddot reddot,
StopPower = 9,
}