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M625 Revolver

From PZwiki
Project ZomboidItemsWeaponsFirearmsM625 Revolver
UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
M625 Revolver
Revolver Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
1.75
Equipped
One-handed
Slot attached
Holster
Skill
Ammunition
Base.Bullets45
Magazine size
6
Properties
metal quantity
30
Max condition
10
Condition lower chance
60
Performance
Damage
1–1.6
Door damage
5
Range
0.61–9
Accuracy
30
Recoil
25
Noise radius
50
Knockback
0.3
Aiming time
25
Reload time
30
Crit chance
20%
Technical
Item ID
Base.Revolver

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
  • Cannot jam.
  • Doesn't require magazines.
  • Deals higher damage than most handguns.
  • Slower reload than a gun that uses magazines.
  • Low round capacity compared to the semi-automatic pistols.
  • While not extremely loud, zombies with default hearing are able to hear it from up to 70 tiles away.

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

Condition

Repairing

M625 Revolver

For more information, see Condition
Fixer Skill Repairs Success chance
M625 Revolver M625 Revolver 3 Aiming 50% 95%

Location

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

Revolver 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
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%
Vehicle
Type Container Effective chance
Survivalist Glove Box 4.13%
Foraging
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

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 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,
    }

See also