Metal Wall

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Metal Wall
MetalWall1.png
MetalWall2.png
[[File:{{{icon3}}}|Metal Wall|]]
[[File:{{{icon4}}}|Metal Wall|]]
[[File:{{{icon5}}}|Metal Wall|]]
General
Category
Furniture
Function
Protect the player from zombies and weather
Build
Skill (level)
Tool(s)
Ingredients
3 × SheetMetal.png Metal Sheet (Level 1)
4 × SheetMetal.png Metal Sheet (Level 2)
Technical
Tile ID(s)
constructedobjects_01_64 constructedobjects_01_48

A metal wall is a constructable wall used for shelter and defense.

Usage

Metal walls are a defensive structure that can be built to seal entranceways, reinforce entry/exit points, and can be used in the creation of completely new structures.

All metal walls require the player to have a propane torch, a welding mask, and welding rods to construct. The strength of the wall itself is dependent on the level of the wall built, and the player's metalworking skill level.. Metal walls can be constructed on both wooden and metal wall frames.

The player must have read the The Metalwork Magazine Vol. 1 to construct metal walls, or have the metalworker occupation.

Unlike wooden walls, metal walls can not be plastered or painted.

Crafting

To construct a metal wall, the player must be at least metalworking level 2, know the recipe, and have already constructed either a wooden wall frame or a metal wall frame. The plyer can then right click on the frame, and choose the level of wall they wish to construct, so long as they meet the construction requirements.

Product XP gained Skill(s) Recipe Ingredient 1 Ingredient 2 Ingredient 3 Ingredient 4
Metal Wall Lvl 1
Metal Wall Lvl 1
3.75 Metalworking Metalworking 2 The Metalwork Magazine Vol.1 BlowTorch.png
Propane Torch
(7 units)

(keep)
WeldingMask.png
Welder Mask
(keep)
SheetMetal.png
Metal Sheet x3
(consumed)
Metal Wall Lvl 2
Metal Wall Lvl 2
7.5 Metalworking Metalworking 8 The Metalwork Magazine Vol.1 BlowTorch.png
Propane Torch
(10 units)

(keep)
WeldingMask.png
Welder Mask
(keep)
SheetMetal.png
Metal Sheet x4
(consumed)
Metal Wall Lvl 2
Metal Wall Lvl 2
3.75 Metalworking Metalworking 8 The Metalwork Magazine Vol.1 BlowTorch.png
Propane Torch
(3 units)

(keep)
WeldingMask.png
Welder Mask
(keep)
Metal Wall Lvl 1
Metal Wall Lvl 1
SheetMetal.png
Metal Sheet x1
(consumed)

Health

The HP of a wall in Project Zomboid is determined from it's base material, the skill level of the builder, and the wall's level.

Calculations based on frame type wood and wall type metal
Skill level Level 1 metal wall Level 2 metal wall
3 760 HP -
4 780 HP -
5 800 HP -
6 820 HP -
7 840 HP -
8 860 HP 960 HP
9 880 HP 980 HP
10 900 HP 1000 HP
Calculations based on frame type metal and wall type metal
Skill level Level 1 metal wall Level 2 metal wall
3 830 HP -
4 850 HP -
5 870 HP -
6 890 HP -
7 910 HP -
8 930 HP 1030 HP
9 950 HP 1050 HP
10 970 HP 1070 HP

Trivia

Code

Code icon.png Code snippet! This section contains source code from Project ZomboidShow / Hide
Retrieved: Build 41.78.16
multistagebuild CreateMetalWall_1
    {
        PreviousStage:WoodenWallFrame;MetalWallFrame,
        Name:MetalWallLvl1,
        TimeNeeded:250,
        BonusHealth:650,
        SkillRequired:MetalWelding=2,
        ItemsRequired:Base.SheetMetal=3;Base.BlowTorch=7,
        ItemsToKeep:Base.BlowTorch,
        Sprite:constructedobjects_01_64,
        NorthSprite:constructedobjects_01_65,
        KnownRecipe:Make Metal Walls,
        ThumpSound:ZombieThumpMetal,
        CraftingSound:BlowTorch,
        CompletionSound:BuildMetalStructureMedium,
        ID:Create Metal Wall Lvl 1,
        XP:MetalWelding=15,
    }

    multistagebuild UpgradeMetalWall_1To2
    {
        PreviousStage:MetalWallLvl1,
        Name:MetalWallLvl2,
        TimeNeeded:200,
        BonusHealth:100,
        BonusSkill:FALSE,
        SkillRequired:MetalWelding=8,
        ItemsRequired:Base.SheetMetal=1;Base.BlowTorch=3,
        ItemsToKeep:Base.BlowTorch,
        Sprite:constructedobjects_01_48,
        NorthSprite:constructedobjects_01_49,
        KnownRecipe:Make Metal Walls,
        ThumpSound:ZombieThumpMetal,
        CraftingSound:BlowTorch,
        CompletionSound:BuildMetalStructureMedium,
        ID:Upgrade to Metal Wall Lvl 2,
        XP:MetalWelding=15,
    }

    multistagebuild CreateMetalWall_2
    {
        PreviousStage:WoodenWallFrame;MetalWallFrame,
        Name:MetalWallLvl2,
        TimeNeeded:250,
        BonusHealth:750,
        SkillRequired:MetalWelding=8,
        ItemsRequired:Base.SheetMetal=4;Base.BlowTorch=10,
        ItemsToKeep:Base.BlowTorch,
        Sprite:constructedobjects_01_48,
        NorthSprite:constructedobjects_01_49,
        KnownRecipe:Make Metal Walls,
        ThumpSound:ZombieThumpMetal,
        CraftingSound:BlowTorch,
        CompletionSound:BuildMetalStructureMedium,
        ID:Create Metal Wall Lvl 2,
        XP:MetalWelding=30,
    }


Retrieved: Build 41.78.16
public void doStage(IsoGameCharacter isoGameCharacter, IsoThumpable isoThumpable, boolean bl) {
            int n = isoThumpable.getHealth();
            int n2 = isoThumpable.getMaxHealth();
            String string = this.sprite;
            if (isoThumpable.north) {
                string = this.northSprite;
            }
            IsoThumpable isoThumpable2 = new IsoThumpable(IsoWorld.instance.getCell(), isoThumpable.square, string, isoThumpable.north, isoThumpable.getTable());
            isoThumpable2.setCanBePlastered(this.canBePlastered);
            if ("doorframe".equals(this.wallType)) {
                isoThumpable2.setIsDoorFrame(true);
                isoThumpable2.setCanPassThrough(true);
                isoThumpable2.setIsThumpable(isoThumpable.isThumpable());
            }
            int n3 = this.bonusHealth;
            switch (SandboxOptions.instance.ConstructionBonusPoints.getValue()) {
                // Code edited out by Ed because we are using default values
            }
            Iterator<String> iterator = this.perks.keySet().iterator();
            int n4 = 20;
            switch (SandboxOptions.instance.ConstructionBonusPoints.getValue()) {
                // Code edited out by Ed because we are using default values
            }
            int n5 = 0;
            if (this.bonusHealthSkill) {
                while (iterator.hasNext()) {
                    String string2 = iterator.next();
                    n5 += isoGameCharacter.getPerkLevel(PerkFactory.Perks.FromString(string2)) * n4;
                }
            }
            isoThumpable2.setMaxHealth(n2 + n3 + n5);
            isoThumpable2.setHealth(n + n3 + n5);

See also