Magnum

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]
Magnum
Revolver Long Model.png
General
Category
Weapon
Encumbrance
Moodle Icon HeavyLoad.png
2
Equipped
One-handed
Slot attached
Holster
Skill
Ammunition
Magazine size
6
Properties
Max condition
10
Performance
Damage
1.2–1.9
Door damage
5
Range
0.61–11
Accuracy
20
Recoil
32
Noise radius
80
Knockback
0.3
Knockdown
2
Aiming time
40
Reload time
30
Crit chance
20%
Technical
Item ID
Base.Revolver_Long

A Magnum is a firearm weapon chambered in .44 magnum.

Usage

The Magnum can be attached to a holster or double holster for quick access and encumbrance reduction.

Pros Cons
  • Cannot jam.
  • Doesn't require magazines.
  • Tied with the D-E Pistol for highest maximum damage of any handgun. Has the highest minimum damage of any handgun.
  • Highest stopping power of any handgun.
  • Highest range of any handgun.
  • Slower reload than a gun that uses magazines.
  • Low round capacity compared to the semi-automatic pistols.
  • Tied with the D-E Pistol for 2nd lowest accuracy of any handgun.
  • Loudest handgun, zombies with default hearing are able to hear it from up to 80 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

Breaking doors

It can be used to bash down doors, dealing 5 damage per hit.

Condition

The magnum has a maximum condition of 10. Its rate of degradation is influenced by the aiming and maintenance skills. The chance of losing durability can be simplified to the following formula: 1 in (60 + maintenanceMod × 2). Where "maintenanceMod" is calculated using the aiming and maintenance skills.
Below is an example of the chance of losing durability at different levels of maintenance and aiming levels.

For how this is calculated, see: Condition
Maintenance skill Weapon skill Condition lower chance
0 0 1/60 (2%)
0 4 1/62 (2%)
0 8 1/64 (2%)
4 0 1/64 (2%)
8 0 1/68 (1%)
4 4 1/66 (2%)
4 8 1/68 (1%)
8 8 1/72 (1%)
10 10 1/74 (1%)

Distribution

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

Revolver_Long distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median 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.
Containers
Building/Room Container Effective chance
Bag_WeaponBag Bag_WeaponBag 5.54%
GunCache1 Bag_DuffelBagTINT 10.78%
GunCache1 GunBox 10.78%
GunCache1 counter 10.78%
GunCache2 Bag_DuffelBagTINT 5.54%
GunCache2 GunBox 10.78%
RevolverCase3 RevolverCase3 120.41%
SafehouseLoot counter 10.78%
SafehouseLoot crate 10.78%
SafehouseLoot metal_shelves 10.78%
SafehouseLoot wardrobe 10.78%
SurvivorCache1 counter 10.78%
SurvivorCache2 counter 10.78%
all dresser 1.64%
armysurplus displaycase 10.78%
bedroom desk 1.64%
bedroom dresser 1.64%
bedroom sidetable 1.64%
druglab metal_shelves 10.78%
garagestorage locker 10.78%
gunstore displaycase 10.78%
gunstorestorage crate 10.78%
hunting displaycase 10.78%
hunting locker 10.78%
pawnshop displaycase 10.78%
pawnshopoffice locker 19.27%
pawnshopstorage locker 19.27%
Vehicles
Type Container Effective chance
Survivalist Glove Box 2.81%
Zombie
Outfit Days survived Chance
Police
PoliceState
PoliceRiot
PrisonGuard
PrivateMilitia
0 50

Trivia

  • Magnum appears to be based on Colt anaconda revolver, specifically the 8-inch barrel variant with wood furniture.

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_Long
    {
        DisplayCategory = Weapon,
        ImpactSound	=	null,
        MaxRange	=	11,
        WeaponSprite	=	Revolver_Long,
        SoundVolume	=	75,
        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	=	2,
        SplatNumber	=	3,
        PushBackMod	=	0.3,
        SubCategory	=	Firearm,
        ConditionMax	=	10,
        ShareDamage	=	FALSE,
        MaxHitCount	=	1,
        IsAimedFirearm	=	TRUE,
        DoorDamage	=	5,
        UseEndurance	=	FALSE,
        SwingAnim	=	Handgun,
        DisplayName	=	Magnum,
        MinRange	=	0.61,
        SwingTime	=	0.5,
        MultipleHitConditionAffected	=	FALSE,
        SoundRadius	=	80,
        MinDamage	=	1.2,
        MaxDamage	=	1.9,
        SplatSize	=	3,
        KnockdownMod	=	2,
        SplatBloodOnNoDeath	=	TRUE,
        Icon	=	RevolverLong,
        RunAnim	=	Run_Weapon2,
        CriticalChance	=	20,
        CritDmgMultiplier = 4,
        AimingPerkCritModifier = 10,
        AimingPerkRangeModifier = 1.5,
        HitChance = 20,
        AimingPerkHitChanceModifier = 12,
        AimingPerkMinAngleModifier = 0.05,
        RecoilDelay = 32,
        SoundGain = 1.5,
        ClipSize = 15,
        ReloadTime = 30,
        AimingTime = 40,
        BreakSound = MagnumBreak,
        MetalValue = 30,
        AmmoBox = Bullets44Box,
        MaxAmmo = 6,
		BringToBearSound = MagnumBringToBear,
        SwingSound = MagnumShoot,
        HitSound = BulletHitBody,
		ClickSound = MagnumJam,
		EquipSound = MagnumEquip,
		UnequipSound = MagumUnEquip,
        InsertAmmoSound = MagnumInsertAmmo,
        EjectAmmoSound = MagnumEjectAmmo,
		InsertAmmoStartSound = MagnumInsertAmmoStart,
		InsertAmmoStopSound = MagnumInsertAmmoStop,
		EjectAmmoStartSound = MagnumEjectAmmoStart,
		EjectAmmoStopSound = MagnumEjectAmmoStop,
        ShellFallSound = MagnumCartridgeFall,
        AmmoType = Base.Bullets44,
        WeaponReloadType = revolver,
        JamGunChance = 0,
        haveChamber = FALSE,
        ManuallyRemoveSpentRounds = TRUE,
        AttachmentType = Holster,
        ModelWeaponPart = IronSight IronSight scope scope,
        ModelWeaponPart = RedDot RedDot reddot reddot,
        StopPower = 12,
    }

See also